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ATG Mission 8 - The Adherents of Iron part deux

Previously on the Liters of Tomorrow


Adventure Team Grimm had traveled to the continent of Ventenheim tasked with finding an ancient golem. You were also asked by the Queen of the Kingdom of Crossing Sun and Stars to deal with a dangerous cult that threatened the main city. Upon arriving in the kingdom you noticed several signs of increased aggresion by the guards and the leadership group, also a large military expedition was set to leave on a conquering trip in the next few days. You began to scour the city for clues on the the cult known as the Abyssal Knife eventually finding them in an underground chamber moments away from completing a ritual to summon a devastating demon of destruction. You were able to foil their plans and capture their leader. Upon returning to the surface you foiled an assassination attempt on the queen by the resistance group known as the Tungsten Splinter. In the resulting chaos you also were visited by the malevolent force behind the increased tension in the city. The Demon known as Thegadronnan attempted to remove each of you from the situation so that you didn't disrupt his plans. Dealing with a string of events and combats you eventually tracked down the anchor the demon was using to invade the material plane, with that destroyed he and his infuence fadeds from the kingdom.
The following day you all relaxed and settled in for a morning of shopping and planning what to do next. Blizzard Hops was still in jail awaiting his hearing after assaulting a half dozen guards and military personnel leaving him out of commission for a few more days. Your morning of shopping was successful as you procured a gift for Hops and Mew purchased a bright blue Squirrel as a new pet. As you took a late morning coffee break you were interrupted by a strange pixie had been following you. With Karnac's help you summoned a fey pixie to communicate with it. Cog turned on his translation spell and you learned that this pixie was named Echo and was searching for something. She was also drawn to Cog for some strange reason.
Later that morning after conferring with her mother the queen, Mew made a difficult decision to stay behind and help put the kingdom back in order. As you wandered the city you were visited by two members of the Verdant Sigil, Brook Tallow and Punty Redfang. Using a book Cog and his scribes had found on how to find the Hydellical Mechanoid, The two druids and the rest of you figured out the location of this ancient temple. Now down two members of your team you enlisted their help as well as the help of the pixie named Echo. Brook and Punty asked three giant eagles to assist you so that you could get there and back in time for Hops' hearing. With some time to kill during the three hour eagle flight Karnac brought out the blue squirrel now named BooBerry. Despite the glare of constant traveling companion Ethan Hawke, Karnac used his new Awaken ability on the little Squirrel. Now with full sentience and an intelligence of 10, and also 800ft in the air surrounded by strange adventurers, the little squirrel immediately entered an existential crises. Barraged with rapid fire questions on existence how to deal with squirrel friend and family back home, his place as a former pet slave, and all the implications going forward Karnac spent the rest of the flight trying to reassure the little guy.
Upon landing you noticed a tribe of Minotaur who had encamped on the pond in front of the cave. Leaving Brook and Punty to look after the eagles and keep the tribe busy you entered the strange cave under the rock shelf. Inside you found a huge storage room which led into an underground hedge maze that seemed to be in disrepair. Beyond that you found the ancient museum of the arch mage Polemicus, the man who was said to have created the Hydellical Mechanoid. Venturing into the museum the pixie known as Echo had an even stronger urge of purpose as she led you to a museum exhibit made of a huge block of ice. Inside was the form of an elven woman. Cog and Vom Fass found a way to melt the ice revealing the form of a drow sorceror known as Eulatris, Echo's master. As she came to, having remembered nothing of the 250 years she was frozen in magical ice as a museum exhibit, she began to realize the situation around her. Recognizing Cog as her old traveling companion known as Yoloken the wizard she became quite irate. Cog explained the situation to her and she agreed to put the bad blood between them on hold until they were safely out of a wizard's death trap.
Searching the musuem you found the fabled Hydellical Mechanoid, a strange cute litte furry creature with wide bulbous eyes. He played in the corner with wooden toys. From the toys emerged strange killer marionettes, one of whom stabbed Vom Fass who ran off into the museum in a fit of laughter. The team destroyed the little murderous dolls, realizing too late however that one of the dolls had hijacked Vom Fass' body and the little wooden boy they had just killed held Vom Fass' conciousness. His real body went limp and fell skidding on the polished wooden floor dead. With a quick revivify spell the team was able to save the sorceror just in time. Scooping up the little mechanoid the team left the museum only to be met with a grinning Helleficks Kristalinn and his rival adventuring company to your own. He finally dropped his disquise and revealed himself to you as the demigod Isringus. He offered to take the mechanoid from you and allow you all to walk away. The team refused and battle was joined. Isringus escaped after taking an enormous amount of damage. He teleported out with a snarl, clearly upset at being wounded this badly. His associates Rumen Vuighn and Lady Arien Velostar were slain during the battle. Once more using the great eagles the team returned to the City of the great Salt Steppe though they had to suffer four hours of intense questioning on the meaning of life by the little squirrel known as BooBerry.

