Ashe C2 Episode 68 - The Arcane Focus Once More...
Previously On Liters of tomorrow...
On the outskirts of Westinox you found yourselves staring face to face with the two strange flesh golems. You quickly dispatched their master, the Herald of Lord Darkhorse, and faced the might of the creatures. Realizing that they were now leaderless you suspected that the golems themselves were not in control of their actions. Finn squared off against the powerful metal laced golem and rained down heavy blows. To his surprise the golem began to absorb properties from his armor and the metal portions of the golems skin began to harden create more protective plating.
Kavax and Mausim faced off against the second golem who had veins of rocky material in between his flesh plates. It attacked Mausim with ice powers but was quickly distracted by a Guiding bolt from the Owlkin Druid. After taking damage from the bolt you saw the energy of the golem switch to radiant. Breaking off his attacks Mausim dove at the fallen herald and frantically searched his pouches for some king of control device. After a few moments he pulled forth a multi faceted stone. Despite Mausim's lack of magical knowledge his own innate powers allowed him access to the device. Intuitively pressing runes on the different sides Mausim quickly deactivated the golems.
Kavax, a firm believer in the natural order of things, argued that the flesh golems need to be destroyed immediately. Finn and Mausim pushed back with an argument about sentience and people being transformed and controlled by others. The argument for free will one out against the laws of nature and Kavax reluctantly relented. Finn and Mausim ventured into the city to ask for help from the Daughters of Light. The powerful Cleric, Opela Barn, agreed to cast dispel magic on the control device. Kavax remained behind to make sure that the golems didn't go on some sort of rampage.
As Finn and Mausim theorized the golems gained control of their movements and seemed thankful for their freedom back. With the situation sorted the team made a plan to travel to Westinox to find the Arcane Focus. Last seen still hidden in the secret compartment of your long abandoned carriage. With any luck it will still be in the stable where you left it. Not wanting to let the golems wander just yet, you offered to have them travel with you for the time being. Though they have no vocal skills they indicated that they would do so.
With your course set for the city of Warshaw you used your connections with the Eyes of the Basilisk to charter a boat to Ulirre. From there you hired Horses and a carriage to begin the day and half journey overland to Warshaw. On the way you drove past an East Tellenheim Company merchant caravan. A few of the guards questioned Mausim about his knowledge of a terrorist named truffle. The rest of the team convienently hid as Mausim deflected the interrogation...
On the outskirts of Westinox you found yourselves staring face to face with the two strange flesh golems. You quickly dispatched their master, the Herald of Lord Darkhorse, and faced the might of the creatures. Realizing that they were now leaderless you suspected that the golems themselves were not in control of their actions. Finn squared off against the powerful metal laced golem and rained down heavy blows. To his surprise the golem began to absorb properties from his armor and the metal portions of the golems skin began to harden create more protective plating.
Kavax and Mausim faced off against the second golem who had veins of rocky material in between his flesh plates. It attacked Mausim with ice powers but was quickly distracted by a Guiding bolt from the Owlkin Druid. After taking damage from the bolt you saw the energy of the golem switch to radiant. Breaking off his attacks Mausim dove at the fallen herald and frantically searched his pouches for some king of control device. After a few moments he pulled forth a multi faceted stone. Despite Mausim's lack of magical knowledge his own innate powers allowed him access to the device. Intuitively pressing runes on the different sides Mausim quickly deactivated the golems.
Kavax, a firm believer in the natural order of things, argued that the flesh golems need to be destroyed immediately. Finn and Mausim pushed back with an argument about sentience and people being transformed and controlled by others. The argument for free will one out against the laws of nature and Kavax reluctantly relented. Finn and Mausim ventured into the city to ask for help from the Daughters of Light. The powerful Cleric, Opela Barn, agreed to cast dispel magic on the control device. Kavax remained behind to make sure that the golems didn't go on some sort of rampage.
As Finn and Mausim theorized the golems gained control of their movements and seemed thankful for their freedom back. With the situation sorted the team made a plan to travel to Westinox to find the Arcane Focus. Last seen still hidden in the secret compartment of your long abandoned carriage. With any luck it will still be in the stable where you left it. Not wanting to let the golems wander just yet, you offered to have them travel with you for the time being. Though they have no vocal skills they indicated that they would do so.
