Ashe C2 Episode 66 - A Deal with "A" Devil
Previously On Liters of tomorrow...
In the aftermath of the epic battle with Exatron Saul aboard the airship, you retired to the Lodestone Inn to rest and recover. Finn still dealt with his serious exhaustion after absorbing too much magical speed. The team then sought out the daughters of Light, a powerful cleric sect devoted to the goddess Vellenox, to attempt to restore some of Finn's vitality.
Returning to the center of the city after the sun had set they noticed a menacing glow over portions of the city. Large fires had been set in certain districts and howls and guttural barks could be heard nearby. Rushing down the street towards the commotions you saw several mutants known as Krullocs attacking the citizens of Westinox. You all leapt into action and battled the familiar creatures. The mindless beasts did manage to kill several innocents but your involvement saved many lives. One of the creatures set a building on fire and mausim used his control water cantrip to put it out.
Afterwards the team asked the owner of the Lodestone for a local business person who may be able to assist with a work crew to raise the airship, The Fierce Stargazer, out of the riverbed. He suggested a dwarven man named Herod Dicen who operated several mining consortiums just outside the city.
Meeting with Herod Dicen the team attempted to negotiate a deal to fund such a venture. With the price creeping up and the terms leaning in the Dwarven man's favor, Mausim used his mask of the Basilisk and noticed that Herod was wearing one as well. Uttering the code phrase Herod's demeanor changed and he became much more pliant. With a deal in motion the team's spirits began to soar. Dicen sent them to the head of the order, the leader of the secretive group himself.
Inside of a large manor house you were introduced to, Anak Kovara. He looks like an attractive dark skinned human man and he has asked for your help in exchange for his. We pick up now mid meeting...
In the aftermath of the epic battle with Exatron Saul aboard the airship, you retired to the Lodestone Inn to rest and recover. Finn still dealt with his serious exhaustion after absorbing too much magical speed. The team then sought out the daughters of Light, a powerful cleric sect devoted to the goddess Vellenox, to attempt to restore some of Finn's vitality.
Returning to the center of the city after the sun had set they noticed a menacing glow over portions of the city. Large fires had been set in certain districts and howls and guttural barks could be heard nearby. Rushing down the street towards the commotions you saw several mutants known as Krullocs attacking the citizens of Westinox. You all leapt into action and battled the familiar creatures. The mindless beasts did manage to kill several innocents but your involvement saved many lives. One of the creatures set a building on fire and mausim used his control water cantrip to put it out.
Afterwards the team asked the owner of the Lodestone for a local business person who may be able to assist with a work crew to raise the airship, The Fierce Stargazer, out of the riverbed. He suggested a dwarven man named Herod Dicen who operated several mining consortiums just outside the city.
Meeting with Herod Dicen the team attempted to negotiate a deal to fund such a venture. With the price creeping up and the terms leaning in the Dwarven man's favor, Mausim used his mask of the Basilisk and noticed that Herod was wearing one as well. Uttering the code phrase Herod's demeanor changed and he became much more pliant. With a deal in motion the team's spirits began to soar. Dicen sent them to the head of the order, the leader of the secretive group himself.
Inside of a large manor house you were introduced to, Anak Kovara. He looks like an attractive dark skinned human man and he has asked for your help in exchange for his. We pick up now mid meeting...
Plot points/Scenes
Kovara Manor
Anak Kovara motions for you to take a seat at the large polished oak dining table. It's set with a red tablecloth with cream colored lacework. Dozens of crystal chalices hold water and wine as well as decanters to refresh them. The room itself is quite large stretching 60 ft in either direction, the ceiling almost 12' high. Large windows line the north side of the house, four of them each over 6 ft tall with lead casings in a diamond shaped pattern. The cheery sunlight outside streams in giving the white walls and columns a pristine look.
Anak sits down on one side of the table and lifts a delicate glass of white wine. "I understand your hesitation, a man of means offers you a deal that seems like a trap. You see me trapped in this opulent house and assume I'm another evil entity that will bedevil the world as much as the Dark One."
"You, Mausim I saw you scope out at least three escape routes when you walked in, Finn you are probably thinking of ten ways to kill me right now, and your friends here are mentally preparing several magical spells that will banish me to who knows where."
"Let's start over and if anyone has any strange device or magical means to reveal my dastardly secret you may do so now. Remember I sought you out, you have a gift for sticking a fork in the Dark One's eye and a greater skill to destroy his Fallen. I'm aware of your aptitude and ability to beat the ever living hell out of anything you come across."
