Vom Fass and the Heist of the mask of many faces
Our initial story introducing the origins of Vom Fass. Vom Fass recruits the other players to help him obtain the Mask of many faces. He of course lies to the players and offers them vast riches to obtain a very powerful magical artifact.
Once they get the mask after braving a dungeon and a bunch of cultists they get the mask only to have Vom Fass give them their reward of 3 gold pieces each.
General Outline : cross the Archon river
Bounty hunter
The Goblin Cult - Grummer Grumaulsh
Vellshon marsh
Abandoned mines
Dungeon begins
Dark carnival
To do- Magic weapon item template for printing cards out
Fill out some more NPC’s in tellenor
Map out library setting in castle
Map for roads and trails to Velleshon Marsh
Fill out marsh map
Need some monsters for encounters
Figure out Kuo Toa interaction
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Travel and camping -
Interesting things to happen during travel ( see article based on this)
A merchant carriage is met on the road. Two tabaxi jump out and try to abduct Mew
Random monster encounter
A Banderhob (Volos page 122) is sent after Vom Fass by the Dark Council - It lets loose a cryptic message at some point.
Weather effects, hail, driving rain, or snow storm
Interesting landmarks, the windmill, a haunted windmill? An old fort or a ruin.
Flying creature attack? Mothman attack would be fun in the middle of the night.
A dangerous animal attack, maybe something the Druid could try to dissuade.
Rust monster for the warforged?
Plot points/Scenes
We begin in Tellenor at the Wyvern’s End. Vom Fass will need to convince the others to help him out.76 He explains that he didn’t think a Kobold could inspire some grade A adventuring. He promises an enormous payday if they help him find an important magical artifact. Let’s call the mask “ The Mask of Power created by Ullison Archeburg”. Or Archeburg’s Mask of Wondrous Power.
The mask is not actually all that wondrous, It is specifically fitted for a Kobold and only attuned with a kobold sorcerer to allow him to appear different races.
Castle Kelleborne has a library that has a book which holds the map to the dungeon. Players can attempt to locate this book several ways. They can attempt to break in and find the book that way, or they can enter the library during business hours and ask for it like civilized people. If they go rogue I will have sentries in place, overnight guards that they need to avoid. Some magical traps that protect some doors and maybe a golem or homunculus.
The book they are looking for is “Hammerhorne’s compendium of underground locations not in the Underdark”
By Ericsson Hammerhorne.
Once found they can do a history check or an intelligence check and learn that the item Vom Fass is looking for is in the Abandoned mines in the west of Penthaheim. It is a four day journey there on foot.
“ Festival of Corsunalia”
Tellenor is currently celebrating their spring festival and the town is strewn with magical lights, concession stands and carts with all kinds of sweets And trinkets. Rumors of the great magical artificer Orbalann continue to swirl that he may make an appearance this weekend coming all the way from Penthos. The townspeople mill about the town day and night enjoying their last respite before planting season begins anew. Vacant rooms at inns are few and far between, most of which are filled with traveling dignitaries who are doing speaking engagements, clerics of Corsun who are doing rites and blessings, and farmers staying in town to drink for the weekend.
Players can go to any business that they need to and buy goods or weapons. Both taverns will be rowdy and full of life and there are plenty of extra people in town for the festival. Bar fights are readily available as well as Fistelbash tournaments to bet on or enter.
“The Warforged Emerges” -
Mike’s Warforged notices the pretty lights and activity of Tellenor and can’t help himself but walk into town. This immediately causes anyone nearby to stop and point mouths agog. The town guard are called and the descend on the metal being and point spears at him. Not knowing what to do they call upon the Wizard. A tall thin man walks forward in resplendent robes. His current robe set is a deep velvety green with purple piping in keeping with the season. His belt is full of interesting pouches and vials some of which have a light glow to them. (Perception check?). He walks up to the Warforged confidently and has a light smile upon his lips. He speaks calmly and welcomes the automaton, as he does he murmurs a few words and moves his fingers in pattern. Mike feels a tingle and a warmth spread through his chest and it feels good because it’s a feeling. Something new to the metal man. “My metal friend do you mean any harm to the people and creatures of this land?”
If not then” I give you my blessing to move Freely and safely through these lands and this town. Although past the mountains to the north or over the river I make no guarantees. Take this token and the guards will leave you alone.” He hands Mike a small square coin with an A symbol upon it. It’s magnetic so Mike can place it on his chest if he wants. He winks at the metal man and says “You have potential my friend, I may contact you again some time.” Then the interaction is over and Agrimor makes a proclamation to the people and the festival commences.