Plot points/Scenes

The following morning the sun rises over the Wyvern Sea and cool night air gives way to a warm breeze that drifts in from the harbor. That familiar salt tang hits your nose, the faint cries of seagulls in the distance fills your ears, and the colorful motion of the busy city completes the scene in front of you. At the open plaza where you fought Regeneaux and repelled one of the great Ironclad Krovods, construction crews made up of ex soldiers begins their day repairing the walls. At a carved stone table on a patio in front of the Moka Java coffee house the drow woman known as Eulatris stares icily at the emotionless face of Cog. As a server approaches to take your order Eulatris what do you say? Echo the pixie and Vom Fass play with the strange little golem known as the Hydellical Mechanoid, hoping to keep him calm. Karnac, you sit at the table as well feeling very much like a third wheel at the strange confrontation happening in front of you. The server turns to you "And you master dwarf? What can I get you?"
As the server returns to the coffehouse you take a moment to relax, knowing that it might be the last bit of respite you see for awhile. The Adherents of Iron enter your thoughts as you all recall your last meeting. On the Wyvern Sea near the Orix island chain the Adherents had commandeered a shipping vessel and used it to board the Wet Dream. Battalion 23 of the Adherents of Iron led by Inquisitor Casbarre Valencia attempted to reclaim the warforged claiming that all warforged are property of the Adherents. Now they threaten to kill a god, a serious upgrade in threat level from your normal religious zealots. Soon you will have to face them and stop them from finding the final location of the divinity well of Vellenox. Your reverie is interrupted however by a familiar face. The Tortle man known as Borgullus Cro walks through the plaza with a short rabbit folk man. He sees Karnac and waves. "Hullo commander! It is good to see all of you again, how goes your adventure? Let me introduce Baji Krausenfoot our new hire. He has been helping us navigate the strait of serpentor as we ferry goods to Cobra'Lah. The captain felt it would be good for morale to take on some extra work and extra pay for the crew. I was talking to a seagull who mentioned the Verdant Sigil was looking for available druids to help out with a mission to save the great forest. I volunteered to help and I needed a local to guide me to your location so I asked Baji. Karnac I have learned a new wild shape which I used to carry Baji, it is that of a large pelican! Your teachings and friendship have been very helpful!"
The Hearing of Blizzard Hops
In the Queen's Padding the building known as the Claw council chamber is buzzing with voices. The large roman style building is made of huge carved rectangular stones with large pillars dominating the front. Inside however the council chamber is very akin to british parliament. A central table and speaking podium surrounded by several rows of benches which elevate around the room looking down on the center. Today the chamber is full of ministers, officers of the military and many guards. At the center table sits Mew and her mother the Queen Mellorah. The Cleric known as Blizzard Hops stands in front of the podium, manacled but otherwise unharmed. His time in his cell was quite refreshing after the months of travel and battle. His constant guard companions began to show irritation at his chipper attitude, and the fact that his breath always smelled of alcohol despite the fact that they could have sworn they had removed every possible way for him to get it. As the minister known as Velvet Grass addresses the crowd and asks them to be respectful and quiet during the proceedings.
The Queen turns to Mew and says "Where is that Gnome diplomat, Gruzzlefuss? He swore he would be here to represent this half elf." With the lateness of the Gnome all eyes turn to Hops himself as he is asked to defend himself. The current judge known as Granite Gavel speaks directly to Hops "Cleric of the Eigeralon Municipal Protectorate Blizzard Hops you are charged with 14 counts of aggravated assault, 24 counts of assaulting a duly assigned Queen's guard, 8 counts of assault on a member of the military order and 54 counts of language unbecoming of a visiting member of law enforcement. How do you plead?"
  • General Copper Eye, Field commander
  • General Ivy on the stone, Military Strategist and Castle Liason
  • Castenar Nitronus, Vizier to the Queen, Air Genasi man
  • Ice on the Lake, Vizier to the Queen, Tabaxi woman also secretly aided the Abyssal Knife
  • Velvet Grass, Minister of Secrets, tabaxi man. Knows what everyone is up to.
  • Lead council for the Military Prosecution - Spell of Rain
  • Lead council for the Queen's Guard - Grand Gate
  • Lead Advocate for the Queen - Shady Storm
  • Lead Advocate for the Queen's Guards - Happy Owl

