Ashe C2 Episode 9 - The Fallen Tower
Previously on Liters of Tomorrow
Wes and Crashe stayed in the mining town of Porsk for a couple of days after bringing in the dwarven bandit known as Revlar Groundtooth. The fighters guild known as the Red Wulves paid the bounty and several factions in Porsk were grateful to have recovered many of their goods. One of these was the baroness of House Quail, who was quite impressed with their actions. She invited them to a dinner party and presented the two with the isignia of House Quail, small metal pendants bearing the house crest.
Accompanied by their sometime traveling partner Archos they found themselves in the great orrery in greykeep manor. While there the baroness asked the team to recover her daughter, Messendria, who had disappeared. As the baroness took her leave her vizier, a man named Ionn Castaliogne, sought information on a small magically sealed chest. The team pleaded ignorance and the man left them alone.
They were also met by a high ranking member of Clan Raspgrinder named Weller Raspgrinder. He gave the team a counter offer to make sure that the girl was sent on her way out of town. Anything to cause pain and chaos to House Quail. The team asked him to meet them at the Blue Jetsam tavern to gain some more information.
At the same Blue Jetsam tavern a strange blue skinned bounty hunter met with a goblin. The goblin had information on their quarry and the two set up a future meeting once they had obtained more clues. The goblin also mentioned a seer in town that matched the description of Archos, and told the bounty hunter to see if his alleged power was real.
With everyone now at the Blue Jetsam Tavern, the team met with Weller Raspgrinder and learned of a location to the west that may be a starting point to finding Messendria Quail. They also met with the bounty hunter who was amenable to joining their rescue party and head off into the woods down the western road. As they traveled they were beset by strange Moss dogs but the team easily dispatched them. During the combat two strange travelers fled off into the woods.
Utilizing Wes' ranger skills the team found the site of the fallen tower, an ancient ruin from the second age. It overlooks a deep pond and a small waterfall. On some of the walls still standing Wes spotted a couple of ravens and muttered "Oh no not these guys again..."
Plot points/Scenes
Premalkin Po and the Vestal Moth are in charge of this operation hired by the Raspgrinder clan. Po will not be part of the crew but they answer to him.
The thieves for this job are-
Underneath in the caves are four bugbears that the Vestal Moth have hired for added muscle. Runko, Yotullus, Herigar, and Bayland.
The Retellis Forest West of Porsk
You all stand amongst the trees and thick brush of the Retellis forest west of the town of Porsk. It's around midday and the cool misty morning has given way to a warm sunny autumn day. The forest smells slightly of lavender and vanilla due to a nearby pine that gives off the dull scent of both. You also can smell the muskiness of a nearby peat bog.
The ranger, Wes, left over 45 minutes ago to scout out the region ahead and locate the ruins of the Fallen tower. An ancient fortress that existed in the second age. Now the three of you eat some light rations from your packs and sip some water from your oiled leather waterskins.
[DM Note: Have Eamon's character stumble in at this point. He is from Copenhaus and training to be a Griffon Rider for the city guard's famous aerial division. He is also from a sailing family that still fishes the region. The griffon he was training with took off to the west and finally threw him off in this forest. Have Eamon roll 2d6 damage and an dexterity check to survive the fall. Why this particular griffon went rogue is a mystery to be solved later.]
Eamon you have been riding on the back of the griffon named True Grit for over a day now. The griffon stopped responding to your reins and frustrated kicking during your training exercise over the blade driven sea. You have maintained a level of alertness over the last 20 hours based on adrenalin and fear. Now though your body rebels and sinks into a tiredness usually reserved for several days of revelry. Your eyes are impossible to keep open and you swear you only fell asleep for a moment when you feel the sudden pull of gravity and hear a whistling sound. Your eyes snap open in a moment of fear and panic when you find yourself falling! You see below you a huge forest made up of tall dark green pine trees surrounded by bright reds, oranges, and yellow of hundreds of species of tree. What would you like to do?
