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ATG tales of the Wyvern Sea, Potamon Bay

Previously on Liters of Tomorrow, Adventure team grimm sailed into the Archilus Flotilla. A small floating city home to several pirates and smugglers. A routine fact finding mission and resupply went awry when your old terrifying foes the Talons of the Rook ambushed Mew and Hollefernes. Using a device to draw psionic energies from the entire flotilla the attacked all of you. In a daring move Mew rescued Hollefernes by shrinking her down and storing her in her backpack. She then wrested the device away from the elven Talon and teleported away to Grummer Grumaulsh compound which is now over run by zombies. Mew and Hollefernes used the device to slowly teleport through Tellenheim finally arriving at Agrimor's stronghold. With the help of PACT and the wizard himself she contacted the rest of you and told you to meet her at Potamon Bay. With the device neutralized The rest of the team defeated the Talons and saved the Flotilla. Afterward they sailed to the rendevous spot of Potamon Bay.
The wet dream slowly sails through the great rock walls that encircle Potamon Bay. An island city on the Wyvern Sea, huge natural rock walls encircle a large calm area of the sea in front of a mountain side. As you look up upon the city you see a circular area jutting off of the main city with docks sticking off it like spokes on a wheel. The rest of the city raises up the side of the mountain like a huge half bowl. Many buildings are made of a pale white stone that reflect the afternoon sunlight, others are made of a dark wood and some of these have brightly painted roofs and garish signs sticking off of them. Stretching off to the right of the center island The calm ocean waters wash up on a beautiful white beach. People of all races walk on the sand and many fish off of small piers and canoes. Crab and lobster hunters drag large traps out of the bay and search their contents. The city itself is ramshackle and random, a spider web of roads and trails can be seen running off in all directions. Clearly this city was gradually built up over time with very little plan. Up above the main city a two tiered aqueduct brings fresh water from the mountain above down to cisterns throughout the city. A third tier above has several large stone buildings which look to be more recently built and grander in scale. These now hold government buildings house the officials who run the city and direct business. As the ship moves forward dozens of sea birds and smaller sparrow like birds flit around between the sails looking for scraps. Captain Eltera Ro yells to Apone to anchor out here away from the docks. "Apone, drop anchor. We can send in the rowboats for supplies. Kal, you and Hicks put together a crew rotation for shore leave. I don't any more than three crewman on land at a time. If we run into any trouble I want to be able to get out of here quickly." She barks out a few more commands and then calls over Kal and Karnac for a quick meeting. "Kal take a deckhand with you and take Karnac and Hops and locate Mew and Hollefernes. I hope you are right about them being in the city. Get our fresh water topped off and maybe try to sell a few barrels of our Dragon Mouth Whiskey, this is a good place to do that. Maybe get rid of some of that Haze dust while you're at." Kal begins to smile and come back with a quick quip but the steely gaze of Eletera Ro puts an end to that.
The city itself is full of people and lights. A mix of different races unlike any you have seen before is arrayed before you. Even the flotilla didn’t quite have the eccentric group of pirates and smugglers that makes up Potamon Bay. [History Check DC 16 A success reveals the brief history of Potamon Bay] You even see a few Dragon born walking the streets dressed in dark wavy armor.  Members of different pirate organization are noticeable as well including those of the Crossed Swords and the marids Bones.  They walk the streets with no fear of reprisal because all things are legal here, Potamon bay doesn't care about the laws on the continents.