With your course set for the city of Warshaw you used your connections with the Eyes of the Basilisk to charter a boat to Ulirre. From there you hired Horses and a carriage to begin the day and half journey overland to Warshaw. On the way you drove past an East Tellenheim Company merchant caravan. A few of the guards questioned Mausim about his knowledge of a terrorist named truffle. The rest of the team convienently hid as Mausim deflected the interrogation...
Plot points/Scenes
Future Story Points - Lord Vedemire Darkhorse - His Phylactery is in Dalemoor Castle in the Tellenor Mountains. The same place where Virgil Capsaicin was changed into a guinea pig. Give Virgil a way to remember this, a portrait painting or some artifact. His phylactery will be a statue of his dead mother. A famous Baroness from the second age.
If the players venture here they will find that the castle is cursed. Anyone who ventures through the Blue Constellation door will be changed. The curse changes the person into an animal, a plush doll, a wooden toy, or some manner of puppet. Their abilities and minds remain but are now morphed into the toy version of their attacks or feats. Druids may attempt a wild shape but now on a random table with small critters listed. All of them are now incredibly susceptible to fire attacks and their HP and attacks now reflect their new forms. Allow Darkhorse to contact them and taunt via a magic mirror as he revels in their distress.
The Great Dead Tree
Now holds the new creche for the Krullocs. This time the creatures are further mutated with huge bat wings and sonic attacks. Need some cool maps and images for the battles.
The Dreiduaras Dome To get to Cog the team will need to get past the Blue Dragon and his army of Slaad.
Following up with the East Tellenheim Company guards. Mausim you watch as the two guards move their horses into a trot and head back to the caravan. It's been a long day of traveling and the sun begins to sink into the horizon. Finn is still invisible for another 55 minutes, Kavax sits on a high branch of a nearby oak and Nuth and Demaia stick their heads out of the hired carriage. It's a pleasant spring night with a chilly light breeze that carries the scent of ragweed and lavender. What would you like to do?
“We crickets have a saying ‘to be seen in public underdressed one may as well be a common grasshopper’”.
A strange dreamlike panic enters you mind, a general fear of drowning you no sooner think of land when you see the coast coming up in the distance. You guide yourself instinctually up the beach and through a dense forest. It looks much like Corralon, the area where you grew up. You float through the small township where your mother lived and you see flickers of movement. Townspeople, pale and insubstantial pop in and out of buildings, some doing very mundane things some doing strange or bold things.
Moving past you enter the forest once more and through the trees you see a mountain range. The animals of the forest also move through the trees with a ghostly transparency.
Roll a perception check DC 14.
You see a black oily shape emerge from the trees, it’s sickly green glowing eyes fix on you and it rushes forward. It bears black teeth and claws and moves to attack. What would you like to do?
[DM NOTE: the creature strikes her and hits her left shoulder. 3d6 damage It will leave a mark even when she wakes up.]
Suddenly a Bright flash of sunlight strikes the beast and sends it reeling backwards. A ball of sunlight drops in between you and the creature. Another searing beam fires out and hits the creature in the side. You watch as the monster flees into the forest as fast as it can move.
The ball of light settles on the forest floor in front of you. Your feet land in the soft soil as well. The dizziness and unease of your last few moments leaves you and you regain control of your senses. The ball of light shrinks down further and continues to glow. As it gets down to the size of insect the glow fades enough for you to see a cricket standing there. He has a green and yellow carapace and bright yellow eyes. He wears a dapper three piece suit of an aqua color. “You’re not injured are you? Apologies you were moving a bit faster than I anticipated.”
“I am your new attendant, Jeremy Arpeggio. I was sent by the Verdant Sigil to guide you on your journey.”
On Kavax “I would be wary of your companion the Owlkin. I must warn you that he is not eligible to join our order. He has been marked by another. One of the new gods, the one called Blankalon. Any more than that I cannot say, I am not privy to such things. I also harbor some prejudice when it comes to bird people.”
On the other companions “The Verdant Sigil has told me that your companions are on a dark journey up against unimaginable dangers. They are people of some import.”
As the conversation wraps up, Demaia wakes and realizes that everything had been a dream. Until you touch your shoulder and feel your shirt wet with blood. A stinging pain as you see the claw marks from the creature remain. The Cricket also stands up and addresses you
“We should probably discuss the nature of Thra’Oneiros known as the Druid Dream.”