As he makes his dexterity check and takes his fall damage he checks to see if any bones are broken.
A vine snakes forward and wraps around your leg. Use a Mossy Horror tree to attempt to eat him
The thieves for this job are-
- *Runcullious Scorn - Hobgoblin man very intelligent. Ruddy red skin 3rd level fighter.
- *Triffid Dour - Dwarven man 3rd level rogue, Large black beard huge scar on side of head.
- *Ulia Bane - Human woman 3rd level assassin, dirty blond hair.
- *Westovar Moult - A human man 3rd level fighter, hawk like nose and black hair.
- * four Were Ravens patrol the outside of the fallen tower as well.
Underneath in the caves are four bugbears that the Vestal Moth have hired for added muscle. Runko, Yotullus, Herigar, and Bayland.
The Retellis Forest West of Porsk
You all stand amongst the trees and thick brush of the Retellis forest west of the town of Porsk. It's around midday and the cool misty morning has given way to a warm sunny autumn day. The forest smells slightly of lavender and vanilla due to a nearby pine that gives off the dull scent of both. You also can smell the muskiness of a nearby peat bog.
The ranger, Wes, left over 45 minutes ago to scout out the region ahead and locate the ruins of the Fallen tower. An ancient fortress that existed in the second age. Now the three of you eat some light rations from your packs and sip some water from your oiled leather waterskins.
[DM Note: Have Eamon's character stumble in at this point. He is from Copenhaus and training to be a Griffon Rider for the city guard's famous aerial division. He is also from a sailing family that still fishes the region. The griffon he was training with took off to the west and finally threw him off in this forest. Have Eamon roll 2d6 damage and an dexterity check to survive the fall. Why this particular griffon went rogue is a mystery to be solved later.]
Eamon you have been riding on the back of the griffon named True Grit for over a day now. The griffon stopped responding to your reins and frustrated kicking during your training exercise over the blade driven sea. You have maintained a level of alertness over the last 20 hours based on adrenalin and fear. Now though your body rebels and sinks into a tiredness usually reserved for several days of revelry. Your eyes are impossible to keep open and you swear you only fell asleep for a moment when you feel the sudden pull of gravity and hear a whistling sound. Your eyes snap open in a moment of fear and panic when you find yourself falling! You see below you a huge forest made up of tall dark green pine trees surrounded by bright reds, oranges, and yellow of hundreds of species of tree. What would you like to do?
As he makes his dexterity check and takes his fall damage he checks to see if any bones are broken.
A vine snakes forward and wraps around your leg. Use a Mossy Horror tree to attempt to eat him
Themes
In the caves underneath -
Room 1A is the first room on the left as you enter near the waterfall.
Room 2A is the well lit room down the stairs - Here two of the bugbears take turns patrolling. Large fire is lit on the north side of the room with a cooking pot and several rabbits roasting. A series of couches tables, barrels, and torch braziers line the room. A stair case goes up from the north wall and another goes west . A raised section can also be seen on the west wall.
Room 3A is the southermost room full of crates of burlap, grain, and other useless materials that are old and rotted.
Room 4A is an old shrine devoted to Mankata. Two blood sacrifice chairs still equipped with leather straps and bloodletting spikes sit the northern side. Blood red tapestries depict Mankata and his boons. The chamber seems to be very old.
Room 5A is the northwestern room with a circular table covered with a burgundy table cloth. Messendria Quail can be seen tied to a chair and gagged. Her paramour Nicovar Thelypteris is tied to another chair and has been beaten bloody. Another fireplace keeps the room warm and plenty of cooking pots and pans are hung on the wall. A wide rough hewn bed is on the northern wall stuffed with straw and laden with some large furs for blankets. [DM Note: Ulia Bane and Westovar Moult are here going over the plan. Ulia is roughly the same height and size as Messendria. Anyone watching stealthily will see her try on the mask on the table. It has been enchanted to make someone look just like Messendria, in the face anyway. She crows about how she got it to work perfectly! Moult grabs her by the waist and kisses her hard.]
