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ATG Mission 7.5 Underneath Serpico City

Previously On Liters of Tomorrow:

The team sailed across the Wyvern Sea to the continent of Ventenheim. Captain Ro and the crew expertly docked the boat in the trading city of Serpico. Looking for information on your new objective the, Hydellical Mechanoid, the team split up to begin their research. Karnac and Vom Fass ventured to the city walls to release Mew's drake back into the wild. Cog went to a temple of Corsun to ask the acolytes there for information on the ancient golem. Mew ran into an old contact with the Abyssal Knife who attempted to assassinate her in an alleyway. On a rooftop above two other agents of the Abyssal Knife tried to skewer her with a ballista. Chased away by an old friend of Mew's the Tabaxi monk known as Jin. After a brief confusion on whom was trying to assassinate her Mew teamed up with Jin to dispatch the Rogue known as Olmed Hashan. Once reunited the team made their way to the Library at the nearby university to find a book called Kellefin's Compendium of Automatons only to find that the book had been plundered many years ago by The kingdom of Crossing Sun and Stars. An errant spell cast by Vom Fass brought in a witchfinder from the Assembly of the Weave who was investigating the illegal use of Magic. The team fled back to the boat and also learned that the abyssal knife was in the city to unleash another gargantuan demon to destroy the city. To do this they were going to use Jin's Wife as a sacrifice to complete the ritual. With a desperate plea for help, Jin convinced the team to descend into the crypts under the city to help her. Let's return now to the crypts and find out what happens...
See 7.4 for details on banishment for any of time travelers. Also for the summons sent to Mew by the queen summoning her and ATG to the Kingdom of Crossing Sun and Stars.
The Tungsten Splinter is a revolutionary group set on removing the Queen of The Kingdom of Crossing Sun and Stars.

