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Ashe C2 Episode 33 - Deadrot Cave and Allesandre Manor

Previously On Liters of Tomorrow


Regrouping in the small town of Ashe after a few days separated across the Eigerlands you all met up in the Constellation Inn. Mausim and Finn were the center of a town celebration after their rescue of several townsfolk the previous night. Wes, Archos, Bon Vee, and Triss joined in as they found themselves back in town. After a couple hours of food and drink, Archos and Wes stepped out into the sunlight once more for some fresh air.
They were met by strange warrior mouse known as Vladimir. He bade them to gather their things and follow him into the forest to meet the Knight of the Deadrose. Spending the rest of the day in Ashe to ready yourselves for the journey you hit up the local blacksmith and magic shop for supplies. Finn ordered a suit of plate mail and Bon Vee acquired some potions.
At the break of dawn the following day you followed Vladimir and his compatriot Grudlup into Ashen Forest. Late afternoon you came upon a scene happening in a deep ravine. Spying from above you watched as the mighty green dragon known as Kestlerender fought a group of Manticores. The sight, though awesome, was also gruesome as the dragon seemed to be winning. On the advice of Vladimir and Wes you continued your journey deeper into the forest.
Eventually stopping at a pond for a rest and some refreshment, Vladimir, Grudlup and Wes darted off in different directions to scout for any immediate danger. A strange naked woman appeared on the other side of the pond and began to bathe. Wes found her first and used a true sight arrow to reveal her appearance as one of the dangerous Kormirra Sisters. She cast a charm spell on him and lured him into a pleasant conversation.
Unbeknownst to Wes she used entangle magic to ensnare the rest of the party in grappling vines that shot up from the ground. Triss and Mausim avoided the vines and went into action to free the party. Unfortunately for Triss a tentacle short forth from the pond and grabbed her drawing her closer to the pond.
To make matters worse two tree monsters moved into the clearing to take advantage of the distressed adventurers. The battle that ensued was fierce and deadly. The return of Vladimir and Grudlup helped to sway the result and when Wes was released from the spell of Kormirra Matinka he used fire arrows to help destroy the wooden horrors.
Now you find yourselves on the edge of the pond a lot bloodier and less enthusiastic about this forest ranging than you were this morning...

Plot points/Scenes

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 grove nestled between several massive boulders covered in Moss and Lichen. the ground is fairly flat and stable and miniature pathways of small stones and dried leaves criss cross beneath your feet. 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. Large mushrooms and gourds are dotted with windows and small wooden structures have shingles made of bark, these all form a large town with stony streets forming concentric circles.
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." Next to the fire you see a medium sized creature napping underneath a heavy dark green cloak. It moves slowly and pulls back the hood, underneath you see the large yellow eyes of the Toadfolk man, Willwug Leafside. Taking you all in he smiles and says "You have finally arrived! Not a moment too soon, it seems." He looks at your wounds and the dried blood on your clothing and armor. "The Ashen Forest is a dangerous place. Perhaps we should write a song about that, eh?"
Willwug Leafside - [a toad folk man with bulbous yellow and black eyes. Willwug Leafside a member in good standing of the Verdant Sigil. Willwug is looking into the Kormirra Sisters as well as reports of a green dragon. He reminds them that many dragons take the form of a human or an elf to walk amongst the populace. He says his next stop is finding the Knight of the Dead Rose who lives deep within the Ashen Forest. He doesn't want to take up much of their time just wanted to chat. Perhaps in the future they may meet again.]
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. Willwug turns to you all as they approach. "They are the order of the Green Rose, protectors of the Ashen Forest. I present to you their 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.
Willwug 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. " 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. Willwug continues "The Knight 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."

Themes

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. Underneath the loamy earthy smell of the thick vegetation is the unmistakable acrid scent of rotted meat and old blood. 
The Mouth of the cave descends down a natural slab stone stair.  The walls have a light green moss that gives off a dull flourescent glow.  Mushrooms and black vines coat the base of the walls, exposed roots from the massive tree system above dangle from the ceiling above your heads.  The air gets a few degrees warmer and the humidity seems to increase.  This also enhances the mix of scents that clog your nasal passageways like physical objects.  As you move down the cave you can see a large pool of water.  It lies still and black.  The moss allows those of you without darkvision to see well enough.
[DM Note:  Another tentacle Oytugh like creature exists in this pond.  Allow for the group to stealth beyond if they can or find another way past the pool.]
Past the pool the cave snakes further down towards another depression.  The bedrock is covered in a slick wet moss and many loose stones.  The footing begins to get more difficult.  As you move further down you can see another smaller pool of water and wider opening.  Black shapes can be seen around the pool of water.  Five distinct shapes can be seen. [DM Note: Perception checks to see the strange undead beasts that rest by the pool.]  The black shapes around the pool begin to move.  A green eye opens and a wolf's ears turn towards your position.  As it charges your position you see that these are all forest animals that bear the marks of decay.  Matted fur coated in dried blood, large peels of skin that hang off of their bodies showing exposed muscle and organs.  Many have wide swathes of skull and bone that are visible on their bodies.  All of their eyes glow a bright green and fix on your moving forms. Roll Initiative! 
Beyond this area you see a swiftly moving stream that moves east to west beneath a rickety wooden bridge.  The stream drops deeper into the ground and into a natural cistern too small for medium sized creatures.  [DM Note: anyone who explores up the stream will be met by a massive undead bat.  Use the Frost bat stats.]
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.
This large chamber is multi tiered with the lowest point being a black pool of water.  The tiers move up the cave walls and are flat enough to stand and move fairly easily.  The Eastern most tier looks different, however, it is flat stone that looks carved.  Set into layers of vines and moss is a series of concentric stone circles built into the wall.  The immediate area around the stone circles looks manmade. [DM Note: After defeating the undead creatures, describe the stone walls in more detail.]

Structure

Exposition

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 - A large room with a tall ceiling stretching over 30 feet.  The walls are decorated with hand carved wooden panels made from an unrecognizable timber.  Time has caused the wood to become black and hard.  Hundreds of shelves stretch from the floor to the ceiling.  Almost all of the books and parchment have dessicated into unreadable masses.  Perception Check to notice three leathery forms in the far corner of the room.  DC 15.  [DM Note:  With a high enough Investigation check the PC's can find three readable pieces of material.  A family history of the Allesandre's that describes their humble beginnings and the business empire that was built by the grandfather.  Also the brief history of Victor.  They can also find the book of Dragons and their locations.]
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 -  A poured concrete chamber created to resemble a small tropical oasis.  It looks very much like the Grotto at the playboy mansion.  Several fake trees and bushes still remain, built of a rubbery material that is still standing. 
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.  The walls are made of a soft white marble stone flecked with silver and gold.  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.  [Loot: Jewelry and golden statues worth 500 gp.  3 lbs. of Shardrock.]

Conflict

Message from Copenhaus:
Cat to Mausim "Brother, I hope you are well.  Things have grown dire here in the city.  Father has been accused of sedition and faces trial soon.  The Nuxhall's have lost control of the city.  It is now in the hands of a tyrant called Vernabogge."
Current Date : The Year SF3, 3028 the month of Zelos (April)
The History of 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 History of the Ashen Forest -
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
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