Plot points/Scenes

Mew you and Hollefernes find yourselves walking into a dark basement in a ring of arcane symbols. An entryway ahead of you is draped with dark purple velvet. As you walk forward blue rune lights glow brighter and the purple cloth sweeps aside as a handsome half elven man looks at you and bows low. "Welcome to "Que to you" my humble enchanting shoppe!" [Run by a half elven vampire man that is only open at night. For whatever reason his elven heritage allows him to overcome his curse and still operate as a well meaning business man. His sunlight "allergy" remains as does his need for blood but he sustains himself on animal blood. His name is Zinatus Que and he has lived in Potamon Bay for 50 years.] "Your benefactor Agrimor filled me in on your situation and I have the only working teleportation circle in the city. It is a pleasure to meet you and your companion. Can I offer you a drink? Tea or coffee? Maybe a scone? My name is Zinatus Que, at your service."
Mew you can ask him any questions you need answered. He does enchant things and you can employ his services just be aware his shop is only open while the sun is down. As you and Hollefernes walk out of the small enchanting shop you stand on the side of mountain looking down at the beautiful blue and green waters of the bay. The city around you is a mix of white stone buildings and wooden multi story structures. A street runs down below you and another series of buildings begin to zig zag down to the city below. Do a perception check DC15 [a success allows her to spot the Wet Dream sailing into the bay] Hollefernes stands next to you and smiles "It's good to be back near the sea, that sun feels divine! I am hungry, your wizard friend did not have good food. Plus his stronghold was scary. I think that chicken propositioned me." A few levels below you there is a large painted sign that says "The Enlightened Hop" Hollefernes points to it and says "That looks nice how about I treat you to an ale and some spicy fish! A thank you for shepherding me through the horrors of land and mountains."   As you and Hollefernes walk down the street on the slight decline, two minotaurs amble towards you and say “Stinking Tabaxi, Thought your kind didn’t like the water”. [These are two Minotaurs from Ventenheim and the Ferdinus Colony. They live under the rule of the Tabaxi Queen and Mew’s Mother though they don’t know who Mew is. The Tabaxi treat the Minotaur as lower class citizens. Their names are Karpus and Barracus.]
As you all find your way into the city and meet up with Mew and Hollefernes you can do any shopping or drinking you would like to do.
After a few hours a strange delegation approaches you. An Aarokocra man shaped like a pelican and a half-orc walk up to you. Despite the odd pairing they have a quiet dignity to them. “Adventure Team Grimm I presume? The Governor would like to have a moment of your time. Perhaps in the morning say 10 o clock?” Their names are Gullis Arno and Burchh Grasnov.
You make your way up the steep hill roads and paths over the aqueduct and then on to the upper city district. A large white building with large columns stands before you. The Pelican looking man opens the large gold double doors and bids you enter. “Thank you for coming please do not be alarmed the Governor thought you may be able to assist us with a small matter.” An Air Genasi woman with a cobalt blue pattern emblazoned on her skin stands before you. She wears a shimmering gossamer gown with folds of cloth over her shouders that fall down her back. Her white hair is pinned back in an intricate braided pattern. A Fire Genasi and a green elven woman stand at her side. She introduces them as the Vizier of the city and the Head Cleric, a cleric of Makalua'a. The Governor and the Vizier are concerned about a moving island that has been seen in the area. As she spells out basics of this strange dark island the Green elven woman puts her hand to her temple and swoons a bit. At the same time Karnac you feel a sickening feeling in your stomach and green glow emanates from your eyes. Give me a constitution check DC 13. If Karnac fails he literally faints for a few seconds and hits the ground.
[the current Governor is an Air Genasi woman named Heletorre Alouise. Most of the crime in the city is petty theft and bar fights, almost everything else is legal. They have no banking system and all drugs are legal in the city. Murder is a problem but the laws for murder or manslaughter are incredibly harsh. Grand Vizier - A Fire Genasi named Challabee Ahlmosar. The Grand Vizier of Potamon bay monitors magic users the use of magic anywhere near Potamon Bay. Like many independent governments they avoid the Assembly of the Weave at all costs. Head Cleric - A Green Elf named Yu Arrowsnake. Most citizens worship the nature god Makalua'a and Yu is a powerful cleric dedicated to her. The Head Cleric oversees all matters having to do with divinity or environmental hazards in the area. Minister of Commerce - A half elven woman named Ulta Impatia.]
Yu Arrowsnake looks directly at Karnac and says "You felt it too?" Karnac do a perception check DC 16 / A success allows him to see a snowy owl fly past the window down to the city below. A sickening feeling seems to be coming from a large manor house in the western hillside district. The group looks at both Karnac and Yu arrowsnake, Governor Alouise looks at the green elf and says "What is it you sense? Is there a danger to the island?" Arrowsnake responds with "A great evil has infected a part of the city." As you all look out the windows the sky begins to darken even though it is an hour before usual twilight. Alouise looks at you all and says "Druid you seem to have the same inner sense of this evil will you take your companions and investigate the area? It seems to be centered on the old Kaladin Manor. Yu and Ahlmosar will try to activate the old magical wards placed in the heart of the city. They haven't been used in centuries, I hope they still work!"