"The answer is I was summoned to this plane of existence by a powerful wizard. See pretty boring story now that I say it outloud. Yes, you would term my provenance as a demon or a djinn but that doesn't make me evil or out to rule the world. Doesn't make me the same as the Dark One. After I was summoned I was trapped in the ritual circle. It's still right upstairs in the room above me. The wizard who called himself Melvikothe, trapped me and decided to use my divination abilties to help him defeat another mage. Not too long after he fought his rival and died just outside, whatever wild magic explosions were created resulted in me being trapped here for even longer. In the last few centuries I have managed to expand my limits to the edges of the manor house, I can now roam it's halls and rooms but no more."
The arcane focus that you carried and protected for so long would allow me to destroy the barrier and live like anyone else. You get me the arcane focus and I give you a workforce to help lift your airship out of the river. Before you tell me that you already have a deal with Herod I would remind you that Herod only has his company and wealth because of me. Over the years I helped him and the rest of the Eyes of the Basilisk achieve their money and power. I can make that deal evaporate with a snap of my fingers."
Anak Kovara is indeed what we be called a demon, he comes a plane of existence adjacent to the Ethereal plane, called Tel'Aran'Rhiod. It is a traveling dimension and a dimension that allows access to dreaming. He claims that if he severs his connection to the his home plane he would never return and would find a manner of mortality here on Tanaheim. His lifespan is very long and he grew very bored moving through the worlds of others never being able to touch or interact with them. Once he was summoned to the material plane he experienced a rush of sensations. He immediately became addicted to the sounds and feelings all around him. His secret is that he set up the battle of the two wizards by contacting Melvikothe's rival Oriander Orindrase. He came to him in a dream and told him of the treachery of Melvikothe. He expected to be set free immediately but the binding did not come apart, and despite it's elastic nature it has only strengthened over the years.
Themes
A Meeting with Cog
Sava greets you as you return to the Lodestone. He gets up from his meditative pose and blinks his bright green eyes. "Friend Finn! I have excellent news. My father has decided to meet with you. He has a laborotory in the sub basement of the Dreiduaras Dome."
"The Dreiduaras Dome is an ancient Elven city of some renown. It was abandoned during the human Elven wars due to an undead infestation. I am told the horror contained within was unimaginable. Hundreds of thousands of elves were summarily destroyed or turned. Not too worry the infestation was contained and then eradicated!--
--By an ancient Blue dragon who now rules it as his lair with his many minions. My father remains quite safe in the basement as he has sealed it off from the rest of the city. The unfortunate result is that he has not left in six years. His research on the Dark One is extensive though, and he has much to tell you. He very much looks forward to your visit!"
[DM Note: Sava Cogson has news that Cog will meet with Finn and the team. He is in the Dreiduaras Dome, an ancient city in the Northwest of Oraheim. Though Cog has a safehold in the underside of the city they ancient city is now under the control of the dragon known as Pontelicus Ver’ Krull - A Blue dragon that is said to inhabit the Dreiduaras Dome of Oraheim. He now commands an army of Slaad and other creatures who worship him like a god. Use Blue dragon lair features as well throughout the ancient city.]
Other obstacles are a warband of elves who have broken off from the governmental structures of Oraheim. This faction is led by Inorauslav the vampire king and his vassal, a Namor like figure by the name of Phalan Orcheus the Righteous.
Structure
Exposition
Thurlis Stem is still in the city recuperating, one of his legs was amputated and he lost his left eye. He is Currently staying at the Lodestone Inn in Central Westinox.
The Daughters of Light -
A religious order dedicated to Vellenox, they only accept females. They are a backlash to the Adherents of Iron, the religious zealots who said they were clerics of Eigeralon. The truth is they were devoted to the evil creature known as Anaxis. When the deception was revealed the order fell apart. After the battle of Penthos many of the higher officers were arrested. With Vellenox being the last god targeted by the Adherents of Iron, the Clerics devoted to her rallied and recruited thousands of new acolytes. One of their main temples is in the city of Westinox.
This organization has been radicalized especially against males. There are rumors that they have been castrating any men that they deem criminals or heretics. They have also set up an adversarial relationship with the Clerics of Eigeralon and the EMP.
Notable Members:
The headquarters gifted to the team after their defeat of the Gingerbread Dragon and Ionn Castaliogne. When they arrive they will find their butler still stationed there and a white mask on the couch in the center of the room. The rest of the castle above seems deserted, all valuables have been removed and it looks like no one has been in residence in months. It has taken on a winter chill and the fireplaces have only ash residue in them.
[DM Note: The mask has been given to them so that they can identify other members of the Eyes of the Basilisk. By placing the mask on your head and attuning with it, it quickly turns invisible and disappears. The wearer can still feel it however. It allows the wearer to see others wearing the masks in the city. These are the secret members of the Eyes who are always in positions of power. Let the mask transmit the Code phrase to the wearer "I see that it grows dark at twilight...". Other mask wearers will have a sigil glowing on their foreheads, a purple blue basilisk that hovers an inch off of the skin. The imprint on the front of the mask.]
