Ashe C2 Episode 30 - Escaping The Vault the party breaks...
Previously On Liters of Tomorrow
Joining Ricelia Serise once again on a dangerous vault heist you all made your way into the sewers of Warshaw. Finding the long lost secret entrance to the vault you all began to investigate it's secrets and take stock of the riches within. After several minutes of unlocking heavy gates, avoiding traps, and cataloguing the treasures inside you were confronted by strange skeletal monsters who accosted you.
After felling two of them a countdown of energy flowed around you and then an explosion of purple and pink energy swept around you. A woman emerged from a wall and began to drink in all of the magical energies nearby her. She grabbed hold of Triss and attempted to drink her spell slots but found her empty. She then turned on Mausim and attempted to hold him. He resisted and a strange battle of wills emerged.
She then tilted her head in recognition and addressed him as Encealadus. Using her confusion he broke her grip and drew his sword. With her magical absorption abilities the illusion of the skeletons dissipated revealing human guards in a confused state. More guards from the keep ran down the stairs, some with magical abilities, empowering the woman even more. She began to crackle and vibrate with energy and lifted off of the ground.
Triss had leapt on to a pedestal to grab the crown jewels. Warned of several pressure plates on the base she clung precariously and tried to stuff the treasures in her pack. Dropping one of the items activated the plates bringing six stone golems to life. Vault guardians programmed to eliminate all trespassers.
Nearby focused on a massive pile of gold Bon Vee, Archos and Finn began to fill their packs but were interrupted by a massive gelatinous blob that began to seep in through the walls and ceiling. Pseudopods formed and began to attack. After suffering serious acid burns the three retreated from the pile.
Wes, tracking the team from the surface, entered the vault and surveyed the chaotic scene. He began to distract and take out guard forces using smoke screens, flashbombs and flaming arrows. Though this kept the guards from arresting or subduing any of the party it also inadvertantly blinded Mausim.
As the Golems and the glob separated the team into different parts of the vault many of you began to think of escape plans. Wes retreated back the way he came as the golems began to pummel the guard forces. Archos misty stepped into the teleporation room and figured out how to activate it.
Bon Vee in an attempt to disarm an arcane lightning trap instead electrocuted himself to death. Triss completed the work and grabbed a strange wintry box as well as Bon Vee's body. She made her way into the Teleporation room and joined Archos. After a quick healing work from Archos the three watched as the gelatinous horror moved into view filling the hallway. Archos activated the teleporation circle and the three blinked off to lands unknown.
Finn explored secret rooms and unraveled the mystery of where the strange woman was released from. He also found a chamber that held an empty pedestal the same size as the Seal on the Dark One's prison that you currently possess.
Now the glob and the golems fill the center of the vault. Dozens of guards block the entryway to the castle and the secret exit. Mausim and Finn now find themselves behind enemy lines trapped in the vault. Archos, Triss and Bon Vee find themselves deep underwater as the salty brine begins to fill their lungs....
Plot points/Scenes
Finn - Dealing with Finn and his invisiblity. Allow Finn three rounds of action to determine what he wants to do. The Glob has moved but is now moving back for reasons Finn doesn't known about. The pseudopods will find him once more in three rounds. He still has thirty minutes of invisibility left which will not work on the Glob. Once the glob is taken care of however the Assembly mages will begin to do an invisibility sweep with detection spells.
You watch carefully from the back of the vault as the glob moves away. It's transparent body slick with the deadly acid that makes up it's ever changing form, then it stops and shudders. While you decide what to do a voice begins to speak in your head with an angry gravelly tone "You double crossed me you sonofabitch, you and your blue skinned friend in the tower took your shot. Next time I see you I take mine, watch your back..."
You recognize it as a message spell from the goblin man you were working with to find Cog. You can answer the message if you want. [DM Note: Give Finn a couple of actions as things progress on the other side of the vault.]
The heavy footfalls and motions of the stone golems stops as you concentrate on your surroundings. The Glob also seems to halt and shudder like it's in pain. On the other side of the vault you hear Icy cracking and gusts of wind.