“Vom Fass”-
It’s up to Vom Fass to assemble these strangers he is noticing through the crowd. Is Vom Fass in disguise or is he walking about freely? He will have to convince them to join him on his quest.
“The young Dwarf” -
The young Druid was also attracted by the festival and the smell of food. He has been traveling for some time and as adept as he is at living off of the land as a Druid, the smell of cooked food is still enticing. He is also looking for information on his sister.
“Mew” Psionic Tabaxi Rogue -
On the run from the elite queen’s guard that is on her trail to return her to Ventenheim, Mew is just about out of cash and exhausted. The lights and the sounds of Tellenor’s Corsunalia festival is music to her ears. Perfect opportunity to pick some pockets and maybe open a few safes for a big score.
“Half-Elf Cleric”
He has lived in Tellenor for over a year at this point and is very knowledgeable about the townsfolk and layout of the town. He even served a short stint as castle guard so he knows how the library works and the basics layout of the castle. Now though, he is bleary eyed and pudgy. He has put on a few alcohol pounds and has definitely lost a step. He severed his connection to his clerical powers and hasn’t cast a spell in six months, assuming he will never do it again. Plus he is still trying to drown the memories of all the horrible things he has done as one of the towns drunks.
“The Drow Ranger”
Months on the road have taken their toll even on the experienced ranger. Tracking a flying creature is difficult in any season but worse during the winter. You are pretty sure it’s hiding in the mountains somewhere but this is no time of year to start tracking it alone. Spring rain storms and flash floods have been the end of many seasoned travelers. This is a good time to resupply in town and maybe get a drink. You are pretty sure they’ve seen a drow before but it’s not the first time you had to lead with your fists.
Tabaxi guards from the kingdom attempt to abduct mew Manticore information - Books that lead to the dark council? Weather effects, hail, driving rain, or snow storm It is a five day journey to the abandoned mines Random monster encounter A - A dark message - (Road encounter First night of camping) A Banderhob (Volos page 122) is sent after Mike’s Warforged by the Dark Council - It lets loose a cryptic message at some point. “Join us or be destroyed, It is your destiny”. B - The Druid versus the Ranger (road encounter) The trail the party follows on the way to the Archon river passes by several small farms and little houses. Near a particularly wooded area the party notices a small wagon being pulled by an old horse coming down the road. A man in his forties and his wife are hauling a load of hay back to their farm. (Perception check DC 15 notices on the very rear are two deer carcasses clearly hunted by the farmer for meat) A small child sits on the hay in the back chattering incessantly. Ranger perception check - (a flying creature is approaching from the west). The creature is going to attack the wagon and the farmers. (Or is it just going to eat the deer carcasses?). Druid perception check - DC 16 - The creature is injured and starving. It may just be going for the deer. Does the Ranger want the beast killed no matter what? Does the Druid hold to his Natural vows and try to spare the creature? The creature is a mangy injured Griffon. It is dark and covered in dirt and dried blood, it clearly survived an epic battle with something and is starving. It is going for the deer carcasses. B - Battle with the bounty hunter. - (Crossing the River encounter) On the way to the abandoned mines they will have to cross the Archon River. At some point during the crossing they will be attacked by a mysterious stranger and maybe a few henchmen. A Tiefling fighter/Rogue who files down his horns and wears a particular war paint like Darth Maul. He uses a Belt of Haste which gives him four attacks. He uses a double bladed sword which splits into two when needed. He also wields a glove which gives him a force push three times a day. He has three henchmen hiding behind the rocks. Double Jeopardy! - The two bounty hunters after Mew attack at the same time from behind the party East of them. C- The tribe of Kuo Toa - On the way to the Goblinoid cult area introduce a large swampy area and a settlement of Kuo Toa. This should intrigue Vom Fass who is obsessed with the little guys. He will try to get them to worship him and they will show interest. On the way to the Abandoned mines they will have to pass through Velleshon Marsh. A Goblinoid cult Has set up shop in the swamp. D - The Goblinoid Cult is called Grummer Grumaulsh and is led by an elephantine creature called Knick Gnaultie. The players can interact with the cult or try to sneak through the Volleshen Marsh and avoid the sentries. Throughout they will be harassed by the Kuo Toa who are interested in Vom Fass and his food can. The cult is a specifically an anti-human cult so if there are any humans in the party they may be immediately