When the other mask wearer is identified the team can try to get information out of them. The member will set up a meeting and at the meeting Anak Kovara will allow a meeting. He wants the Arcane Focus in return for his help.
DM Note: Prominent members -
At the Fiend's Delight Crashe met one Robar Foxhelm a captain of the guild. He was present when Crashe was inducted into the guild.
The Daughters of Light -
A religious order dedicated to Vellenox, they only accept females. They are a backlash to the Adherents of Iron, the religious zealots who said they were clerics of Eigeralon. The truth is they were devoted to the evil creature known as Anaxis. When the deception was revealed the order fell apart. After the battle of Penthos many of the higher officers were arrested. With Vellenox being the last god targeted by the Adherents of Iron, the Clerics devoted to her rallied and recruited thousands of new acolytes. One of their main temples is in the city of Westinox.
This organization has been radicalized especially against males. There are rumors that they have been castrating any men that they deem criminals or heretics. They have also set up an adversarial relationship with the Clerics of Eigeralon and the EMP.
Notable Members:
- Acolyte - Kellin Cross, A human woman in her 20s with tight cropped blonde hair.
- Priest - Mariah Tellenborne, A tiefling woman in her 40's with light purple skin and long black hair.
- Acolyte - Rithia Force, A half elven woman with short black hair and one ear clipped.
- Cleric - Opela Barn
- Cleric - Qesa Huss
The headquarters gifted to the team after their defeat of the Gingerbread Dragon and Ionn Castaliogne. When they arrive they will find their butler still stationed there and a white mask on the couch in the center of the room. The rest of the castle above seems deserted, all valuables have been removed and it looks like no one has been in residence in months. It has taken on a winter chill and the fireplaces have only ash residue in them.
[DM Note: The mask has been given to them so that they can identify other members of the Eyes of the Basilisk. By placing the mask on your head and attuning with it, it quickly turns invisible and disappears. The wearer can still feel it however. It allows the wearer to see others wearing the masks in the city. These are the secret members of the Eyes who are always in positions of power. Let the mask transmit the Code phrase to the wearer "I see that it grows dark at twilight...". Other mask wearers will have a sigil glowing on their foreheads, a purple blue basilisk that hovers an inch off of the skin. The imprint on the front of the mask.]
When the other mask wearer is identified the team can try to get information out of them. The member will set up a meeting and at the meeting Anak Kovara will allow a meeting. He wants the Arcane Focus in return for his help.
DM Note: Prominent members -
- Geddelin Retera - An officer with the East Tellenheim Company, Human Man
- Bella Marvolo Durrilan - The count's eldest daughter, human woman
- Verus Chreleton - owner of Mattock Prison, Half Elven, half orc man
- Mistress Surrilan Piccolo - Headmaster of Trevalyan Bard College, Water Genasi woman.
- Zendaran Pendagon - Half elven man who owns several shops and real estate in Westinox
- Herod Dicen - Dwarven man who owns several mining operations nearby.
- Fredeil Montoya - An elven woman who has inherited wealth.
- Argona Rasperdann - A dwarven woman from Clan Raspgrinder
At the Fiend's Delight Crashe met one Robar Foxhelm a captain of the guild. He was present when Crashe was inducted into the guild.
Conflict
Warshaw
If the players decide to help Kovara they must head east to the city of Warshaw. Currently the now reconstituted Lord Vedemire Darkhorse is attempting to complete his rise to the throne. He has captured Bella Caix La'Couer / Ricelia Serise and is holding her in a torture device. Knowing of her immortality he keeps her locked in an iron maiden like device that constantly skewers her with iron spikes.
The Queen is on the run but is in danger of being found by Darkhorse's many minions.
Queen Amalia Retranche Wardashaw
a 70 year old human woman is being hidden by the owner of the Brave Knave Tavern in Mettletowne. The players have probably been here before, the owner is Rev Molotove a Half Orc man and he is working with Virgil Capsaicin to keep her safe.
Virgil Capsaisin
He returned to Warshaw once more to safeguard the Arcane Focus, he also figured that the team would find him there once they returned from the portal. He waited a long time and then watched as Lord Vedemire Darkhorse arrived and began to seize power. He now works with Rev and a resistance group to do all they can to stop Darkhorse before he can become the King of Warshaw.
Rising Action
Monsters and adversaries
The absorbing man - Lord Darkhorse has created new golems to hunt down and destroy the team. They begin as flesh golems, very Frankenstein looking men. They have different colored flesh panels sewn together with wire and staples. As they begin combat they absorb the properties of anything that hurts them. If attacked with metal, even magical metal, they take on the AC of that material. As they grow stronger they can even begin to absorb the properties of spells and magical damage.