Finn you hear the voices of the guards as they explain the situation to another group. "The thieves must still be here but other stranger things have happened as well. A woman exploded out of the top of the keep creating this hole here and someone activated all of the golems. Where this gelatinous creature came from we are not sure. I have an investigator looking into some reports from the sewer and a battle on the streets this afternoon."
A deep bureaucratic voice answers him. "Captain Tressel, my team will help you in all of these matters. Just remember that these services could be on call permanently if the Queen complies with our request for an office here in the city." Despite the dangers involved the voice is calm and collected. He barks out commands to someone "Utilize your mastery of cold here, this gelatinous horror will have no defense for it." Another voice replies to him "You are right Magus Ren, the creature shrinks from the ice!" Magus Ren tells another one to work on the golems "Arcanist Quell tell the golems to return to their alcoves." the other wizard responds with a arcane verbal sentence that you do not reconize. The golems begin to move through the glob and retreat back to their alcoves.
Captain Tressel still shook tells the other guards to keep looking. "Find those thieves! someone created this mess and we need to do an accounting of the treasures." The deep calm voice of Magus Ren responds "My dear Captain Tressel, never fear as soon as this creature is reduced in size we will do a full sweep of anything disguised, invisible, or magical."
Mausim - You find yourself in the room where Triss and Bon Vee just left. In the center of the room stands a pedestal covered in ancient writings. The pedestal itself is empty and a section of the wall to your right is open. Beyond you see the faint glimmer of the teleportation circle as the pink glow fades from the hundreds of runes that make up it's design. You see the pseudopods from the glob begin to snake their way into the chamber beyond as the glob reconstitutes. As you decide what your next move is you hear a voice in your head.
"Encealadus we have found each other once more as the weave has willed it, When next we meet I will tear you apart for what you have done..." You recognize the voice of the strange woman who broke out of the vault. An unwanted memory surfaces of her name, Electra The Unseen, The Weave eater.
The Assembly of the Weave Arrives
To deal with the strange happenings in the vault the city and the royal family ask the Assembly for help immediately. Four members are in town, they were asking for permission to maintain an office in the city permanently. This situation may help their case immensely. Gaurds rush to their inn to ask their help immediately and they agree. They lead them into the vault where dozens of well trained guards are trying to fend off attacks from the stone golems and the glob that threatens to engulf the entire area.
Assembly wizards :
- Galtigar Ren - Half Elven man 9th level evocation wizard.
- Zhorn Eagle - Tiefling woman 8th Level War Mage
- Cuteris Quell - Human man 9th level conjuration wizard
- Jiallo Montebello - Elven man 9th level evocation wizard.
Spells to use on Glob - Chill touch, Sleet Storm, Ice Storm, Cone of Cold and Rime's Binding Ice. They also have a wand of Cone of Cold, and a scroll of Wall of Ice, scroll of Ray of frost. With these they will start to quell the Glob. The Conjuration wizard takes care of resetting the golems.
Themes
Bon Vee, Archos and Triss -
Kierke Farmlands of Oraheim near Kierkewoode
The three will be saved by a fisherman who fishes them out of the ocean. He has a large boat that he uses to look for large sailfish and other saltwater delicacies like Redfin Creeper, Snarling Goldwhisker, Wyvernfish, Taloosa Grouper, Blue Venterfish, Sunset scale Blinkfish, Flying Tittergill, Umpa Lumpa Drumfish, and Rugby Drinkwater. His name is Balonta Hookhale, he is a Water Genasi Man and his first mate is a Halfling woman with dark brown skin called Honey Heatonist.
You all step through the portal as the Glob begins to reach tendrils into the gates. Long sticky Pseudopods snake through the bars hungry for your flesh. The next second you open your eyes and the salty brine of the ocean stings them. Your nose and mouth are immediately beset by saltwater and you have no idea which way is up. Give me an intelligence check and a constitution check! [DM Note: DC 12, as experience adventurers this shouldn't be too difficult just physically taxing and confusing. The intelligence check is to right themselves in the water and the constitution is to swim and hold their breath. A 1 means that they take in a full breath of saltwater and begin to drown. All bad results are levels of exhaustion.] As you break the surface of the water you see the night sky and thousands of stars. The black waves around you seem ominous with the lack of sunlight and you wait to see your compatriots come up from the water. The water is deathly cold considering that we are still in the tail end of winter.
