Ashe C2 Episode 57 - Undead Allesandre Manor
Previously on Liters of Tomorrow...
After finding the key to Vernabogge's Phylactery the team decided to seek transport West as soon as possible. To return to the Ashen forest and destroy the Fallen once and for all. Wary of teleportation circles the team commandeered a few of the griffons available from the Copenhaus Air Corps. The Griffons delivered you all to the beautiful city of Vellen Falls. You met up with a contact of Vertagon Al'Reshi, the bronze dragon who is writing a book about all of you and your exploits.
The innkeeper said that though teleportation would be possible in Vellen Falls it would also be controlled by the Assembly of the Weave. Mausim and Finn vetoed the idea rather quickly, both being cautious about the magical organization. Instead you all hired some swift moving long boats to take you west on the Helle's River. The first day of travel was uneventful, but the second day the boat was beset by a tentacled creature hiding in the river currents. The Froghemoth pulled Nuth underwater and eventually swallowed him. Demaia and Finn leapt into the water to rescue the diminutive wizard. Despite their heroic efforts Nuth was knocked unconscious by the creature and lost his magical sword, the Frostburn Blade. With the combined attacks of magic missiles, the octopus wildshape, and Mausim's blasts from above the creature was felled. Nuth was retrieved and healed on board the ship.
Over the next few days you sailed out onto the great Eye of Hellenox, one of the largest freshwater lakes on the continent. A brief delay in the city of Helletowne allowed you to resupply and get a good nights rest in an inn. Keeping a low profile you avoided any entanglements and sailed west once more at the break of dawn. The lake and river traffic was light and the sailors on the longboat skilled. Mausim, being an expert sailor as well, was a welcome addition to the team and the boat continued to make good time.
After another day on the swift moving boat you found yourselves on the familiar shores of the lake town of Ashe. As you unpacked your belongings the bright orange of the setting sun moves over you...
The innkeeper said that though teleportation would be possible in Vellen Falls it would also be controlled by the Assembly of the Weave. Mausim and Finn vetoed the idea rather quickly, both being cautious about the magical organization. Instead you all hired some swift moving long boats to take you west on the Helle's River. The first day of travel was uneventful, but the second day the boat was beset by a tentacled creature hiding in the river currents. The Froghemoth pulled Nuth underwater and eventually swallowed him. Demaia and Finn leapt into the water to rescue the diminutive wizard. Despite their heroic efforts Nuth was knocked unconscious by the creature and lost his magical sword, the Frostburn Blade. With the combined attacks of magic missiles, the octopus wildshape, and Mausim's blasts from above the creature was felled. Nuth was retrieved and healed on board the ship.
Over the next few days you sailed out onto the great Eye of Hellenox, one of the largest freshwater lakes on the continent. A brief delay in the city of Helletowne allowed you to resupply and get a good nights rest in an inn. Keeping a low profile you avoided any entanglements and sailed west once more at the break of dawn. The lake and river traffic was light and the sailors on the longboat skilled. Mausim, being an expert sailor as well, was a welcome addition to the team and the boat continued to make good time.
After another day on the swift moving boat you found yourselves on the familiar shores of the lake town of Ashe. As you unpacked your belongings the bright orange of the setting sun moves over you...
Plot points/Scenes
Allesandre Manor and the Great illusion
Major guests at the party:
Victor Rasmussen Allesandre - the young self of Vernabogge. A thin Tielfling man with stringy black hair and a guant expression. He wears an expensive suit with cream colored lace ruffled at the collar. A red velvet vest complemented with gold embroidery and a short jacket with long tails that hang down to his ankles. His skin is a pale purple color that gives him a sickly looking pallor.
Bentharus Allesandre - a tall Muscular human man who is Victor's Father. He wears a similar suit but his colors are a deep purple and cream. He has thick black hair with just a few grey wisps showing his age.
Talia Al'shear Allesandre - Victor's mother, a beautiful Lavender colored Tiefling with long purple hair and curved horns. She is a former sex worker and then a famous stage performer who caught the eye of the King of Helveton. When she fell out of favor she married Bentharus.
Bella Caix La'Couer - The woman who would become the Fallen Bella. Here she remains her orignial human self. This party happened a year before she pledged herself to the Dark One. In this time she is at Allesandre Manor to beg for money and assistance as her town is about to be overrun by an Elven army. Most of the people of the Eigerlands believe it to be just stories, rumors of upcoming violence. Bella is married to Lord Revi Chesberton and goes by Lady Bella La'Couer Chesberton.
News of the day for the team:
Lord Vedemire Darkhorse has been accused of Necromancy. His power and money so far have kept him above the law. People are starting to talk about missing townsfolk and ghastly experiments. His home base is in the Tellenor Mountains, Dalemoor Castle to be precise. If the Players ask for more information they can learn this, it is also the place where his phylactery is if they want to permanently destroy him.