Metallo the resilient - this one takes on the properties of metals and raises his AC from round to round. He is also much stronger and tends to attack with brute force and bludgeoning.
Metamorpho the arcane man - This golem absorbs spell damage turning it into hit points. He also changes his spell damage into the last damage he absorbed.
Metallo - HP around 219
AC begins at 14 and then increases
STR 23 / CON 22 / DEX 12 / INT 10 / WIS 15 / CHA 15
Unarmed strikes +9 to hit / Hurling skill Dex save / Grapple and throw as he attempts to lift and throw an opponent at another target
Metamorpho - HP around 170
STR 13 / CON 15 / DEX 12 / INT 18 / WIS 18 / CHA 15
To hit is +10 with magic ranged attacks, damage is usually around 2d8+6. He can upscale these attacks by using more energy.
M e t a l b o u n d .
If one or more creatures within the living spell's reach are wearing metal armor, the living spell's attacks have advantage against those creatures and disadvantage against other creatures.
L i v i n g M a g i c .
If the living spell is targeted with a spell-nullifying effect, such as Dispel Magic, it must make a Constitution saving throw against the caster's Spell Save DC.
On a failure, the living spell is Stunned (Save Ends at end of turn).
Actions
S p a r k P u l s e . Melee Weapon Attack: +8 to hit, reach
15 ft., one target. Hit: 21 (6d6) lightning damage.
R e s o n a n c e C o i l ( C o n c e n t r a t i o n ) .
The living spell winds itself into a tight coil and begins humming with the sound of rising energy. Until the beginning of its next turn, whenever the living spell takes damage, each creature within 15 feet of it takes 3 (1d6) lightning damage.
At the beginning of its next turn, the living spell can use its action to make a Spark Pulse attack against each creature within range.
C r a c k l i n g D r i v e ( R e c h a r g e 5 -6 ) .
The living spell moves up to 100 feet in a straight line, passing through creatures without resistance and without provoking opportunity attacks.
Each creature it moves through in this way must succeed on a DC 15 Dexterity saving throw or take 28 (8d6) lightning damage, or half as much on
The absorbing man - Lord Darkhorse has created new golems to hunt down and destroy the team. They begin as flesh golems, very Frankenstein looking men. They have different colored flesh panels sewn together with wire and staples. As they begin combat they absorb the properties of anything that hurts them. If attacked with metal, even magical metal, they take on the AC of that material. As they grow stronger they can even begin to absorb the properties of spells and magical damage.
Metallo the resilient - this one takes on the properties of metals and raises his AC from round to round. He is also much stronger and tends to attack with brute force and bludgeoning.
Metamorpho the arcane man - This golem absorbs spell damage turning it into hit points. He also changes his spell damage into the last damage he absorbed.
Metallo - HP around 219
AC begins at 14 and then increases
STR 23 / CON 22 / DEX 12 / INT 10 / WIS 15 / CHA 15
Unarmed strikes +9 to hit / Hurling skill Dex save / Grapple and throw as he attempts to lift and throw an opponent at another target
Metamorpho - HP around 170
STR 13 / CON 15 / DEX 12 / INT 18 / WIS 18 / CHA 15
To hit is +10 with magic ranged attacks, damage is usually around 2d8+6. He can upscale these attacks by using more energy.
M e t a l b o u n d .
If one or more creatures within the living spell's reach are wearing metal armor, the living spell's attacks have advantage against those creatures and disadvantage against other creatures.
L i v i n g M a g i c .
If the living spell is targeted with a spell-nullifying effect, such as Dispel Magic, it must make a Constitution saving throw against the caster's Spell Save DC.
On a failure, the living spell is Stunned (Save Ends at end of turn).
Actions
S p a r k P u l s e . Melee Weapon Attack: +8 to hit, reach
15 ft., one target. Hit: 21 (6d6) lightning damage.
R e s o n a n c e C o i l ( C o n c e n t r a t i o n ) .
The living spell winds itself into a tight coil and begins humming with the sound of rising energy. Until the beginning of its next turn, whenever the living spell takes damage, each creature within 15 feet of it takes 3 (1d6) lightning damage.
At the beginning of its next turn, the living spell can use its action to make a Spark Pulse attack against each creature within range.
C r a c k l i n g D r i v e ( R e c h a r g e 5 -6 ) .
The living spell moves up to 100 feet in a straight line, passing through creatures without resistance and without provoking opportunity attacks.
Each creature it moves through in this way must succeed on a DC 15 Dexterity saving throw or take 28 (8d6) lightning damage, or half as much on
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