Plot points/Scenes

Under Serpico the Abyssal Knife awaits


As you feel that tug inside your stomach once more to return to the past, the seamless trip goes awry for a second.  A turbulent bump and a yank causes your food to rise up into your stomach.  It settles though and the journey back into the past and your home timeline settles into the same old feeling.  Cog and Mew as your eyes adjust to the dark cavern you now stand in it takes a moment but you look around and notice Karnac and Hops are not with you.  Instead the dangerous mutant known as Shadowdrax has been dragged along your time jump.  Vom Fass and Jin the Tabaxi Monk stand in front of you looking at you quizzically.  You stand amidst the underground tent city underneath the busy streets of Serpico. The maimed, unwanted, and those that are unwilling to blend with normal society exist down here in the maze of old sewer tunnels and catacombs. At first glance all you see is a mass of canvas and smoke as you gaze out among the populace down here. An intense mixture of smells assaults you, who are used to the open air and open sea, the pleasant smell of a good soup and a braised rabbit or rat melts away and is replaced by the intense smell of sewage or body odor only to flip back again to a potion being brewed with a hint of lavendar and mint. [DM Note: a player can negotiate or trade for a potion of barkskin with a Gnome woman missing half of her face by the name of Davindra] You have a vague memory of being down here before but it feels more like Deja Vu, hazy and hard to hold on to. A relic of your time shifts possibly, the memory begins to fade. What would you like to do?
Possible options here are perception checks, investigation, religion, or even survival. Make the players come up with the plan. The result is seeing a cultist enter a tent from across the chamber. Inside that tent is a secret stone door that spins and allows them into the crypt below. With enough speed they can follow the cultist to the next room.
  [DM Note: The abyssal knife is under the city in a crypt they are planning another destructive summon. The players can foil this and find information on how the cult works and the mention of the Ivor Dominus. The Ivor Dominus is an ancient tome and the key to summoning of the great Beast/Destroyer Xallapin Ivor Excruciame. As the players hunt down the Abyssal Knife members before they can complete their rituals they must fight Golems and other cultists. The cultists will use spells and Inculcur worms in their attacks. The worms are in mesh bags that the cultists can use ranged attacks to strike players with. Once struck a player must make a Nature or Survival check to notice the worms entering their skin. They can use their reaction to make a dexterity check to swat them away in time but note that they will lose their next action. Specially designed iron golems are employed by the AK members that use special devices to magically haste the creatures resulting in 4 major attacks per round. The players can remove these devices and use them but the devices create haste in living creatures for four rounds after which the devices drain 3d12 HP and 3 levels of exhaustion after using them. I will not tell them that. The Iron Golems can have four arms and look like sexy ladies / Don't forget Poison Breath!. Remember that the book they used to do this ceremony is the book Mew Stole in Tellenor with olmed Hashan. Song of Invectolus, The great coming. Have the Abyssal Knife behind these golems begin to chant and spell cast. They will cast Banish, Guiding Bolt and Bestow Curse or protection from energy for the golems. Have 2 monks mentally controlling the iron golems so that they mimic their movements.]
    After this battle has resolved the final battle is to save Monica's wife, Nefret, before she is sacrificed for the ritual . On a stone altar surrounded by hundreds of rune circles stands a high priest of the Abyssal Knife. He is about to plunge a dagger down into her chest and let the blood flow down into the floor. Reminder Monica's Tabaxi Monk known as Jin is trying to save her wife the Water Genasi dancer known as Nefret.
  The Crypts beyond
1. Leading down from the underground encampment through the secret door leads to this large open room. The chamber is fairly large almost 40 ft. wide. In the middle of the room is a fire pit filled with various bones. [Investigation check to identify. Several goat and chicken but a high check reveals a human thigh bone and a dwarven femur.] The northern side has a locked door DC 18.
2. [DM Note: A small antechamber with two cultists, monks level 7]. This wide hallway has a slab of cut stone placed against the Northern wall. A small indentation can be seen carved out of the middle. An investigation reveals that it seems to be carved to hold a small statue, an inverse looking skull like that of a small bird. Two men in long robes and hoods stand in the middle of the room chatting with each other. They roll perception checks when someone opens the door. If alerted one will create a delaying action with defensive monk moves and the other will run East to alert the larger group in that room.
  3. The eastern room is a large eating and living room for 6 more cultists. Wine Red tents, training dummies, and several cooking pots over fires. On the North wall is a large oak door. On the south is another door. Behind the southern door is a stone sarcophagus several centuries old. [DM Note: Unless alerted by the goings on in room 2 these cultists are just milling about doing their normal rituals, meals, or training. If attacked they will have 3 of their numbers immediately attack with Inculcur worm bags and hang back while the other three dive in with monk skills and attack in melee.]
    4. "The walls on the western side are wet from a leak somewhere above. The ancient stone of this room is carved with a basic relief pattern that looks like woven ivy with small oval leaves. In the center of the room stands a large stone sarcophagus several centuries old. The carving on the top is that of a castle stretching out over the sea. If disturbed a shade appears in the form of an old man in ancient armor. In a whisper the shade moans "Destroy the interlopers..." and then dissapates. Inside the sarcophagus is an old chest. Lock with poison needle. Failure leads to one level of exhaustion. 1245 gp and a shard coin. Blink Gloves.
5. An ancient fire place resides on the north side. Any touching of the fireplace causes a billow of poisonous gas leading to another level of exhaustion.
    6. A hallway that goes south and north. The faded relief pattern at the top of the tall walls changes to a more fiery look mixed with diamond pattern. Lumpy glyphs have been worn down to some indistinguishable scene by the water that dribbles down the stone of the walls.
    7. An empty room with several dead guards inside. The bodies are all dressed in the armor and tabards of the Sigil Shield the guard force of Serpico. Clearly these cultists have disposed of any nosy guards who have gotten in their way. The smell of the bodies is readily apparent. An investigation check would yield 23 gold and two masterwork daggers.
    8. Large dark marble prayer room clearly used centuries ago for some form of mass. Large black pillars are ten feet from the walls and a huge central pillar dominates the center of the room it is carved with several relief sculptures of old gods falling to demons. In the center past the north three columns stand two metal statues with multiple arms. As you walk closer to the strange relief carvings on the central pillar the dark stone gleams with your dark vision. [DM Note: Mew or Monica Roll a perception check DC 18.] A flash of movement and just the slightest sound of fabric brushing against stone. You look to the north and you see two large metal statues just beyond the three pillars to the north. As you slowly walk forward the statues come into view, two black iron statues of women with pointed ears, each standing against the walls facing each other. They each have four arms that are currently in a pose of contemplation. They each seem to stare down to the floor below. [DM Note: Beyond a few cultists stand ready. [Battle room!] Reminder to use the Iron Golems Poison Breath, Haste Tokens, and Monk like abilities as the monks guide them. They can also use Naedra Metal to fire from behind the golems to cause more problems. Completing this battle gives them the totem to open 9. Lots of gold and the Naedra metal card. ]
  9. The secret stairway down to the lower levels.
    10, 11. creepy tunnels leading to a cave in and a stairwell down further. At the bottom of the stairs is another locked/trapped door DC 18. " as you peer through the doorway you see a wide pit in front of you. It's dark depths look to be 40 feet down from where you stand on it's edge. Below are hundreds of iron stakes pointing upwards, in between the metal is a moving mass of snakes and rats. A greenish glow emanates from sigils on the walls almost daring you to swan dive to your doom. Beyond it is another crypt room with large stone pillars which look just like the ones from above made of a dark marble. In between the pillars is another wide stone door with the same token relief as before " Opening the door leads to an illusion of a wide opening pit filled with moving snakes and spikes. Determine the illusion with an Arcana check, investigation or whatever.
13. "As you place the stone token in the door it inches forward like before as if it was on a track. Then a thud hits it and a loud voice from the room beyond shouts "Do not let them enter!! we must complete the ritual!" [DM Note: a perception check by Jin DC 14 allows her to hear the faint voice of Nefret, clearly drugged and in distress. ] Forcing open the door will take a strength roll of 18. "Inside is an enormous minotaur man who staggers backwards with the push of the door. He readies a large maul and bellows! Beyond him on a raised dias an alter has a struggling water genasi woman on it. A man in red robes raises an ornate dagger abover her form and is about to plunge it down... " Also in the room besides the cleric and the minotaur is a tiefling man by the name of Culdred. The Cult leader who is completing the sacrifice is none other than Constantin Maycroft! use his stats on his page and make sure that the players find a clue as to his identity. [A history check would reveal him to be a famous entertainer from a decade ago, big actor and mummer.] Worius Yasmine is a Thief who has worked with the AK for a while now he will use Sneak Attack here in the battle. See his stats on his page in World Anvil. The final ritual room and the sacrifice altar. Final battle!
Loot and clues left over : Inside of the cult leaders robes are a piece of parchment which reads: "With this summoning the seals get that much more broken and brings us closer to our glorious goal. Once the great Beast/Destroyer Xallapin Ivor Excruciame is roused and brought into our world we will break it and remold it in the dictates of the great patron Chon Urdero Dromedon. -- Your brother in all things, Constantin Maycroft"
Book: The song of Invectolus written in Infernal. unreadable by most, this is the black leatherbound book taken by Mew from the Library of Castle Kelleborne.   Ceremonial Dagger worth 550 gp. Jewels and spell components worth 130 gold. Strange herbs, diamond dust, shard dust, and chalks.

