BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Ashe C2 Episode 32 - A Celebration of Home

Previously On Liters of Tomorrow


With the team randomly teleported throughout the Eigerlands after the vault heist you found yourselves divided into two groups.  Finn and Mausim wound up in the Ashen forest and made their way to the town of Ashe.  Meeting up with Opela Barn and Qesa Huss, of the Daughters of Light, on the Eastern road they hitched a ride on their warhorses.  Speaking with the two clerics they learned of the machinations of the Fallen.  Those powerful immortals who serve to break the Dark One out of his prison.  
Once in Ashe they had dinner with Jaron Dartmoor and regaled him with the adventures the team has had in the past month.  Afterward they settled down into rooms in the Constellation Inn after a few drinks.  They were awoken in the middle of the night by a panicked Jaron who explained that a group of darkfriends had captured some of the townfolk and were using them as bait.  They demanded the presence of Mausim.  
Given little other choice the two made their way to a ravine nearby.  Once there they were attacked by a woman claiming to be a lieutenant of Electra the Unseen.  She tried to kill Mausim but was thwarted with the help of a local spineback guard Barley Mugbeard.  Unfortunately Barley was slain in the battle.  As Finn freed the hostages, Mausim used his enchanted sword to take on the woman directly.  Dodging several Ashen bursts he dealt her several dangerous blows.  On the verge of death the woman turned herself invisible and fled.  With her strange fire magic no longer a threat, Mausim and Finn turned their attention to her lackeys and quickly destroyed them.  They freed the hostages and arrived back in town to a grateful populace.  
Archos, Wes, Triss, and Bon Vee found themselves in the small town of Berkwoode.  Preparing to make their way back to Warshaw Archos was sent out for breakfast.  He was distracted by a tiefling card reader bearing the same symbols he sees in his visions.  He sat down for a reading and was given several vague but disturbing signs of his near future.  Remembering to grab breakfast and coffee he left and walked down the street only to be grabbed by a couple of thugs.  Headlocked and unable to free himself he was placed in front of a hooded figure.  As he watched the figure began to change it's features to look like Archos.  It also attempted to probe his mind but found a strong resistance from the Tiefling Astromancer. 
Arriving in town on his horse striker, Wes rode quickly down the street looking for signs of his companions.  Seeing the barest hint of a cloak that looked like Archos' he rode over to the alley.  Inside he saw the struggle and immediately drew his bow.  With a heads up from Wes, Triss and Bon Vee were alerted to the conflict and also ran to help.  The thugs put up some resistance but were no match for the combined might of the adventurers.  With the thugs falling rapidly the hooded creature attempted to flee.  On the verge of slipping away onto the busy town streets Wes fired a grappling arrow to draw it back.  Archos felled the creature with a blast of magic and ended the threat.  
In the aftermath Wes noticed a strange two dimensional opening in another alleyway and found a parallel twilight version of Berkwoode inside.  A second opening led to the Ashen Forest.   Gathering his teammates he guided them through to the other Forest.  The openings closed soon after as if they had never existed.