Themes

DM[First the weird feeling is pointing to a spot in the jungle near to the coastline. As the team makes their way there they face some zombified Giant Apes and a Giant Crocodile. Both are infected with some kind of Necrotic Goo. Karnak has flown ahead and as he moved through the jungle for another half mile a strange feeling came over him and knocked him out of the sky. As he collected himself he heard noises of creatures moving through the forest toward him. As he sprouted his new tattoo wings he lifts himself up to the tree canopy only to see two giant apes and a giant crocodile move through the small clearing below. In a few seconds they look up and directly at him. The rest of you including Vazquez and Ferro suddenly realize Karnac is gone. As you move forward through the jungle do a perception check . They Encounter the undead dragon turtle! As they finish their battles they will see a trail that leads back to the city right to Kaladin Manor!]
As you walk through the dense jungle that makes up the other half of Potamon Bay the humid dense air presses on your skin. Beads of perspiration break out all over and you can see through the jungle canopy above that the sun is setting. A mist rolls in stronger as you march and visibility slowly degrades as the sun set. Even with your dark vision things are getting murky and obscured. After a mile Karnac gets restless and activates his tattoo powered wings. The rest of you only hear a light whoosh as he dissappears into the trees. Is it just the activity of striding over the mossy fern coated jungle floor or is it getting hotter? Karnac as you feel the air slightly cool against your face you move faster into the jungle ahead. After a few minutes of nature blessed flight you look down though the dense leaves and see movement. As you turn a bit to get a better look, adjusting to flight with these new wings, you see a pair of glowing eyes that turn to look in you direction. A creature leaps through the trees and begins to move towards your position. Do a perception check DC 15 (success notes a giant wasp zooming in from behind!) Roll for initiative as two giant apes and giant wasp all leap towards you covered in a strange black ooze! What are the rest of you doing? As you come up with a plan roll a perception check. DC 14 (success reveals a tremor on the jungle floor) A puddle ripples, rythmically as something approaches. You hear trees creak and then break coming from the North. As you plan your attack a Dragon Turtle covered in a black oily substance emerges standing above you! Whether the team defeats the evil possessed creatures or runs they will discover a trail leading back to the city. A trail of small broken branches and leaves splattered with the oily substance leads back to Kaladin Manor. The Head Cleric sends a message to Karnac!
You make your way to the Kaladin Manor, the sky gets darker and a smoky haze begins to obscure things even with your dark vision. A dull purple glow can be seen through some of the windows. How would you like to proceed? You stand there with Hollefernes and any other crew members you brought with you. There is a set of double doors leading into the main foyer. On the second and third floors are 2 windows each. Need to map out the manor.
[DM Note: The Khalesite spawn have infected the entire manor. There were dozens of denizens infected on the way and they now inhabit the manor throughout all of the floors after a large costume party. The zombies act a lot like Dybbuks demon wraiths that possess bodies and attempt to scare and horrify mortals. Most of them are wearing macabre costumes like bunny masks and chicken paper mache heads. Some just have eye masks but all are well dressed. Mew can use her soul sight but she will only see six dull glows in a strange teal like color. These are small soul phylacteries that must be destroyed before the Dark Druid can be killed. The Dark Druid is a dwarven man who encountered a Khalesite Queen and was completely possessed. Some of his mind may remain if someone can get through to him but his body has been completely bonded to the Khalesite. Destroying him will end the Khalesite threat. He has begun laying eggs in the basement / dungeon and is infecting new hosts as well as preparing to dump more eggs into the watern cistern which will infect the rest of the city. Adventure Team Grimm must destroy the phylactery while fighting the infected and protecting their crew mates. In the dungeon as they walk down the secret stairs in the centaur clock they will see a stone system of chambers leading to a large pool of water. Several living people will be strung up in oily tendrils pushed down at an angle towards small eggs that sit 2 feet below their faces. Three of the six living beings are Apone, Hicks, and Crowe who were on shore leave when they were captured and dragged down here.     Not matter what the plan is the group will be magically teleported to different rooms in the house with a sickly green flash. Mew stands on the fourth floor in the Bastille room alone. As she opens one a man in a rabbit mask will stand there stock still for a second before trying to slash her with razors. The room beyond holds a Corpse flower that spews forth more zombies. [see mordenkainens for details]
Karnac appears in a room On the ground floor in the common room. Four people sit on the couches with glasses of champagne as they silently wave their arms about and act as if they are having an energetic conversation. One of the phylacteries can be found in the freezer in the kitchen.
Hops appears in a room with a Deathlock on the first floor in the cherry blossom ball room. Three of the Dybbuk Zombies shamble towards him in different masks. Goat head mask, a domino mask and an owl mask. The Deathlock opens the double doors from the Anubis room and attacks.
Kal appears in a room on the second floor in the bengal room in front of the Tiger bar. A bartender cleans some glasses and beckons him over "Good evening mr. Lee. Can I get you Rum cooler?" As the bartender turns his head to look at Kal the side of his face bubbles with oily necrotic flesh as his eye dribbles down his cheek. From behind an infected jaguar leaps from behind a couch.
The team must destroy the phylacteries and find the secret door into the Centaur Clock. From there the secret stair case will take them either up to the top floor or all the way down into the dungeon area. In there awaits the Dark Druid and the final battle.  As the team ventures through the different rooms we will attack them with different zombie types.