The team recognizes Kirana Castaliogne / Ricelia Serise. They see a woman who looks exactly like her at this party. This is, of course, an illusion created by Vernabogge and the Dark One and only knows about her current events. Remind them of her "Help" in getting into Castaliogne Manor and her tip about the vault under Wardashar Keep. That tip almost got them killed and unleashed the Fallen known as Electra.
the Elven Prince recognizes Mausim as Encealadus Calwyn. He will angrily insult him and accuse Mausim of war crimes in recent battles with Elven Forces. He is really angry that Calwyn stole Hemma Fiorentine from him. A beautiful half elven woman with some standing in Elven culture near the city of Hala. He accuses Calwyn of mistreating prisoners and torturing informants.
Vernabogge Stats: Reduce his attacks and special abilities by two die due to his half formed version.
Reminder that a small creature can move through the ventilation ducts in case Demaia can wild shape. This allows her to move from room to room freely and unlock doors if need be.
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As the players re-enter Allesandre manor they find that instead of the underground house of undead horrors that was there previously, now the manor looks new and alive.
- Lord Gil Tessafore - Human man, Hoping this gala helps to fund the war with the Elves.
- Lady Emmaline Trost - Hopes to convince a prince from Warshaw to marry her. Prince Harn Retranche.
- Elven Prince Trustival Pinnell - Recognizes Mausim as Encealadus Calwyn. Blames him for stealing his wife. Hemma Fiorentine - Half Elven [DM Note: Undead Quell!]
- Mr. Gradie Delaforte - A Gruff Soldier who feels the recent Elven Incursion into Westinox is grounds for war.
- Ambassador Vinell Nuxhall - A portly human man who is on his way to the Inorh Forest. He is quite certain that peace will prevail.
- Margrave Rann Bulcinel - A local landholder and sheriff who does not trust the elves. He rules the area now known as Porsk, then it was perland. [DM Note: Undead Quell!]
- Princess Riagon Dulvet - An elven Princess from the city of Hala, she harbors resentment that she is even here. [DM Note: Undead Quell!]
- Duke Ashcourt Hemmel - Is desperately trying to wrangle Belancourte Allesandre into a trade deal. Iron ore and timber.
- Lady Orphelie Grunx - A Dwarven woman who is very concerned about the Necromancer.
As you walk through the Deadrot caves you see the bones of the undead creatures you had destroyed months ago. The smell of death and decay mingles with loamy soil and strange floral scents. Corpse flies and gnats buzz around your heads as you pick your way through the moss covered stones of the cavern floor. As the cavern floor rises you see the series of rocky shelves that take you up to massive circular stone entryway to Allesandre Manor. As you make your way up to the series of massive concentric circles the massive bear that you had killed stirs. Many of the skeletal wolves also get to their feet. Instead of attacking they stand there staring for a bit before sitting on their bony haunches. Their eyes follow you as you move through the cavern. The glow with a pale green light.
As you approach the stone circles they shift. The massive stones grind on each other making a gritty scraping noise. They turn in different directions until an opening appears at the bottom. A triangular section that is large enough for a medium sized creature. As you move inside you see the walls of the cavern change into the plaster and stucco walls of an expensive manor foyer.
Bright sunlight streams in from the windows and servants move to and fro carrying drinks and food for a party later this evening. You smell the faint aroma of roast duck and spicy appetizers that look like glazed lamb skewers. You hear the chatter of many voices coming from a room down the hall as well as wine being uncorked. A smartly dressed half elven man with short breeches and knee socks carries a tray of champagne flutes. He offers one to all of you as he walks past.
Guests stream in for the Winter Gala that is taking place in the next hour. The players are free to roam about the manor while the illusion is up, they can try to pierce the illusion whenever they want and will be granted glimpses of the dark reality underneath.
Some of the guests are Quell undead while others are purely illusionary people.
Small guest list for the Gala:
Major guests at the party:
Victor Rasmussen Allesandre - the young self of Vernabogge. A thin Tielfling man with stringy black hair and a guant expression. He wears an expensive suit with cream colored lace ruffled at the collar. A red velvet vest complemented with gold embroidery and a short jacket with long tails that hang down to his ankles. His skin is a pale purple color that gives him a sickly looking pallor.
Bentharus Allesandre - a tall Muscular human man who is Victor's Father. He wears a similar suit but his colors are a deep purple and cream. He has thick black hair with just a few grey wisps showing his age.
Talia Al'shear Allesandre - Victor's mother, a beautiful Lavender colored Tiefling with long purple hair and curved horns. She is a former sex worker and then a famous stage performer who caught the eye of the King of Helveton. When she fell out of favor she married Bentharus.