[DM Note : The communicator chirps as Mew alerts the rest of the team that the hearing has started. Allow anyone to attend that wants to. Any players can join in as members of the defense that are so inclined.] Once Hops has given his plea the trial can commence. The Prosecution leads with a person of law and order such as Hops is obligated by his own order to never act with such wanton violence as Hops did the night of the assassination attempt. The fact that Hops is a half breed of two lesser races also means he is less worthy to receive a lighter sentence. The Prosecution suggests a six year sentence in the lower hold of the Rizzark Prison built not far from the Queen's Padding. Any less of a sentence is an insult to the Queen herself. [DM Note: The prosecution can be eventually talked down to 50 lashes but they will try to hold firm here unless someone rolls a nat 20 or something close!]
Battle Plans
After the trial the team is visited again by Brook Tallow and Punty Redfang. The Queen also arrives with General Copper Eye. The Queen says "for the service provided this kingdom I asked the general to assign you an entire battalion to help with your coming battle. You all will have full command. We are also assigning you 2 of the Ironclad Krovods for your supplies and transportation. You may go with the Queen's blessing. " As she turns to leave she addresses you once more "Oh and our mages have created these new potions.  I gift one to each of you." [DM Note: Hand out the little bottles Beth made for them.]
Brook leaves you with the information to get to the Oracle in one day's travel. The meeting of the two rivers Ullarin features a hidden temple just to the west. This is the Oracle of Vellenox. Inputting the map information into Karnac's map bracer allows you to use it as a compass to guide you in the right direction. He also provides you with topographical information to best travel with your riding lizards in the fastest way possible. As you set out once more into the humid jungle like forest the afternoon sun filters through the canopy above in a warm yellow dapple. The soldiers of the fifth battalion steer the Ironclad Krovods through paths clearly designed to accomodate the large beasts without damaging any of the older more precious trees. Those of you traveling on the Krovods have an excellent view of the jungle from 40 feet in the air. Up here small lizards do battle with colorful birds for exotic insects. You take it in like a nature documentary, small purple monkeys with long tails build nests out of leaves in an adobe style in between branches. Fuzzy fruit bats tug on yellow skinned grape like objects that hang in bunches from tall light colored tree. The large platforms on the Krovods are quite comfortable. Two wide benches are covered in orange and brown cushioned fabric corded down with a thin unbreakable twine. Two captains chairs sit near the front of the platform and a large low chest lines the back lined with basic weapons. A ballista complete with 20 large bolts sits on either side of the platform bolted to the metal floor. They are tied down firmly so that they don't sway or break during travel.
You take a break around 2 for lunch and a bit of a rest. Stretching your legs and backs and rubbing your sore inner thighs. In the distance you see a large wide animalistic statue. It towers next to the trees around it and small streams flow underneath it. The jungle around it almost looks brighter and more colorful, more wildflowers dot the forest floor and dozens of brightly colored vines criss cross the lower side of the statue each studded with pink flowers. Frank the beetle crawls out onto Karnac's Shoulder and says "A forest statue dedicated to Oppapan, A great forest spirit. The legends say that when the continent is threatened he will rise and defend it. It is said he sleeps in the great tree."
After a long day of traveling the Tabaxi captain known as Happy Owl points out a wide stone bridge spanning a large wide river. "There that is the Ullarin river. We will camp here for the night and await word from the Verdant Sigil. It is said that your foes camp downriver at the Fist of Ullarin, the lake there. They search for the Oracle." An encampment of tabaxi soldiers springs up behind you as you glance backward. The well trained soldiers put tents together and several fires in moments. The Krovods are secured on massive tree trunks and the battalion gets to work cleaning and maintaining weapons and doing battle meditations. A command tent is created for your team, a table is set up in the middle and a map of the area is laid out complete with small tokens to see what the Adherents of Iron are doing. As all of this happens Brook Tallow and Punty Redfang come back with their scouting information. You all gather around the map and begin to discuss plans for the following day. Brook points at the area where the river hits the lake and says "Here is the main encampment of their army. They are using this as a main base and sending scouting parties out into the forest in a basic concentric circle pattern. Using Hallucinatory terrain we have been guiding them away from the Oracle for the last few days. I think by tomorrow they will have found it no matter what we do just by process of elimination. They have about 500 soldiers based in that area including at least 20 automatons that look just like Cog. Well a bit simpler I guess, No offense cog." Punty chimes in "Their scouting parties are made of four or five regular soldiers usually with a powerful cleric and an automaton. These clerics and Paladins seem to be the command class, the highest rank is Inquisitor, I think. A couple of Verdant Sigil members had a skirmish, got bloodied and wild shaped out of there." Brook says "The way I see it is our main force of druids backing up this battalion of tabaxi will be plenty to keep their main force busy. We will ambush their army here in the forest as they make their way to the Oracle. The Inquisitors and their high ranking members will push ahead to get their first and do whatever they are trying to do. That's where you guys come in. I'll leave the planning to you, but whatever happens make sure you get to the Oracle before they do."
The Oracle of Vellenox
As your lizards bob and move over rocky forest shelves the trees that surround you blur past. Your lizards slow and stop as you get to a large cliffside covered in lichen and moss, a small waterfall trickles down to the forest floor below. As you peer down you see a large clearing and a huge ziggurat in the center of it. Vines and brush grow all around it and on it almost obscuring the lower levels. In the center of the highest levels you see a few armored men flanked by familiar looking automatons. The press on something in the rocky face and a stairwell sinks down inside. Two of the armored men begin to descend into the structure.   [DM Note: Important members of the Adherents of Iron here]
Inquisitor Catalonia Colonel Umbrant Major Gruppa Treinta Lieutenant Navis Ventera Adjutant Lieutenant Prancis Cleric soldier Richeliu Cleric Soldier Montello Automaton units 231/143/267
[DM Note: In the future four Adherents of Iron turn to named Paladins of Insanity included in their profiles. Remember that during the battle Karnac and the team will get reports on what is happening in the larger battle and will need to make decisions for the army.] The battle joined, the Adherents use many of their magic spells and weapons. The Automatons are now outfitted with paralyzing grapples which attempt to fire out and incapacitate victims. These are especially outfitted with magnetic grapples for use on Cog but they would be quite effective on Hops as well as given his heavy velisar plate. Touching the others still has the same effect but probably not their grapple ability just the damage. Need to stat this out.