Themes

Aftermath: The team must make their way to the great library in the Kingdom of Crossing Sun and Stars. They need a caravan or to rent or buy mounts to make their way up to the kingdom. Most boats will refuse to sail that way. See the riding lizards in the Ventenheim folder. No horses can navigate the steppes and plateaus as well as the dense jungle. They will have to obtain riding lizards who can easily climb cliffsides.
As they roam the streets of Serpico they encounter some Tabaxi who are disguised and watching them from afar. Members of the Tungsten Splinter are keeping an eye on them trying to determine if that is indeed princess Mewtoolian Moon.
Rat Catcher Rake - A former guardsman who worked at the Queen's Padding. He was stationed guarding the Vizier known as Velvet Grass many times. What he overheard caused him to flee the city and search out the splinter.
Dangling Lace (Lace) - A former sex worker abused by the system many times, the queen sentenced her to slavery but she escaped and would up in Serpico.
Hen of the Flock (Hen) - A former aide to the queen she escaped the city after being blamed for theft despite any evidence.
Austere Mask (Austere) - A former advisor to the queen until he pushed back on the idea of unifying the Tabaxi kingdoms by force
  This section could take place at either the Cock and Crow tavern or the Rabbit's Lament (thieves guild tavern). Rat Catcher Rake Has on a navy blue hood and cloak, he has a leather eye patch over his right eye. He speaks in a raspy accented voice in quick syllables. "Are you Princess Mewtoolian Moon? Word is you are exiled for murdering a prince. A talented woman like yourself would be quite valuable as an ally. You would also be quite valuable as a bargaining chip. What are your allegiances towards the Queen Mother?" The other three tabaxi look on edge. [DM Note: Anyone making an insight check would notice tightness in their jaws and forearms as if they are ready to draw a weapon if this meeting goes south.] The players can ask any questions of the tabaxi in this group. All of them are exiles or runaways who either drew the queen's ire or committed small crimes or revolutionary acts. Queen Mellorah has begun many operations to gain power throughout Ventenheim, including threatening the Kingdom of Thunder in the morning springing from seven storm clouds with violent action if they do not cede to her will and trade demands. She is also planning a covert military take over of Ventania City near the great tree. Apparently according to her Viziers her plan is to control all of the settlements around the great tree and all of the Tabaxi Kingdoms. She has a great hatred of the lesser races, especially the minotaur folk of the steppe. One could posit that she would burn Serpico City to the ground to remove the Eastern Influences from the continent.
Austure Mask steps forward in his dungy brown cloak and his white whiskers around his face "You must know that your mother the queen is growing increasingly harsh with the citizenry. Her punishments meted out by the royal guard are getting quite capital. We have several plans outside of revolution if you will hear us out. One is quite simple, if something were to befall the queen, some sort of lethal accident the people would look to her only surviving heir. You, my dear." He pauses for second studying her reaction and then continues "Another idea is slower but possibly much less dangerous. You reinsert yourself into her good graces and the royal politics and take over in a few years. You could slowly poison her or convince her to step down whichever is better for your conscience." Dangling Lace (A thin but pretty orange and black tabaxi woman) steps in and with a firm voice says "We need to know if you are with us or against us. Do not give her any more information you old fool. Remember she is a murderer and a thief as well as the Queen's daughter!"
Austere Mask continues "If we are to be successful we must take chances. you need not make any decisions this night. If you are amenable to our cause meet with one of our agents in the Hidden Veil and The Tail. You know the place. She answers to the name Indigo Key. Ask around the city and see how our people feel about your mothers rule in the meantime. You have been gone for quite some time. Princess Mewtoolian Moon, We bid you luck and wellness. until we meet again..."