[DM Note: A perception check allows them to see a fishing boat in the distance.] An old but sturdy fishing boat holds it's position anchored for the night. You see bright blue trim on the railings and peaked roof of the top section. It has two masts with the sails brought in and tied tight. A light blue glow emanates from a cheap magic lantern. On the back of the boat it says the By Hook or by Crook. What do you do? [Captain Hookhale and and Honey are confused and afraid when the PC's wake them but they aren't violent or mean. They ask for an explanation of how the PC's got here and offer some food and water.]
Their random teleportation was extremely lucky for they are only a few days ride from Warshaw. Captain Hookhale drops them off in Berkwoode a farming and fishing town. It is a river delta that allows access to the Wyvern Sea. The soil in this area of the country is incredibly rich and makes for excellent farmland. The Woodestownes, Kierkewoode, Berkwoode, and Lakewoode, are a well situated trade route that goes up the eastern coast of Oraheim and into the Eigerlands towards Stoneport. Bon Vee and Archos can make history checks to figure out where they are using the stars and landmarks.
Captain Hookhale calms down after your invasion of his boat and says that the sun will be up soon. Honey brings out warm dry blankets and hands them to you. "Take off that clothing or you'll catch your death. I'll make up a cabin for you to get you out of this chill." She leads you to a small room with a stove in it. The glowing rocks inside give out a pleasant warmth and you all remover your wet garments.
Captain Hookhale knocks on the door and says "As soon as we hit sunrise we can sail into Berkwoode. We are just about at full capacity anyway. Had a good haul of fish the last few days. From there I'm sure you can find transport to wherever it is you are going. " He heads to the upper deck of the boat and grabs the wheel. He hits a small blue stone and activates a control water stone on the back of the boat. It acts like a small motor which moves the boat at a slow but steady four knots. "Soon as we get a decent breeze I'll open up the sails but for now at least we will get a move on!" 30 minutes later you can see land in the distance.
The wide open fields of Kierke are dotted with windmills and grain houses. As you get closer you can see a wide river delta and a town built around it. Dozens of small fishing boats and larger shipping freighters move throughout the water. Captain Hookhale drops the sails and activates the stone once more to slowly maneuver through the traffic. The bright sun of the early morning warms your skin and as you sail into the branching docks you smell a mix of smoke, breakfast foods, and foul body odor of the sailors and dockmen. The captain docks and tips his hat, "You folks are some of the strangest fish I ever caught but I promised me dear old mum that I would help folks in need. I hope you find your way."
When they get into town Bon Vee will be spotted by a local officer of the ETC. His name is Cotillion Pendergast. A Gnome man with a powdered wig and a bright red coat and breeches.
As you make your way into Berkwoode the smells around you remind you that you all are dreadfully hungry. He immediately exclaims "You! Rupert Burnskeever! You scoundrel! You Rapscallion! You cheated me out of 100 gold! That damned wand you sold me was a fake!" He points directly at Bon Vee and begins to demand that he be arrested.
Though he may seem funny at first he actually commands quite a bit of power in the town due to his high station and loads of money. When the gnome man makes a scene four guards turn their heads and head towards the dock.
[Need a dock map or miniature scene for this one!]
Structure
Exposition
Wes -
On the run from the gaurds he finds a portal to the Dark realm.
Wes you back up into the old tunnel from which you came. Archos yelled at you to run and that they had found another way out. You watch as six more guards enter the far side of the vault accompanied by four figures in blood red robes. [DM Note: History check to see if Wes knows who the Assembly is and what their symbol looks like.]