Found by the wings of Death
The PteroKrullocs circle over head. Roll perception checks as the creatures begin to dive.
Above you what looks like bats circle over head. Their movements don't look as quick or agile as bats often seem in flight. You quickly notice that these creatures are higher up than you thought and much larger. The horses whinny in fear and rear up as they begin to panic and buck their harnesses. [DM Note: have the PK's attack the horses and attempt to sink their fangs into the haunches. Tearing flesh away greedily and hungrily.]
If the players venture here they will find that the castle is cursed. Anyone who ventures through the Blue Constellation door will be changed. The curse changes the person into an animal, a plush doll, a wooden toy, or some manner of puppet. Their abilities and minds remain but are now morphed into the toy version of their attacks or feats. Druids may attempt a wild shape but now on a random table with small critters listed. All of them are now incredibly susceptible to fire attacks and their HP and attacks now reflect their new forms. Allow Darkhorse to contact them and taunt via a magic mirror as he revels in their distress.
The Great Dead Tree
Now holds the new creche for the Krullocs. This time the creatures are further mutated with huge bat wings and sonic attacks. Need some cool maps and images for the battles.
The Dreiduaras Dome To get to Cog the team will need to get past the Blue Dragon and his army of Slaad.
Following up with the East Tellenheim Company guards. Mausim you watch as the two guards move their horses into a trot and head back to the caravan. It's been a long day of traveling and the sun begins to sink into the horizon. Finn is still invisible for another 55 minutes, Kavax sits on a high branch of a nearby oak and Nuth and Demaia stick their heads out of the hired carriage. It's a pleasant spring night with a chilly light breeze that carries the scent of ragweed and lavender. What would you like to do?
“We crickets have a saying ‘to be seen in public underdressed one may as well be a common grasshopper’”.
Demaia in Thra'Oneiros
You move quickly through the air without thinking about it. You skim over the surface of a large body of water. The smell of salt leads you to believe it’s the Wyvern Sea. The sky above is a mix of purples, pinks, and black dotted with thousands of stars and the two moons above.A strange dreamlike panic enters you mind, a general fear of drowning you no sooner think of land when you see the coast coming up in the distance. You guide yourself instinctually up the beach and through a dense forest. It looks much like Corralon, the area where you grew up. You float through the small township where your mother lived and you see flickers of movement. Townspeople, pale and insubstantial pop in and out of buildings, some doing very mundane things some doing strange or bold things.
Moving past you enter the forest once more and through the trees you see a mountain range. The animals of the forest also move through the trees with a ghostly transparency.
Roll a perception check DC 14.
You see a black oily shape emerge from the trees, it’s sickly green glowing eyes fix on you and it rushes forward. It bears black teeth and claws and moves to attack. What would you like to do?
[DM NOTE: the creature strikes her and hits her left shoulder. 3d6 damage It will leave a mark even when she wakes up.]
Suddenly a Bright flash of sunlight strikes the beast and sends it reeling backwards. A ball of sunlight drops in between you and the creature. Another searing beam fires out and hits the creature in the side. You watch as the monster flees into the forest as fast as it can move.
The ball of light settles on the forest floor in front of you. Your feet land in the soft soil as well. The dizziness and unease of your last few moments leaves you and you regain control of your senses. The ball of light shrinks down further and continues to glow. As it gets down to the size of insect the glow fades enough for you to see a cricket standing there. He has a green and yellow carapace and bright yellow eyes. He wears a dapper three piece suit of an aqua color. “You’re not injured are you? Apologies you were moving a bit faster than I anticipated.”
“I am your new attendant, Jeremy Arpeggio. I was sent by the Verdant Sigil to guide you on your journey.”
On Kavax “I would be wary of your companion the Owlkin. I must warn you that he is not eligible to join our order. He has been marked by another. One of the new gods, the one called Blankalon. Any more than that I cannot say, I am not privy to such things. I also harbor some prejudice when it comes to bird people.”
On the other companions “The Verdant Sigil has told me that your companions are on a dark journey up against unimaginable dangers. They are people of some import.”
As the conversation wraps up, Demaia wakes and realizes that everything had been a dream. Until you touch your shoulder and feel your shirt wet with blood. A stinging pain as you see the claw marks from the creature remain. The Cricket also stands up and addresses you
“We should probably discuss the nature of Thra’Oneiros known as the Druid Dream.”