Structure

Exposition

The Dwarf overtaken by the Khalesite Queen was a Warlock named Tykus Grell.  He was absorbed by the queen after delving in some underwater caves off of the Hemigraspus chain.  After struggling with the parasite for days eventually he was completely bonded to the Khalesite Queen.   After defeating the Khalesite infection the Governor, Vizier, and Head Cleric will invite them back for a meeting. They can discuss the parasites and their possibly demonic origin. Their reward will be a ship upgrade of the team's choice.
Windchaser Sails Cost 15,000 / 1d4 weeks
These sails slowly shift color to reflect the current color of the sky, from light blue to iron-gray to midnight-dark. The ship’s speed from sails increases by 10 feet.
  Mithral Sails   Cost 7,500 / 1d4 weeks
The cloth of these sails is mostly canvas, but with mithral edges and some thread throughout that give them a silvery sheen and extraordinary resilience. These sails gain +2 AC, have double their normal number of hit points, and the ship loses 10 feet of speed for every 50 points of damage they take, rather than 25.
Thunderstruck Mast Cost 10,000 gp / 1d4 weeks
This mast is made from a tree that survived a natural lightning strike, and it still carries some of that power. Every part of the ship gains resistance to lightning damage. While aboard the ship, the ship’s captain can cast call lightning (saving throw DC 14) once, and regains the ability to do so at dawn.
Living Mast Cost 15,000 gp / 1d4 weeks
Through the power of rare elven magic, the wood of this bark-covered mast is still living. The boom and rigging grow leaves. Once per hour, the hull and the sails each regain 1d10 hit points. While aboard the ship, the ship’s cook can cast goodberry once, and regains the ability to do so at dawn.
Shifting Hull Cost 15,000 gp / 1d4 weeks
A ship’s draft determines whether it is suited to open ocean, coastal waters, or river travel. While aboard the ship, the ship’s bosun can spend 10 minutes of concentration to reshape the hull. The ship can have a full keel and deep draft for rough waters, or a draft as shallow as three feet to navigate rivers that almost no other boat could manage. These changes don’t affect the ship’s cargo capacity.
  Dimensional Hull Cost 25,000 gp / 2d4 weeks   The inside of the hull is inscribed with eldritch runes that warp space and mass, allowing the ship to carry far more than its size suggests. The ship’s carrying capacity for non-living cargo is doubled. Passengers and animals that stay in the hold find it a deeply distressing experience. For each day of travel, there is a 1% chance that a passenger or animal that stays in the hold is lost to the Ethereal Plane.
They also bring in a ship captain who has seen the Isle of Javadi. He can give them pretty good coordinates on how to locate it.