Bella Caix La'Couer - The woman who would become the Fallen Bella. Here she remains her orignial human self. This party happened a year before she pledged herself to the Dark One. In this time she is at Allesandre Manor to beg for money and assistance as her town is about to be overrun by an Elven army. Most of the people of the Eigerlands believe it to be just stories, rumors of upcoming violence. Bella is married to Lord Revi Chesberton and goes by Lady Bella La'Couer Chesberton.
News of the day for the team:
Lord Vedemire Darkhorse has been accused of Necromancy. His power and money so far have kept him above the law. People are starting to talk about missing townsfolk and ghastly experiments. His home base is in the Tellenor Mountains, Dalemoor Castle to be precise. If the Players ask for more information they can learn this, it is also the place where his phylactery is if they want to permanently destroy him.
The team recognizes Kirana Castaliogne / Ricelia Serise. They see a woman who looks exactly like her at this party. This is, of course, an illusion created by Vernabogge and the Dark One and only knows about her current events. Remind them of her "Help" in getting into Castaliogne Manor and her tip about the vault under Wardashar Keep. That tip almost got them killed and unleashed the Fallen known as Electra.
the Elven Prince recognizes Mausim as Encealadus Calwyn. He will angrily insult him and accuse Mausim of war crimes in recent battles with Elven Forces. He is really angry that Calwyn stole Hemma Fiorentine from him. A beautiful half elven woman with some standing in Elven culture near the city of Hala. He accuses Calwyn of mistreating prisoners and torturing informants.
Vernabogge Stats: Reduce his attacks and special abilities by two die due to his half formed version.
Reminder that a small creature can move through the ventilation ducts in case Demaia can wild shape. This allows her to move from room to room freely and unlock doors if need be.
Themes
Allesandre Manor - Present Day
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 -
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. In the center of the room sits the body of Vernabogge on a massive Stone throne. He looks almost the same size you remember from the bridge battle, a massive hulking form. Instead of the youthful purple skin and healthy beard you see a fleshy musculature wrapped around the massive skeleton. The horns on the skull are fully formed but only about half of the face muscles move and twitch as they reknit. The massive muscles pulse and move as purple and black blood pumps through them.
As you enter the room the eyes of the skull alight. He stares at all of you. "Ah the gall of you people to attempt to enter my private sanctum. Even in this unfinished form I am more than a match for you. You came all this way only to die!"
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 -
There is a door locked with an Arcane Lock walling off 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. Allow the air ducts to continue into the phylactery room so that Demaia can gain access.
On the far wall framed with dark metal bindings and an elaborate frame is a painting of a tielfling man.
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 -
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. In the center of the room sits the body of Vernabogge on a massive Stone throne. He looks almost the same size you remember from the bridge battle, a massive hulking form. Instead of the youthful purple skin and healthy beard you see a fleshy musculature wrapped around the massive skeleton. The horns on the skull are fully formed but only about half of the face muscles move and twitch as they reknit. The massive muscles pulse and move as purple and black blood pumps through them.
As you enter the room the eyes of the skull alight. He stares at all of you. "Ah the gall of you people to attempt to enter my private sanctum. Even in this unfinished form I am more than a match for you. You came all this way only to die!"
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 -
There is a door locked with an Arcane Lock walling off 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. Allow the air ducts to continue into the phylactery room so that Demaia can gain access.
On the far wall framed with dark metal bindings and an elaborate frame is a painting of a tielfling man.
Structure
Exposition
The End of Vernabogge
As they battle through the Manor they can head to the Phylactery at any time.
Once they insert the key the magical force shield drops and the painting is vulnerable. It has no stats it's just a painting, anyone can destroy it with a dagger or a hammer. As the painting is pierced the evil magic from within is released. The Connection to the Dark One's domain is severed. A pulse of green energy washes over the players and then spirals back into the painting and disappears.
From behind you the tielfling man once known as Vernabogge ambles towards you. Now though he is the size and shape of Victor Allesandre, the man from the gala. At first he appears as he did in life. With his sallow skin and party finery intact much like he would have looked three thousand years ago. He glares at you with an angry look, at first, it then turns quickly to sorrow.
"You fools you know not what you have done. I was ridiculed and detested in my mortal life. Despised by my father for being weak and having demon blood. My Mother had no interest in me either, nor the rest of this wicked world."
As you watch his skin begins to crack and recede. His hair loses it's dark luster and begins to gray and then whiten. His already brittle bones become more apparent beneath his skin.
"So when the Dark One offered, I drank of his power! Power enough at last to rain down blows upon my enemies, upon the very world! You all took that from me! A minor group of freaks and cast outs, not the great powerful heroes of old! You are a disgrace!"
He continues to deteriorate before your eyes, his skin begins to slough off and he becomes even more Skeletal.
"It wasn't supposed to end like this! It wasn't supposed to end ever!! May the dark one curse and consume you!!"
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