Themes

The Ziggurat in the jungle -
As you look down at the massive structure you see that it is tiered like giant blocks of stone stacked on top of each other. The two miles surrounding this tall ziggurat is made up of winding pathways and dozens of streams and rivers that flow through the area. Beautifully carved bridges span many of them leading to different abandoned domiciles in the area. At one point in history this was a teeming city of worshippers of the god Vellenox. Not the rain forest has encroached on almost all of it and bright green plants grow on the edge of every path dotted with brightly colored flowers. Vines and clinging brush move up the ziggurat and two large palm trees sit on top. Small Waterfalls of water sparkle in the bright sunlight as the water flows up and down the structure. This should be disconcerting but strangely feels right for the temple. On the rocky pad to the left of the ziggurat five ranked members of the Adherents of Iron begin to prepare a fire and go through their supplies. Near the base of the ziggurat standing guard are three automatons. These tall metal figures you have met before, their similarity to Cog combined with their dull glowing eyes creates an odd feeling. On top of the ziggurat standing over an opening three more members of the group prepare a device to lower ropes and equipment down into the interior. Currently you all are on a cliffside overlooking all of this from 200 feet above. You also need to traverse about a quarter mile to get to the Ziggurat. What would you like to do?
Inside the temple!
Descending down into the structure is also a strange experience. For the first 30 feet or so it gets dark like entering a cave, but as you get farther down light like the sun begins to emit from several ceiling tiles. The chamber you drop down into is enormous. Probably almost a mile in diameter. The ceiling is 150 in the domed center. Below that in the middle of this huge chamber is a strange formation of concentric rocky archways that fold in on one another. A bright yellow and pink glow seems to pulse from something inside of these rocky bends. The Two archways stand alone on either side of this structure. The rocky archways are all lined with dozens of indecipherable runes. The huge chamber is full of trees, many of which look like golden birch trees. Many of these hold small pools of crystal blue water like a miniature ecosystem.
The Oracle - [DM Note: The Adherents are using Viendall's Dimensional Control rod as part of their ritual to kill Vellenox. The Oracle will tell them of this but they don't have it here on site. They will use that later once they get to the Divinity well.  Current whereabouts are unknown.]  As the battle wraps up and the threat of the Adherents is neutralized the center of those rocky archways begins to glow brighter and brighter.  A pink and yellow figure emerges made of light and a magical lattice that comes together to form a woman.  She introduces herself with a strange voice that reverberates and modulates like it is trying to speak several languages at once.  After a few seconds it synthesizes into an ethereal flowing voice "I am the Oracle of Vellenox, I speak for the beautiful one.  You chosen ones imbued with great power and great responsibility have been victorious this day.  Your help has been invaluable to the great vellenox.  But the threat has not ended, this strange order will try again some day.  They are spurred on by a strange force.  A force even the gods cannot seem to identify.  I present you with these gifts.  I also give you the gift of knowledge, these adherents of iron will need a device in their next attempt.  A device known as Viendall's Dimensional control rod.  This device exists both in and out of all planes and even time.  It makes it impossible for even the gods to find or track.  It is certain that this religious order will seek out the rod to complete their evil plot.  You, the chose ones of Eigeralon, must find it before they do..."  With that the energy swirls and shrinks, the light fades and the Oracle is silent once more.  In front of you where the oracle was standing are several items that sparkle with magical energy. 
The Battle Beyond - When you head back to the larger area where the battalions are fighting it looks like the forest itself has risen and is fighting the adherents of iron. The Druids have summoned hundreds of animals to join the fight, they have also used their vegetation powers to create huge vine traps and killer tree come to life.  As you gaze out upon the battle you watch as graceful tabaxi soldiers dance around the heavily armored troops of the Adherents.  Large birds of prey, wolves, and jungle cats drag soldiers into the jungle.  The two Ironclad Krovods, despite being bloody and sweaty move about the battle field, several tabaxi firing their ballista missiles into groups of soldiers.