Conflict

You stand in the underground chamber of Kaladin Manor, It looks like it was used as a wine cellar and water cistern. The wide basin on the south side of the room has flooded the chamber floor by the looks of it, possibly a blockage in the drain leading down to the city. As you stand in the three feet of dirty water you look to your crew mates huddled up against the wall in the alcove filled with old bottle shelving. They look exhausted and scared but don’t seem to be too damaged. As you get them moving up the stairs to vacate the space roll a perception check DC 19. Success allows you advantage on your strength saving throw. A small blub and light splash is all that alerts you as dark oily tendrils streak out of the water all around you and begin to entangle! Roll a strength saving throw [DC 17] If you have failed you are now grappled until your next turn and unable to move or act. The small orbs that were situated by your comrades flip open as four sides of the top peel back and black tadpole like oil creature dart out at incredible speed. Anyone not grappled you must make a dexterity saving throw [DC 15]. There are six of these creatures and they all streak towards your faces, you who are grappled the creatures attempt to slide into your mouths with their acrid slimy skin making it easy to slide down your throats. Anyone who has made your dexterity saving throw you dodge out of the way and you have one round to attempt to remove these things before they infect teammates or crew mates!.
While this new terror envelops you in the back of the chamber a boot scrapes as the Dark Druid begins to move. His eyes glow with a purple light and his skin gets even darker and more like the tendrils. He expands and grows, ten feet then fifteen, a loud hiss emanates from clenched silvery teeth. His beard now just flicking tendrils of the oily creature like John Carpenters Thing.
[DM Note: The entire area now works as Difficult terrain as the tendrils are constantly pulling and whipping at their legs. ]
Any of the six parasites that don’t infect anyone will double in size every round and grow legs and arms. They shape themselves as eyeless dog creatures with smooth domed heads and claws for paws. The slick oily surface begins to harden into a protective armor. Enlarged Dark Druid now has two lashing attacks and one of his special attacks every round. Add in a powerful spell or two as well and maybe a swallow attack or an entanglement.
NEED new spells and stats for DDKQ and his new spawn.  Add those in here.  Need to calculate ship expenses.  Those are coming Due!   [DM Note: If Cog/Mike is able to participate this is a good time for a hero moment as he descends the stairs to add some additional fire power in their moment of need!]