Plot points/Scenes

A Celebration in Ashe


Finn and Mausim as you arrive back in town exhausted and cold you quickly retire to your rooms for some rest.  As you awake in the morning you make your way down into the common room of the Constellation Inn you are met by dozens of people who immediately raise their mugs of morning bier and cheer.  A wave of adulation goes through the common room and you see the illusory walls of the building have been changed from the night sky and the constellations to a celebratory pattern of fireworks.  
Enstazi Bronze, a pretty middle aged half orc woman leads you to a center table and you see plates of pancakes, sausage and bacon already prepared for you.  As you sit down mugs of morning bier are handed to you and the crowd cheers once more.  Enstazi says "All of this is on the house boys, we couldn't be prouder of what you did last night.  Right folks?!"  Another cheer and a local song begins like you would hear at an english football game.  The crowd in the Inn is joyful and energetic, all except the old man in the corner, Jimmy Toucans, who leaves in a huff.  
Archos, Bon Vee, and Triss, you are ably led by Wes through the morning dew of the forest.  The sun shines bright overhead filtered through the heavy canopy of leaves.  The warmth comes through however and feels good after the night of sleeping outside in your bedrolls.  As you pass the Storvant Stables you are a little surprised to see it empty.  Both Issa and Helm are nowhere to be found, though everything seems to be in order.  The horses and livestock are fed and stabled.  You walk down the road into town and begin to smell the delicious aroma of breakfast.  Your stomachs grumble excitedly at the prospect of real food.  What do you do during this time?
They see some scattered townfolk moving towards the Constellation who tell them of the events of last night.  They can also see Jimmy Toucans angrily proclaiming that he was the one who saved everyone and that those two adventurers were an unneeded complication. Allow the team to reunite and swap stories.  They can also begin to come up with their next move. 
The order of the Green Rose
You see a mouse standing on a rooftop.  The sun shines behind his small form casting him in a heroic aura.  He says "My sworn vassals you are called to duty.  Follow me..."  Next to him is a tiny frog dressed in oiled leather robes.  Both are about seven inches tall but carry themselves with a far larger purpose. 
"We go to meet my liege lord, The Knight of the Deadrose.  The forest grows dangerous, the war is nigh and we have much to discuss."  He motions to his companion "This is Grudlup, a powerful sorceror who is one of our order."  He goes on to explain that his order is the order of the Green Rose, a group of adventurers sworn to the service of the Knight of the Deadrose. He also expresses that he often doesn't like being in the company of towns of mediums sized folk.  He finds them unintelligent and often rude. 
[DM Note: Vladimir gives them the rest of the afternoon to prepare themselves.  He says that they can leave at first light the following day.  The team can shop in town and talk with the townsfolks as well as Qesa Huss and Opela Barn.]
As you make your way once more into the majestic Ashen Forest the morning sun warms the air quickly.  The spring smells of lilac, Jasmine, and ragweed creates a powerful but not unpleasant air that surrounds you.  The mouse and the frog move surprisingly quick and easily through the heavy brush and small trees with quick leaps and dashes staying in front of you.  
You keep a quick pace as midday nears, the two small guides never seeming to tire. With a small balled fist Vladimir signals to you to stop for a moment.  He makes a gesture you associate with be quiet and he nods to his frog companion.  He leaps off into a tall tree and you see him make his way on the upper branches off towards a deep ravine in the distance.  Grudlup turns to you and quietly says "Danger ahead, he leaves to scout he will be back shortly."
When Vladimir returns he signals to all of you to follow him.  He leads you to a wall of twisted trees that grow out into the edge of the ravine giving you a vantage point to peer down into the massive tree covered canyon below.  You see a small river moving at the bottom surrounded by thick greenery.  A rainforest like blend of ferns and small leafy bushes bearing purple and pink flowers on them.  Then you see a massive scaled head rear up almost the same colors as the vegetation around it.  A green Dragon of some size.  It's yellow eyes slitted and angry at something.
It's huge jaws snap at something incredibly fast and you see several creatures jet out of the small trees on black batlike wings.  Four manticores spring into the air, their tiger like bodies and faces snarling, their spiked tails release a wave of bony projectiles towards the dragon.  The dragon easily swats them away with a scale armored forearm.  It then bites down on one incredibly fast reducing the manticore to a pulpy bloody mass.  It's second claw barely misses the second and the large body twists to see the third move behind it.  With a jutting throat movement it spews forth a jet of dark green liquid that coats the manticore on the left side of it's body.  you see the left wing melt away and black liquid spray off it as it goes into a tail spin.  What would you like to do?
As you make the decision to move away, Vladimir says "We stay away from the dragon, Kestlerender the Ominous."  He turns to bring you back to the path that leads deeper into the forest.