Structure

Exposition


As the team finishes up their business in Serpico they must find transport to the The City of the Great Salt Steppe, it is the capitol city of the Kingdom of Crossing Sun and Stars and the royal castle sits just outside of it. Remind them that they have been summoned by the queen herself and that they information they need on the Hydellical Mechanoid resides in their great library. Possible modes of transportation would be renting the great riding lizards, they usually cost about 150 gp to rent. They should be released before entering the city, they find their own way back to their stables. They could ride with a caravan from the East Tellenheim Company. They are on their way to Ventania but will be traveling fairly close to the kingdom. They could also figure out an alternate method. Just remind them that Captain Ro refuses to sail into the waters around the city. She worries that the ship could be commandeered by the Kingdom, it has happened before. They team could tell her to stand down and sail themselves, it is their boat. Ro would stay in Serpico however with most of the crew. However they go don't forget to attack them with Ventenheim Beasts on their way. As they get close to the city they will have to deal with Tabaxi guards loyal to the Queen.
Enter The TVA - At some point before the team gets to the city Shadowdrax will be accosted by an investigator from the TVA, Time Variance Authority. "You there, Shadowdrax Andraxson of SF 3408.  You are under arrest for multiple time infractions and for being a TDKA, a Time Displaced Knowledgable Actor.  Your crimes are as follows, Willfully leaving your home timeline, actively entering a restricted time sector, time displacement of the second degree, and attempted murder of subject under investigation."

The City of the Great Salt Steppe -


The Great Library of Ever Borne Knowledge - The library's enormous double gates, which stood three times as tall as a man, formed its main entrance facing east. Its doors were forged from a strange black metal, each of which featured the sigil of the library, the image of castle with flames set atop each of its towers. Immediately beyond the imposing front gates was the Court of Air, a vast cobblestone courtyard around which were The library's establishments and amenities that catered to visitors and "Seekers", those who arrived with the purpose of finding knowledge and wisdom.   To venture beyond the Court of Air into the sheltered Inner Ward of the library, Seekers had to pass through the magnificent, and magically-protected Emerald Door.[15] The Inner Ward housed the Great Library of itself, the great repository of knowledge known far and wide across the Realms, along with the personal living quarters of the keep's Avowed.   Beneath the keep were a series of secured chambers used for spellcasting, catacombs, sewers, and subterranean passageways inhabited by unusual creatures. Deepest of these was the Chamber of Lost Lore, an continually-illuminated room that allowed those with permission to commune with long-deceased scholars and sages.
The Kettleclaw Castle - Maybe foil an assassination attempt by AK on the Queen herself? as well as long discussion with the Queen on Mew's place by her side and resuming her role as Princess. Arranged marriage and giving up her adventuring life. The queen will usher the team to a holding cell in the meantime.   Other plot points - The Verdant Sigil is around. Introduce the idea of Vellenox's Divinity Well and more Abyssal Knife threatening the city of the Great Salt Steppe underneath the library. Send the players out into the jungle to confront AK members who stole information out of a book by literally tearing pages. the AK member obtained rare blood to complete their ritual which is in progress back under the library! players rush back for final battle. maybe fail? Leading to Oppapan

Conflict

Vellenox Divinity Well - Guarded by the Adherents of Iron who are being led astray by the Top Hat Man.  They have slaughtered acolytes of Vellenox and the stronger clerics are performing a ritual to destroy the well. They also have their new warforged there to guard them.

Rising Action

The Hydellical Mechanoid -


"Killifen's Compendium of Automatons" by Zolo Killifen. An ancient explorer and documentarian Zolo traveled the world writing down interesting magical creations. His Main focus was golems and Nimblewrights. Hydellical Mechanoid entry - "In the Rollicon Steppe south of Quala we made our way into an tunnel system from a previous age. The walls were black as obsidian and the air smelled of stale bread and fungus we --" "Our research team has a theory that this may be the fabled Hydellical Mechanoid that once guarded the arch mage Polemicus. In the bowels of an ancient tomb sits a small koala like golem. It moves slowly and calmly until agitated. Once enraged it grows to a huge sized construct with incredible strength."

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