Rising Action

Depending on Cog’s involvement after defeating the Dark Druid the team may be asked to battle an infected Dragon Turtle before it gets to the city.
After defeating the Khalesite the team will have the run of the city and their choice of Ship upgrades. They will have a meeting with the Governor, Vizier and Head Cleric once more as they determine what the Khalesite were doing on the island and the Dwarf who lost his life after being bonded by the queen.
After returning to Stoneport in search of his friends Cog questioned some of their informants.  He eventually ran into Venter Petrograd, now a high ranking official with the East Tellenheim company, who told Cog of recent events.  Though he didn't believe it Adventure Team Grimm was wanted for murder, destruction of property, Grand Theft, and about 20 other charges after they fled the city.  None of this helped their case as they sailed off on the yacht of the man they just slaughtered.  Venter offered Cog a ride on the Sea Elephant, a large galley in service of the ETC. They sailed around to the points and then to a few islands to make deliveries and pick ups.  Finally they sailed into Potamon Bay for a resupply and as Cog explored the city he saw several oily creatures trying to kill a young couple.  He saved them and followed the trail of the infected goo back to Kaladin Manor
At this point the team can have a night of debauchery in the many taverns of Potamon bay and we can use the new drinking game rules. They can do some dice games and get into a bar fight with the two Minotaurs who keep picking on mew for her Tabaxi heritage. One may even call her out for being a member of the royal family. As the team once more boards the wet dream the rest of the crew and captain await the new upgrades to be finished on the ship. Captain Eltera Ro tells Kal to gather them for a meeting in her quarters. As they all sit down for a glass of wine around the map of the Wyvern Sea Ro addresses them "Well despite everything we've been through during the last month it certainly has been... Interesting. One minute you're all about to get us killed the next you are heroes of an entire city. All that said we have to big bits of business to discuss, Our next sailing target and ships pay. Crew needs money as do I. Looks like all told you owe about 1500 gold for expenses. The crew's pay, repairs, and food and water. Luckily the good folks here at Potamon Bay have topped us off nicely or that figure would be higher. I should demand hazard pay as well. " [Optional Cog Return- If Cog returns he can show up in the city after dealing with a separate Khalesite infection on the other side of the city. If Cog is available we will do the Infected Dragon Turtle fight. The team will have to sail out of the bay and confront the dragon turtle on the water to stop it from reaching the city. With Cog’s help and the crew of the Wet Dream they should make short work of it. Use Cog’s level up story to fill in some of his time off ship. In the last month Cog has been busy researching his origin and doing a small mission for Agrimor. He visited the Points and broke into the Iron Stronghold. The Adherents of Iron are amassing a small army of Warforged and Nimblewrights to stop the incoming Drow threat. The reality is after they crush the Drow they will use this army to restore order throughout Tellenheim. They are religious fanatics who are slowly being warped by the top hat man. Their view of order and religious devotion is incredibly narrow. Cog is mainly focused on the other warforged, none of whom seem to have and sentience.]   Mew Vision new - After their night of carousing reveling in their victory over the Khalesite, Mew drifts off into sleep and once more walks the psionic pathways. Your Psionic realm always seems comforting, alien but familiar. A pink and orange sunless sky shines down upon an entire landscape of polygonal mountains, lakes, trees, and rocks. You walk down a path made up of tiny triangles which all come together to form a beautiful mosaic of brick and stone. You run your hands over Small green bushes and flowers which sway gently beneath your palms. Up ahead Mara Magenta stands on an overlook, gazing upon a small canyon and a waterfall of billions of tiny blue and green rhombuses. “Lady Mew, your triumph against the talons of the rook was incredible! Your powers are progressing quickly and my order is very impressed with what you have been able to accomplish over the last year. We do have concerns over the device you have obtained from them though —“. Mara’s form stutters and glitches for a second as you watch her form fade out. The polygons around you begin to darken and quake as you begin to back up slowly. They swirl and blacken as a new form rises up from the ground and forms into a large creature with enormous horns making up the front part of his head. As the polygons twist and pile up the being stands before you 20 ft. Tall. It’s eyes open with a yellow gold light and stare down at you. “You! A bright shining star off in the distance, how have I not sensed you yet, after all these years? Such magnificent power, strong and beautiful in form. We must meet young one will you come to me?” Mew may respond. “Come to me soon, in Khalevoor Castle in the Ice Lands”. Things will be better if you come of your own free will, don’t make me come after you.” With that last one the form ripples and the polygons implode and scatter onto the ground like falling glitter.   As the team gets back on the open sea in search of the Isle of Javadi, they now have reliable coordinates thanks to several informant son Potamon Bay. They encounter a navy ship which demands several of their resources. They also may threaten to search the ship for contraband. I’m guessing Kal can use his bard powers to intervene here. Next up is the Isle of Javadi which is a floating orb island, the home of the powerful but eccentric wizard Saviori. The orb hovers 120 feet up above the sea and has it’s own gravity. The team must get on the orb and then search for the wizards stronghold. The orb has it’s own eco system similar to the halo rings. It is inhabited by Modrons, Flumphs, and the wizards own security system of Pink Inhumanoids and Maruts. Once they find his stronghold [The Magiustist Tower] The team must make their way in and find the wizard. Once they defeat all the traps the wizard is impressed, he is a bit daft and addled but brilliant. He gives them an entry way into the gem of Amara. From there they streak through the thousands of facets of the gem traveling in 2D windows like Zod in Superman 2. When they land they are separated and in different areas of a portion of the Gem called Gorazon. It is a gladiatorial arena run by an interdimensional being called Bazius good chance for the Gith or Githyanki. Karnac will find himself in a training room chained to a member of Adventure Team Bugbear. They are going into the arena an minute. Hops is chained to another member of adventure team bugbear all of them have arrived without any of their clothing, gear, or weapons. All of which have been removed and placed into magical storage somewhere. Mew arrives in a prison cell locked in with another member of Bugbear. As the battle commences roll a perception check to notice Vom Fass in the stands! All of them will have ruby crystal control collars around their necks which restrict their powers. All spells and psionic abilities are blocked by the control collars. They need to find a way to escape the gladiator ring, the strange city they are in and the Gem of Amara and Save Adventure Team Bugbear at the same time.

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