Found by the wings of Death
The PteroKrullocs circle over head. Roll perception checks as the creatures begin to dive.
Above you what looks like bats circle over head. Their movements don't look as quick or agile as bats often seem in flight. You quickly notice that these creatures are higher up than you thought and much larger. The horses whinny in fear and rear up as they begin to panic and buck their harnesses. [DM Note: have the PK's attack the horses and attempt to sink their fangs into the haunches. Tearing flesh away greedily and hungrily.]
Themes
The Western Gate of Warshaw
In the morning you gather up your meager camping supplies and harness up the horses. You head back to the well trod road and resume your journey to Warshaw. The sky above is a light grey and a cold drizzle falls all around you. A gentle fog obscures the nearby forest and the journey continues eastward. By your reckoning you should be there in the next six hours.
Demaia and Kavax you may do perception checks or nature checks. [DC 16 to succeed and they notice that the surrounding forest if almost devoid of the usual animal sounds and movement. They can do druidcraft or any other abilities to obtain more information.]. From here we will do three Constitution saving throws DC 14. Every fail leads to a point of exhaustion. Darkhorse has created a cistern of enervation. It has been dug into an area of the forest and is powered by a shard rock engine that heats the dangerous slow potion based liquid that is heated into a vapor. If the players go searching for it the checks intensify and they roll twice as many. Need a survival check and an arcana check DC 15 to hunt down the source of the enervation. An arcana check reveals that the shard rock can be reassembled into large enough magical bomb to destroy the ten foot by ten foot area spewing forth the dangerous fumes. Attack with the SprayLark monster elemental here!
The Western Gate
As the team enters Warshaw one of the guards questions them. During the questioning his eyes go black with dark spidery veins spreading out from them. His demeanor changes and he says in a cold gravelly voice "Master I have them here."
As the team comes up with an exit plan more of the townsfold and guards begin to look in their direction and their eyes blacken. Have the team make dexterity or con saves to avoid some enervation spells or traps. Just then from the wall above a flash of white and orange swings down. Virgil throws several radiant bombs amongst the crowd "Hiya kids! time to go the main city isn't safe anymore!" With the strange infected people blinded and scarred by the radiant magic the team can make their way to Mettletowne.
Virgil explains that over the last couple of months he has been stuck here in Warshaw. He watched as Lord Vedemire Darkhorse wormed his way into power. Ricelia Serise, aka Bella Caix LaCouer, attempted to ally with Prince Vestun Ricard Tred Wardashar, human man, who is last in line for the throne. When Darkhorse found her he took over her little plan to install Prince Vestun as the new king. He captured her and tortured her, then he killed Prince Vestun and his sisters. The Queen fled with the help of her royal guard and is hiding in Mettletowne. Now Darkhorse has installed himself as King under the guise of Prince Vestun.
He has been slowly dosing the water supply with a magically infused chemical that allows him to control portions of the populace temporarily. Virgil presents them with the remains of the arcane focus. "When I realized the King Vestun was Darkhorse I knew that the entire city was in great danger. I raced to the stable and secured this before he even knew it was there. Then I joined up with the resistance and we set up shop in Mettletowne. We took over the old Crown Smashers hideout, It has secret rooms below."
When the team mulls over the idea of fighting Darkhorse, Virgil reminds them that it may be futile we should hunt down his phylactery instead. "And I know right where it is. Dalemoor Castle in the Tellenor Mountains!"
"How do I know? I'm not just a great secret agent and warrior, I'm also the world's greatest librarian!"
Note that Virgil will not be happy about Kavax the newest member of the group and an Owl. "Just keep your beak shut mouthbreath."
"I know this because that's where I was changed into this damn body, by the great evil dragon.... Vom Fass."
In the morning you gather up your meager camping supplies and harness up the horses. You head back to the well trod road and resume your journey to Warshaw. The sky above is a light grey and a cold drizzle falls all around you. A gentle fog obscures the nearby forest and the journey continues eastward. By your reckoning you should be there in the next six hours.