apprehended and set for execution. There is also an elite cadre of fighters that answer to Gnaultie himself as his personal goon squad. Monsters for this area - Shambling Mound, Worgs, Maybe a dragon turtle in the water? Slaad. Kuo Toa. CATOBLEPAS Volo’s 129 Velociraptor Volo’s 139 Froghemoth - Volos 145 The abandoned mines - Need a map that has the beginnings of an abandoned mine and then an entrance to a dungeon. Should have some normal monster encounters and some traps. Eventually they will enter a large chamber with some dangerous traps which would have stopped less seasoned explorers. At this point they will get a visit from Vom Fass’s Imp Nemesis Mr. Nyx. Monsters - Cave Fisher (Volos 130) Treasure - Fochulite 10 grams As they go through an elaborate door with a puzzle they enter an ... underground Carnivale?! The door closes behind them and a villainous laugh fills the chamber. It starts out loud and basso echoing throughout the chamber and then gets higher pitched and focused a few feet away from them as a puff of red and purple smoke appears and from it a small figure. The Imp Mr. Nyx stands in all of his 3 foot glory and continues to snicker comically. “I have you now Vom Fass! You will perish in my newest game! The Dark Carnival!” If Vom Fass resists Nyx notifies him that he has what Vom Seeks, The mask of power. “Have you told your friends what you really are?!” “A lowly thief and charlatan” By obtaining the crystals scattered in the carnival games they will unlock the mask and defeat the imp. Once the Dark Carnival dissolves the players are left in an old kobold crypt. Several mummified bodies line the walls and dust and cobwebs span every corner. Several inches of dust collect on dozens of coffins and on the largest one sits a small metal crown and a mask in the shape of a kobold’s beak like face. Vom Fass shrieks in delight and begins to reward his compatriots by doling out 5 gp to every party member. Mr. Nyx has a strange aversion to water and will immediately plane shift if it touches him. Not before a villainous shriek and an insult of course.
Tabaxi guards from the kingdom attempt to abduct mew Manticore information - Books that lead to the dark council? Weather effects, hail, driving rain, or snow storm It is a five day journey to the abandoned mines Random monster encounter A - A dark message - (Road encounter First night of camping) A Banderhob (Volos page 122) is sent after Mike’s Warforged by the Dark Council - It lets loose a cryptic message at some point. “Join us or be destroyed, It is your destiny”. B - The Druid versus the Ranger (road encounter) The trail the party follows on the way to the Archon river passes by several small farms and little houses. Near a particularly wooded area the party notices a small wagon being pulled by an old horse coming down the road. A man in his forties and his wife are hauling a load of hay back to their farm. (Perception check DC 15 notices on the very rear are two deer carcasses clearly hunted by the farmer for meat) A small child sits on the hay in the back chattering incessantly. Ranger perception check - (a flying creature is approaching from the west). The creature is going to attack the wagon and the farmers. (Or is it just going to eat the deer carcasses?). Druid perception check - DC 16 - The creature is injured and starving. It may just be going for the deer. Does the Ranger want the beast killed no matter what? Does the Druid hold to his Natural vows and try to spare the creature? The creature is a mangy injured Griffon. It is dark and covered in dirt and dried blood, it clearly survived an epic battle with something and is starving. It is going for the deer carcasses. B - Battle with the bounty hunter. - (Crossing the River encounter) On the way to the abandoned mines they will have to cross the Archon River. At some point during the crossing they will be attacked by a mysterious stranger and maybe a few henchmen. A Tiefling fighter/Rogue who files down his horns and wears a particular war paint like Darth Maul. He uses a Belt of Haste which gives him four attacks. He uses a double bladed sword which splits into two when needed. He also wields a glove which gives him a force push three times a day. He has three henchmen hiding behind the rocks. Double Jeopardy! - The two bounty hunters after Mew attack at the same time from behind the party East of them. C- The tribe of Kuo Toa - On the way to the Goblinoid cult area introduce a large swampy area and a settlement of Kuo Toa. This should intrigue Vom Fass who is obsessed with the little guys. He will try to get them to worship him and they will show interest. On the way to the Abandoned mines they will have to pass through Velleshon Marsh. A Goblinoid cult Has set up shop in the swamp. D - The Goblinoid Cult is called Grummer Grumaulsh and is led by an elephantine creature called Knick Gnaultie. The players can interact with the cult or try to sneak through the Volleshen Marsh and avoid the sentries. Throughout they will be harassed by the Kuo Toa who are interested