Themes

Kormirra Matinka the Third Sister


As the afternoon wanes you eventually find yourselves in front of wide peaceful pond.  The water looks incredibly clear and drinkable, the edges of the pond are filled with smooth stones and small brightly colored fish who dart through the reeds and under perfectly formed lily pads.  The bushes nearby all contain bright white and pink flowers on them and lazy dragonflies and metallic green bees move about them.  [The pond measures almost 600 feet in a wide oval.  It looks deep in the middle too deep to see anything but the edges are idyllic and pretty. Large curved trees hang over the edges one every side with bright green moss hanging down.  This leaves an opening in the tree canopy for sunlight to come through.]
Vladimir says "We can drink from this, it is safe.  Everything seems quiet though, too quiet.  Wait for me here, Grudlup and I will scout the area."  [DM Note: Wes may want to help let him pick a direction.  Then he will meet Matinka.  Or she will show up in the pond clearing 300 feet away.  Wes will be closest no matter where he goes.  The others will be able to see this from the other side of the pond over ]
On the far side of the pond a woman appears.  Bathed in sunlight from an opening above in the canopy of leaves, you see that she is human looking and stark naked.  Long blonde hair frames her face and falls down her back almost to her midsection.  She very much looks like Daryl Hannah in Splash.  
Wes she looks up at you and says "OH! I thought I was alone, are you a friend or are you dangerous?"  [DM Note: She quickly reveals herself as she places a strong charm on him and then attempts to entangle him in vines. Wisdom saving throw DC 18 and then a dexterity saving throw of DC 18.  If he fails either he will now be in the thrall of Kormirra Matinka. If he is bound or charmed she will rip the medallion off of his chest.]
On the other side of the pond a similar attack will begin.  Have everyone roll a Dexterity saving throw as Matinka attempts to bind them with vines.  She will also attack them with her Pond Oytugh and three Mossy Horrors while she chats with Wes.  
She slowly slips out of her human guise and becomes much greener and barkier.  Her appearance is similar to her sisters, an attractive forest woman made of different vegetation.  This sister is much more viny and made up of Aloe leaves and flowers though.  Her eyes are still deep green and inquisitive.  "So this trinket is what has made my sisters so cross.  They don't like to lose their paramours, they find you to be attractive so I thought I would take a look myself." She strides closer as the battle begins on the others side of the pond. [Note if entangled give wes a strength check to free himself DC 16.]
As she brushes your cheek you see a flash of green ripple across her eyes.  "Oh, I feel something, a connection.  You have touched something you shouldn't have.  Now it's energy can be found in you, their attention was warranted.  Think of the potential you now possess.  Come my sweet think of the pleasures we can enjoy as we try out your gifts, this doesn't have to be a struggle.  Your friends can leave peacefully under my protection if you give yourself over to me..."
Vladimir and Grudlup explode from the nearby bushes. "Enough forest witch! We defy you!"  She laughs and it reverberates through the nearby foliage and across the pond.  Grudlup attempts to blast the vines with a green energy that erupts from his hand.  Vladimir springs into battle sword drawn towards the woman.  
Depending on how the battle goes, as her leafy minions begin to lose she can just collapse into a pile of leaves and disappear.  
[DM Note: Using the Oytugh Stats create a water creature much like the one from LOTR.  Tentacles that fire forward and attempt to drag in creatures into the pond.  Use slams and it's gaping maw to feed itself, up the stats several points as well.  The mossy horrors can stay the same they can use their tree camoflauge ability to just appear in the pond clearing as the posed as trees.]

Structure

Exposition

The Knight of the Dead Rose


After the battle you are all led by Vladimir and Grudlup once more. Vladimir says that it is still not safe to stop despite the sun setting and the forest getting dark. "Another hour and we will be in a safe clearing. You must not stray at this point. The forest gets more dangerous at night."
Following the two small creatures gets more difficult but with the darkvision of Archos and Bon Vee you are able to keep pace. Eventually with the sun down and the forest pitch black you make your way into a clearing. The forest opens into a flat piece of forest floor covered in small stones and dried leaves. As your eyes adjust you see thousands of small fireflies begin to blink into existence. They give off a light purple and yellow glow depending on the type and you can see dozens of small smurf sized buildings arranged into a miniature town shape.
Small forest denizens look up at you as they make their preparation for bed. You can see a tiny inn filled with pentawugs and micefolk inside. Some of the townsfolk are bipedal lizards with black and yellow eyes and others are tiny monkeys with prehensile tails. Even smaller still are some of the children who look up at you with wonder in their eyes.
Vladimir motions for you to move to the other side of the clearing to make camp. "Stay over there so as not to damage the town. People of your size are slow and clumsy. " He leads you to a small fire pit and Grudlup lights it with a flick of his wrist. "Make camp we will speak shortly."
As you set up camp and unroll your bedrolls you sit and wait quietly for Vladimir to return. He does and with him is a strange assortment of adventurers. "We are the order of the Green Rose, protectors of the Ashen Forest. I present to you our liege lord the Knight of the Dead Rose." A strange figure walks forth from the forest and salutes you with it's sword. It doesn't speak but stares at you with strange hollow black eyes. The body is a gnarled set of vines knotted together to form arms and legs. It wears an assortment of hard green bark assembled into plate armor. It's head is a dry looking red rose with a skull like formation of eyes and a mouth. It is silent.
Vladimir continues "He was once a great warrior of your size. He was cursed during the last shatterfall to walk in this form. He fights the dark forces always and has assembled us to do the same. We are the order of the Green Rose." Standing around him is a hedgehog in a green cloak bearing a staff. A monkey in a blue gi who bows deeply, Grudlup, and a flying squirrel in dark purple leather. The flying squirrel glares at you suspiciously.
"Let me introduce Mulch the fighter, Bronzetail the Monk, Grudlup the sorceror, and Brechlen the Thief." They all sit around the fire and ask that you do the same.
Once everyone is seated a series of mice and hedgehog children come by with berries and nuts, and hand them to you with giggles and wide eyes. These fruits are carried individually and handed to you one at a time. Small cups made of blue bell flowers are handed to you and you notice the few drops inside are a fragrant herbal alcohol.
The Knight of the Deadrose sits stoically and doesn't imbibe or eat anything. Vladimir continues "My liege asks that you accompany us to a cave system. He claims that it holds many dangers but has information that is important. He says that you are the ones that can use this information to fight the Dark One.