[If Wes runs] Behind you a voice reverberates in the tunnel from the vault. A human voice says "Here sir! they must have burrowed in from this way!" You can hear several footfalls from men in boots now heading into the tunnel to investigate. One of them shouts in a commanding fashion "Bring the drake! We'll track him by scent!"
As you rush through the shanty community still reeling form the death of Teva Bagshodt you spy some of the goblins that helped you earlier. "What happened? did you find your friends?" As Wes explained what happened the goblins look more concerned. "Oh No, this is bad. They have drakes that smell better than any dog, you need to run!" As Gromm runs to warn others in the settlement that guards are coming, Latch turns to you in a panic. "You need to get out of here, head back to the surface and get to the river or high up on a building. I'll try to buy you some time!" Latch rushes to the floodgate to intercept the guards right behind you.
As you turn to run towards the sewer entry you see five guards accompanied by a scaly four legged creatures with wing flaps. It looks like a large Komodo dragon with green scales that have an iridescent shimmer on it's sides. It licks the air with it's serpentine tongue and rushes in your direction. The guards follow behind it, as Latch puts his hands up to parley with them a mailed fist knocks him senseless and he falls to the ground. [DM Note: use the city battle map to help Wes lose the guards.]
When Wes finds a portal to the dark world
You look to your right and catch a glimmer out of the corner of your eye. At first you think you imagined it but as you move a few feet in a semi circle it confirms it. A two dimensional jagged edged tear in the very air in front of you. You see a slight shimmer of royal blue on the edges and the image inside of the tear looks similar but different colors and different lighting.
Things Going on after the Vault is resolved-
On the run from the gaurds he finds a portal to the Dark realm.
Wes you back up into the old tunnel from which you came. Archos yelled at you to run and that they had found another way out. You watch as six more guards enter the far side of the vault accompanied by four figures in blood red robes. [DM Note: History check to see if Wes knows who the Assembly is and what their symbol looks like.]
[If Wes runs] Behind you a voice reverberates in the tunnel from the vault. A human voice says "Here sir! they must have burrowed in from this way!" You can hear several footfalls from men in boots now heading into the tunnel to investigate. One of them shouts in a commanding fashion "Bring the drake! We'll track him by scent!"
As you rush through the shanty community still reeling form the death of Teva Bagshodt you spy some of the goblins that helped you earlier. "What happened? did you find your friends?" As Wes explained what happened the goblins look more concerned. "Oh No, this is bad. They have drakes that smell better than any dog, you need to run!" As Gromm runs to warn others in the settlement that guards are coming, Latch turns to you in a panic. "You need to get out of here, head back to the surface and get to the river or high up on a building. I'll try to buy you some time!" Latch rushes to the floodgate to intercept the guards right behind you.
As you turn to run towards the sewer entry you see five guards accompanied by a scaly four legged creatures with wing flaps. It looks like a large Komodo dragon with green scales that have an iridescent shimmer on it's sides. It licks the air with it's serpentine tongue and rushes in your direction. The guards follow behind it, as Latch puts his hands up to parley with them a mailed fist knocks him senseless and he falls to the ground. [DM Note: use the city battle map to help Wes lose the guards.]
When Wes finds a portal to the dark world
You look to your right and catch a glimmer out of the corner of your eye. At first you think you imagined it but as you move a few feet in a semi circle it confirms it. A two dimensional jagged edged tear in the very air in front of you. You see a slight shimmer of royal blue on the edges and the image inside of the tear looks similar but different colors and different lighting.
Things Going on after the Vault is resolved-
- The Dark One's Seal from Westinox is still in the carriage, hidden in the secret compartment.
- Vernabogge is in Copenhaus seizing power.
- Wes can be confronted by the Manticore King or the Green Dragon. The Ashen Forest still wants him.
- Bon Vee has several criminals and authorities looking for him.
- Sava Cogson still wants their help in finding Revetan. He also has information on the Fallen.
- The Dark One's Seal is now missing from Warshaw's Vault and is in the possession of Bella.
- The Other Seals need to be found before they are destroyed.
- Rakovonarr is in the Inorh Forest rising to power.
