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Ashe C2 Episode 34 - The Secrets of Allesandre Manor

Previously on Liters of Tomorrow...


Traveling ever deeper into the Ashen Forest at the behest of the Order of the Green Rose you arrived at the Deepwoode Grove.  There you found a village of tiny inhabitants.  Mousefolk, the froglike Pentawugs, Small bipedal lizards and other assorted animals all living together in their gourd houses.  
Making camp you were greeted by the Toadfolk man Willwug Leafside, a former traveling companion.  You spent the evening trading tales and learning the history of the strange Knight of the Deadrose.  It was said that he was a hero of the second age cursed during the last shatterfall and transformed into the strange mute figure.  Willwug said that he had chosen the group of you for a special mission.  A mission of discovery and a clue to obtaining information on how to defeat the Dark One and his dangerous acolytes known as the Fallen
The next morning you followed the Knight and his companions, Vladimir and Grudlup into the Deadrot Cave.  Inside you found several undead creatures of the forest all now reanimated by the Dark One's power.  The creatures attacked but you all prevailed leaving the bodies of the creatures to rest for now.  
After the battle you found a wall made of massive stone concentric circles.  The area around the wall looked to be hand carved and crafted by men, elves or dwarves millenia ago.  With his tiny arms upraised the knight activated a magical symbol and the circles began to move.  Dust and soil fell all around you as the circles began to move eventually revealing a hallway or the remains of an ancient cobblestone street.  
Now you all stand at the edge of the entrance preparing to move forward...

Plot points/Scenes

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: When a player steps into the Foyer a wave of magical energy expands from the seal in the floor.  It starts as a purple glow and quickly expands outward in a sphere leaving a small glow on everyone in sight with the exception of Wes.  His amulet protects him once more and grows cold to the touch.  This energy pulse marks the PC's for our upcoming adventure in Copenhaus!]
[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 - In the center of this long hallway you see a series of dark green pods.  Some form of plant life grown from a thin vine that has snaked in from the ground above.  You can see the spidery tendrils on the walls.  The pods are bunched up together forming a tight growth of thousands of pods that stick up almost 12 inches from the stone floor. Grown in a line around the central chambers are thousands of pods. [DM Note 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.]

Themes

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."

Structure

Exposition

The Red Wulves Accuse Bon Vee of Murdering Crashe Spritzer
Depending on the path the PC's take to Copenhaus a group of Red Wulves will try to arrest Bon Vee.
Grantebridge Strahan and his Mercenaries
They attempt to arrest Mausim for his crimes in Copenhaus. If the PC's begin to win and kill some of the mercenaries they will bite down on a capsule in their teeth that raises them from the dead as undead warriors in service to the Dark One. Use similar stats to their previous selves but add Necrotic damage to their attacks as well as a second attack spitting necrotic bile.
Screechwings!

Conflict

Moving on towards Copenhaus
Basic idea is for Vernabogge to confront them violently and then let them loose in the city.  He has used his wizard to cast a spell that traps the PC's (except Wes) inside the city limits.  It's a sphere that goes down to the waterline and extends above the city several hundred feet.  They and possibly other teams of adventurers must locate the objective while being hunted by dangerous bounty hunters.
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
Related Organizations
Related Locations

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