Conflict

The Deadrot Caves


- A deep cave system under the Ashen Forest that holds wildlife infected with necrotic energy. The protection of the Dark One...
Fill with several underground creatures who have necrotic attacks on top of their normal attacks.  Use the Dark Beast Stat Block. 
Ahead of you is a depression at the base of a large hill.  The area is covered in bright green ivy and large leafy ferns.  Underneath you can see massive roots from nearby trees framing an area of the forest floor.  The air feels colder and a tinge of the scent of rancid meat touches your noses.  A light mist covers the area but not thick enough to impede your vision.  Vladimir asks you to clear the vegetation from the area in between the massive root structure.  As you do you can see a cave opening.  Thick vines of ivy drape the entrance concealing it perfectly.  The smell of rot increases.  
In this cave in the larger chamber is a massive bear.  It's head is bare bone, a bear' skull exposed.  The rest of the bear's body is matted with it's black fur and red and purple streaks of some viscous liquid.  
On the raised section to the right of the bear is a massive circular stone doorway.  You can see that it is actually several layers of circular stone set into each other.  The stone looks ancient and is caked with layers of dust and soil as well as dried spiderwebs.
Several Wolves roam the area as well as other beasts, all of whom show the same signs of rot and decay about them.  The air itself smells of rotted flesh and the acrid smell of dried blood.