in Vom Fass and his food can. The cult is a specifically an anti-human cult so if there are any humans in the party they may be immediately apprehended and set for execution. There is also an elite cadre of fighters that answer to Gnaultie himself as his personal goon squad. Monsters for this area - Shambling Mound, Worgs, Maybe a dragon turtle in the water? Slaad. Kuo Toa. CATOBLEPAS Volo’s 129 Velociraptor Volo’s 139 Froghemoth - Volos 145 The abandoned mines - Need a map that has the beginnings of an abandoned mine and then an entrance to a dungeon. Should have some normal monster encounters and some traps. Eventually they will enter a large chamber with some dangerous traps which would have stopped less seasoned explorers. At this point they will get a visit from Vom Fass’s Imp Nemesis Mr. Nyx. Monsters - Cave Fisher (Volos 130) Treasure - Fochulite 10 grams As they go through an elaborate door with a puzzle they enter an ... underground Carnivale?! The door closes behind them and a villainous laugh fills the chamber. It starts out loud and basso echoing throughout the chamber and then gets higher pitched and focused a few feet away from them as a puff of red and purple smoke appears and from it a small figure. The Imp Mr. Nyx stands in all of his 3 foot glory and continues to snicker comically. “I have you now Vom Fass! You will perish in my newest game! The Dark Carnival!” If Vom Fass resists Nyx notifies him that he has what Vom Seeks, The mask of power. “Have you told your friends what you really are?!” “A lowly thief and charlatan” By obtaining the crystals scattered in the carnival games they will unlock the mask and defeat the imp. Once the Dark Carnival dissolves the players are left in an old kobold crypt. Several mummified bodies line the walls and dust and cobwebs span every corner. Several inches of dust collect on dozens of coffins and on the largest one sits a small metal crown and a mask in the shape of a kobold’s beak like face. Vom Fass shrieks in delight and begins to reward his compatriots by doling out 5 gp to every party member. Mr. Nyx has a strange aversion to water and will immediately plane shift if it touches him. Not before a villainous shriek and an insult of course.
Structure
Exposition
Vom Fass has heard of a powerful magic item that resides in the Tomb of Ugrodur. He enlists several adventurers to help him obtain it. Secretly though he is doing all of this to obtain the Mask of many faces which will allow him to hide his true Kobold self when traveling. Vom Fass has acquired a taste for the finer things in life. He want to become a court wizard and entertainer and achieve the wealthy lifestyle he envisions. Or barring that to convince enough Kuo Toa to believe in him enough to become their god.
He promises to pay the party in large sums of gold but is careful to never say how much. The only lead he has is the Gristlenorr’s the book of tombs which Is definitely in the library of the castle in Tellenor. He needs his crew to break in under the cover of darkness and reach the library. He is pretty sure he knows where the book is once there. He has studied a categorizing system called the Duu-iou Deckimal system. The library is unfortunately using a different categorizing system. We can do history/intelligence checks once there so the rest of the party can help him out.
Need a castle interior layout for the break in with several floors and guards who protect it. Maybe some automatons and Homunculi who act as sentries. Maybe one of the guards recognizes Vom Fass from an arrest previously that year. “You! You are supposed to be in Eigerland Prison!”
The party should succeed and escape at this point.
The book lists the Tomb as being in a cave system which has been abandoned for centuries. The party must make their way west over the river and through the Goblin lands. On the road they encounter a bounty hunter and his crew who are determined to bring Vom Fass back to castle. Need an outdoor battle map with some interesting landscape and cover for this conflict. Create the bounty hunter and some extra fighters as well as a monster or mount which may make the encounter more interesting.
After defeating the bounty hunter the party has to navigate a large camp of Goblinoid cultists who worship Blankalon. If they discover the party they will attempt to sacrifice them in a cartoonishly ghoulish way. Maybe by dropping a very large stone on them in an elaborate ceremony? Need another outdoor ceremony map for this battle.
After escaping or avoiding this conflict all together the party must find a way into the abandoned mines and proceed into a dungeon. Need an interesting dungeon map with plenty of monsters inside. Some traps in hallways and on treasures. Need a final puzzle or battle for the end here as well. A small hoard of treasure is found and the players realize that Vom Fass has only been after a mask for himself the whole time. He has 5 gold for all them at the end for comedic effect.
Plot type
Origin of Vom Fass 01
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