Structure

Exposition

Returning to the Wet Dream-
In Serpico the Wet Dream is docked. Captain Ro has hired a new hand known as Baji Krausenfoot. He is a Rabbit folk man with many mysterious skills. He may be a playable character if need be. The ship has been doing shipping commisions for the ETC, Captain Ro knows many ETC officers from her days sailing on one of their ships.
  Possible stories - the underwater Giants of Jotonalyeth City, Underwater commanded by Ixarion the Blue Dragon. See previous encounter
  After stopping the ADherents of IRon they will now be visited by the Top Hat man out on the ocean. He will damage the boat and leave them for dead.
  The team returns the Hydellical Mechanoid to Tellenor to be picked up by Agrimor. It would be possible to teleport if need be but that strands their ship.
[DM Note: The previous encounter with the adherents of Iron was as follows: “We are battalion 23 of the Adherents of Iron. This vessel has stolen property on it and we demand the return of our battle warforged number 313. This will be done promptly and no harm will come to your or your crew.” If Cog is on deck the commander paladin is dismissive and treats him as a droid. He purposefully avoids eye contact and always speaks to a human or dwarf that is present. “You warforged will not address me as anything other than master. You will return with us or be dismantled, any thoughts you are having to the contrary are a devil’s work and blasphemous. Silence yourself or I will do it for you.” If Hops is anywhere in view a Cleric will approach him angrily. “You there! How dare you wear that symbol heathen! Bow down before us and ask for forgiveness. Begin the prayer ritual immediately or I will strike you down.” He reaches out to grab the tabard on Hop’s chest and tear the cloth to shreds.]
The team has purchased a gift for Blizzard Hops when he gets out of jail.  It is Drunkard’s Blowgun - An otherwise normal blowgun that gives the user +4 to attack when drunk (+2 when tipsy). The other side effect of this weapon is that when it’s owner is drunk, they are compelled to brag about themselves and hit on anybody they can.
[DM Note: The Adherents of Iron have found the Oracle. They are hoping it has the final clue to finding the divinity Well of Vellenox which is just southeast of the Quala Structure. If the players foil them before they activate the oracle they can severely hamper the Adherent efforts to kill Vellenox. If the players don't stop them in time the Adherents will get a final clue to the Divinity well and be on their way soon to kill the god. Maps are in the Ventenheim battle map folder.]
Inside the team will find a shrine devoted to the control rod. Needs a cool name. This will be the telling of the staff or rod which exists between time and space. An item that can be used to trap gods. Maybe have the oracle herself speak to one of the players, maybe Karnac. As they are finishing the battle she will be given a vision explaining the rod!

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