- Malloridin is in Ailingsparing creating a powerful cult of the undead.
- Kazzarra the Bloodclaw has awakened in the desert of Ventenheim.
- Archos is hunted by the Assembly of the Weave.
- The Assembly has also registered the magical pulse of Electra they will investigate!
Conflict
The Tannelmimics
Depending on where the PC's wind up after the vault is resolved. The fallen will send these strange doppelgangers after them. They will meet up with them in pubs or on the road. The mimic will try to read their thoughts and then steal their identity. They will try to infiltrate the group and assassinate them one by one.
Depending on where the PC's wind up after the vault is resolved. The fallen will send these strange doppelgangers after them. They will meet up with them in pubs or on the road. The mimic will try to read their thoughts and then steal their identity. They will try to infiltrate the group and assassinate them one by one.
Things Going on after the Vault is resolved-
- The Dark One's Seal from Westinox is still in the carriage, hidden in the secret compartment.
- Vernabogge is in Copenhaus seizing power.
- Wes can be confronted by the Manticore King or the Green Dragon. The Ashen Forest still wants him.
- Bon Vee has several criminals and authorities looking for him.
- Sava Cogson still wants their help in finding Revetan. He also has information on the Fallen.
- The Dark One's Seal is now missing from Warshaw's Vault and is in the possession of Bella.
- The Other Seals need to be found before they are destroyed.
- Rakovonarr is in the Inorh Forest rising to power.
- Malloridin is in Ailingsparing creating a powerful cult of the undead.
- Kazzarra the Bloodclaw has awakened in the desert of Ventenheim.
- Archos is hunted by the Assembly of the Weave.
- The Assembly has also registered the magical pulse of Electra they will investigate!
The Helodic Card Reader and Archos.
In the town they wind up in Archos will see a kiosk built into one of the buildings. The outer walls frame up an alcove, the outer walls are covered in familiar symbols and images. A woman sits at a table in an ornate velvet chair with magenta padding and blackwood frame. She beckons you over and you see that her cards for the reading all have the same symbols you see in your visions. A brightly painted sign arched above her says "Bellaria, Helonic Reader".
Charmayne Daedalus -
A lieutenant of Electra, she has also been reawakened and take the initiative to kill Mausim.
In the town they wind up in Archos will see a kiosk built into one of the buildings. The outer walls frame up an alcove, the outer walls are covered in familiar symbols and images. A woman sits at a table in an ornate velvet chair with magenta padding and blackwood frame. She beckons you over and you see that her cards for the reading all have the same symbols you see in your visions. A brightly painted sign arched above her says "Bellaria, Helonic Reader".
- Moons and planets
The Sun - Known as Tellenos to older scribes it has had dozens of names through the ages. Both Corsun and Tellenor are gods associated with this celestial body. - The Larger Moon - Known as Hellenos it is associated with the god Hellenox.
- The Smaller Moon - Known as Vellenos it is associated with the god Vellenox.
- First Planet from the sun - Gallindios in the old elven and as Lambonos by those who worship Lamborginus.
- Second Planet from the sun - Known as either Cudgious in the old Dwarven myths it is also known as Feraros by many in our age.
- Third Planet from the sun - Usually referred to as Makas it is usually associated with the Nature god Maka'Lua'A and is the most visible in the night sky when the moons are low.
- First card - Anchor flipped on it's side.
- Second Card - Set of two footprints - You are on a quest with several compatriots.
- Third Card - Crown, masculine - A compatriot holds an important secret
- Fourth Card - Candle - immortality, reincarnation but can also mean a desire.
- Fifth Card - Chameleon flipped away from subject - A companion holds a duplicitious secret. Watch this one.
- Sixth Card - Raven, no a Rook pointed towards subject - Grave danger, being hunted by dark forces
- Seventh Card - A black Star - If you do not finish your quest the black star will destroy you.
Plot type
Main Story
Related Characters
Related Locations
A lieutenant of Electra, she has also been reawakened and take the initiative to kill Mausim.
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