Demaia and Kavax you may do perception checks or nature checks. [DC 16 to succeed and they notice that the surrounding forest if almost devoid of the usual animal sounds and movement. They can do druidcraft or any other abilities to obtain more information.]. From here we will do three Constitution saving throws DC 14. Every fail leads to a point of exhaustion. Darkhorse has created a cistern of enervation. It has been dug into an area of the forest and is powered by a shard rock engine that heats the dangerous slow potion based liquid that is heated into a vapor. If the players go searching for it the checks intensify and they roll twice as many. Need a survival check and an arcana check DC 15 to hunt down the source of the enervation. An arcana check reveals that the shard rock can be reassembled into large enough magical bomb to destroy the ten foot by ten foot area spewing forth the dangerous fumes. Attack with the SprayLark monster elemental here!
The Western Gate
As the team enters Warshaw one of the guards questions them. During the questioning his eyes go black with dark spidery veins spreading out from them. His demeanor changes and he says in a cold gravelly voice "Master I have them here."
As the team comes up with an exit plan more of the townsfold and guards begin to look in their direction and their eyes blacken. Have the team make dexterity or con saves to avoid some enervation spells or traps. Just then from the wall above a flash of white and orange swings down. Virgil throws several radiant bombs amongst the crowd "Hiya kids! time to go the main city isn't safe anymore!" With the strange infected people blinded and scarred by the radiant magic the team can make their way to Mettletowne.
Virgil explains that over the last couple of months he has been stuck here in Warshaw. He watched as Lord Vedemire Darkhorse wormed his way into power. Ricelia Serise, aka Bella Caix LaCouer, attempted to ally with Prince Vestun Ricard Tred Wardashar, human man, who is last in line for the throne. When Darkhorse found her he took over her little plan to install Prince Vestun as the new king. He captured her and tortured her, then he killed Prince Vestun and his sisters. The Queen fled with the help of her royal guard and is hiding in Mettletowne. Now Darkhorse has installed himself as King under the guise of Prince Vestun.
He has been slowly dosing the water supply with a magically infused chemical that allows him to control portions of the populace temporarily. Virgil presents them with the remains of the arcane focus. "When I realized the King Vestun was Darkhorse I knew that the entire city was in great danger. I raced to the stable and secured this before he even knew it was there. Then I joined up with the resistance and we set up shop in Mettletowne. We took over the old Crown Smashers hideout, It has secret rooms below."
When the team mulls over the idea of fighting Darkhorse, Virgil reminds them that it may be futile we should hunt down his phylactery instead. "And I know right where it is. Dalemoor Castle in the Tellenor Mountains!"
"How do I know? I'm not just a great secret agent and warrior, I'm also the world's greatest librarian!"
Note that Virgil will not be happy about Kavax the newest member of the group and an Owl. "Just keep your beak shut mouthbreath."
"I know this because that's where I was changed into this damn body, by the great evil dragon.... Vom Fass."
Structure
Exposition
Warshaw:
In the time since the players have left Lord Darkhorse has reconstituted. He has lost the team but has discovered Recelia Serise / Bella Caix and her plot to take over the regency of the city. Her plan to depose the Queen and install her nephew on the thrown are now Lord Darkhorse’s plan. He has captured Recelia and placed her in a torture device using her immortality against her. He still can’t find the blasted Arcane focus and wants to reacquire it to serve his own end of creating his own shatterfall. Once he learns of the team heading towards Warshaw he will try to trap them in the palace and force them to hand over the focus.
This is where our friend Virgil come in. In the last month he has tracked down the focus and stolen it from a thieves guild who were trying to pawn it off for serious gold. He is now on the run from Darkhorse and the entire city guard, He has not found a way to escape Warshaw yet.
In the time since the players have left Lord Darkhorse has reconstituted. He has lost the team but has discovered Recelia Serise / Bella Caix and her plot to take over the regency of the city. Her plan to depose the Queen and install her nephew on the thrown are now Lord Darkhorse’s plan. He has captured Recelia and placed her in a torture device using her immortality against her. He still can’t find the blasted Arcane focus and wants to reacquire it to serve his own end of creating his own shatterfall. Once he learns of the team heading towards Warshaw he will try to trap them in the palace and force them to hand over the focus.
This is where our friend Virgil come in. In the last month he has tracked down the focus and stolen it from a thieves guild who were trying to pawn it off for serious gold. He is now on the run from Darkhorse and the entire city guard, He has not found a way to escape Warshaw yet.
Completion Date
5/2/24
5/2/24
Plot type
Main Story
Related Characters
Related Organizations
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