Rising Action

Allesandre Manor


1A . Start here, the cave system begins to change slowly. Under your feet you feel a more firm stone. Under the water and Ahead you see the stone flatten into an ancient cobblestone street. Lines forms between the stones and even ancient street icons and mosaics of old tile can be seen underneath the four inches of water.
1. The Foyer - An ornate greeting room in the style of the late second age. The remaining stones of the intricate tile floor bear the crest of House Allesandre, An A crossed with golden horns and a Cocaktrice. Doors to the hallways are on the East and West Walls. A grate for a vent can be seen on the north wall. Ancient stone manors often had a simple heat pipe system that moved heated air throughout. The remnants of original paint can be found underneath the dust and crumbling plaster. A nice coral pinkish red. [DM Note. Though the heat grate is cemented into the wall a secret panel can be found with a DC 14 investigation check. This leads into the ventilation system that runs through the central part of the structure. It is only for small or tiny creatures.]
2. The Heat Venting System - An old ventilation duct just large enough for tiny or small creatures rings the walls of the old manor. Getting into requires entryway through any of the secret doors located at 1,3,8,10, and 5.
3. The Mimic Room - An old study has shelves of rotted old books and furniture. In the center of the room underneath some torn tapestries lies an old chest. It is made of black wood that looks almost petrified. The iron of the hinges and locks is rusty. [An investigation check of DC 14 will reveal the secret ventilation panel for the ducts, A DC of 16 or higher will also reveal old pieces of parchment that are readable. Giving some facts about Allesandre and his want for power. Anyone who touches the chest will be attacked by the Mimic. Also add a second mimic from the book shelves.]
4. The Sun Room - At first glance you see a domed room with large pillars leading up to a tall ceiling that is almost 20 ft. above you. Gnarled ancient roots snake through a series of metal grates. As you look closer you can see the remnants of an old intricate window. When this ceiling faced the sky sunlight would light this room making for a pleasant sitting room and arboretum.
5. The Spores - A kitchen area that is now filled with an underground lichen that emits spores into the air.[DM Note. Though the heat grate is cemented into the wall a secret panel can be found with a DC 14 investigation check. This leads into the ventilation system that runs through the central part of the structure. It is only for small or tiny creatures.]
6. The Pool Room - Now filled with undead crocodiles and various other dangerous creatures. Dozens of them. Crocodiles, Giant Toads, Cayman, and Snakes.
7. The Library -
8. The Flooding Chamber - An old bathhouse with a sauna and hot tubs. Now it is a deathtrap that immediately shuts the gates and floods with water. [DM Note. Though the heat grate is cemented into the wall a secret panel can be found with a DC 14 investigation check. This leads into the ventilation system that runs through the central part of the structure. It is only for small or tiny creatures. Inside this portion of the ventilation system is the shut off valve for this trap.]
9. The Statue - A Tiefling man, thin and well dressed stands in the middle of this museum style room.
10. The Dining Chamber - Several skeletons sit at an ornate dining room table. The massive redwood table has settings for 12, though any food or drink evaporated into dust thousands of years ago. [DM Note. Though the heat grate is cemented into the wall a secret panel can be found with a DC 14 investigation check. This leads into the ventilation system that runs through the central part of the structure. It is only for small or tiny creatures. The undead skeletons will rise and attack when anyone enters the room. ]
11. Pinata Plants - Grown in a line around the central chambers are thousands of pods. Each of these pods emits tiny spiky projectiles with a paralyzing poison. [Allow Wes or Archos a history check to reveal there stats. These are plants from Western Ventenheim that are often used for poison arrows and darts. Dexterity saving throw of DC 13 to avoid the spikes. Constitution check of DC 15 to resist the effects.]
12.Temple to the Dark One - His power is strong in this place. As you enter the room you feel a chill roll down your spine and the feeling that someone is watching you.  A series of insects, their eyes glowing a dull green, begin to crawl from the walls and ceiling. A tidal wave of them begin to rush forward and form into a bipedal figure. A mass of insects now cling together to create a black and green human sized figure complete with glowing skull eyes. A bright yellow green glow emanates from the eye sockets as it’s head moves to look at all of you.
It walks towards you aggressively…
13. Sex Grotto -
14. The Phylactery Chamber - The northern Stairwell off of the Northeastern wall leads up to a large chamber filled with ancient treasures. This room seems to be magically protected from the dust and decay of the other rooms.   On your left is a strange angular sword that is fitted into a frame.  An inscription is carved into a stone tablet underneath. The center of the sword is a royal blue metal with a gold tinged blade.  A pattern of tiny whorls can be seen in the metal leading you to believe it was forged with an ancient lost process.  On the left wall is an intricate shield of royal blue and gold.  It also is set into the wall with a couple of metal braces.  A second inscription is carved into a tablet below it.  On the far wall framed with dark metal bindings and an elaborate frame is a painting of a tielfling man.

History of the Ashen Forest and the Knight of the Dead Rose


The Knight of the Dead Rose is a cursed hero of the second age. His real name was Aramis D'Artagnan the Swift. He was a friend and swordbrother of Encealadus Calwyn. They fought in the Human Elven wars and both of them realized the true threat of the Dark One too late.
Aramis was defeated by Vernabogge and Electra at some point before or during the shatterfall of that era. Concurrently during the shatterfall was when the Dark One was imprisoned. Using the incredible power surge of the weave during that event a group of wizards (the precursor to the Assembly of the Weave) created the seals and banished the Dark One into a dark domain of his own.
  To save the life of Aramis a sorceror polymorphed him into something small. A wild magic surge turned the spell into true polymorph and changed him into the miniscule Knight of the Deadrose. This also gave him a measure of immortality but also took away his ability to speak. His sword skills and mind remained the same however, just much diminished in size.
In the last few decades he has taken up residence in the Ashen Forest. Here there are many dangers and many secrets pertaining to the rise of the Dark One. It also holds the phylactery that empowers Vernabogge. Aramis swore that he would destroy Vernabogge and has finally found a way to do it.
  The Ashen Forest used to be a forest on the scale of any of those in Oraheim. During the wars of the second age it was burned to the ground strategically. One of the last acts of Encealadus before the shatterfall. It was a way to destroy a large portion of the Elven forces in a slash and burn strategy that destroyed thousands of miles of ancient forest. At the beginning of the Third age over 3000 years ago the area was given the name the Ashen Forest due to it's stark desert like appearance of Ashe and spindly black tree husks. In the last thousand years the forest regrew and became the incredibly lush vegetation that it is now.
During that time the manor of Vernabogges orginal identity, Victor Rasmussen Allesandre, was buried under thousands of years of ash and dirt. It remains there now deep under the Ashen Forest. Inside is a painting of Victor, a thin Tiefling man dressed in resplendent fashion. It is the phylactery that grants Vernabogge his power.
Plot type
Main Story
Related Organizations
Related Locations

Comments

Please Login in order to comment!