Room 6A - is the room with the small fire pit in the center. It's many alcoves holds the thieves belongings mostly clothes, cooking utensils, and furs. It has an opening on the eastern side that overlooks the pond.
Room 1B - The room on the Eastern side of the waterfall. A bugbear man patrols here alone. He has a cooking fire set up and is swinging a club at the walls.
Room 2B - This room is a large room full of barrels of wine and whiskey that seems over thirty years old. Markings on the barrels match those of several wineries and distilleries found in Westinox and as far away as Tellenor. At least three barrels are marked as Blizzard Hops Whiskey SF 3 2999.
Room 3B - More a series of tunnels broken up by a rectangular room, you see a well reaching down full of fresh water. Just to the north is a large table full of dirty plates, bowls and utensils. Two bugbears sit at the table tearing apart some game hens and washing it down with wine.
Room 4,5,6B - These rooms are full of training dummies covered in burlap and stuffed with straw and wood shavings. Dozens of crates hold ceramic wear from a century ago as well as many fine art pieces that would be welcome at any museum. Scorn and Dour train two more bugbears here. The sound of wood and fabric beaten by edged weapons can be heard down the hall.
Room 1A is the first room on the left as you enter near the waterfall.
Room 2A is the well lit room down the stairs - Here two of the bugbears take turns patrolling. Large fire is lit on the north side of the room with a cooking pot and several rabbits roasting. A series of couches tables, barrels, and torch braziers line the room. A stair case goes up from the north wall and another goes west . A raised section can also be seen on the west wall.
Room 3A is the southermost room full of crates of burlap, grain, and other useless materials that are old and rotted.
Room 4A is an old shrine devoted to Mankata. Two blood sacrifice chairs still equipped with leather straps and bloodletting spikes sit the northern side. Blood red tapestries depict Mankata and his boons. The chamber seems to be very old.
Room 5A is the northwestern room with a circular table covered with a burgundy table cloth. Messendria Quail can be seen tied to a chair and gagged. Her paramour Nicovar Thelypteris is tied to another chair and has been beaten bloody. Another fireplace keeps the room warm and plenty of cooking pots and pans are hung on the wall. A wide rough hewn bed is on the northern wall stuffed with straw and laden with some large furs for blankets. [DM Note: Ulia Bane and Westovar Moult are here going over the plan. Ulia is roughly the same height and size as Messendria. Anyone watching stealthily will see her try on the mask on the table. It has been enchanted to make someone look just like Messendria, in the face anyway. She crows about how she got it to work perfectly! Moult grabs her by the waist and kisses her hard.]
Room 6A - is the room with the small fire pit in the center. It's many alcoves holds the thieves belongings mostly clothes, cooking utensils, and furs. It has an opening on the eastern side that overlooks the pond.
Room 1B - The room on the Eastern side of the waterfall. A bugbear man patrols here alone. He has a cooking fire set up and is swinging a club at the walls.
Room 2B - This room is a large room full of barrels of wine and whiskey that seems over thirty years old. Markings on the barrels match those of several wineries and distilleries found in Westinox and as far away as Tellenor. At least three barrels are marked as Blizzard Hops Whiskey SF 3 2999.
Room 3B - More a series of tunnels broken up by a rectangular room, you see a well reaching down full of fresh water. Just to the north is a large table full of dirty plates, bowls and utensils. Two bugbears sit at the table tearing apart some game hens and washing it down with wine.
Room 4,5,6B - These rooms are full of training dummies covered in burlap and stuffed with straw and wood shavings. Dozens of crates hold ceramic wear from a century ago as well as many fine art pieces that would be welcome at any museum. Scorn and Dour train two more bugbears here. The sound of wood and fabric beaten by edged weapons can be heard down the hall.
Structure
Exposition
After the Rescue
The team must decide what to do with Messendria and Nicovar. They can either convince her to move on and leave her house and mother, to travel with Nicovar and find happiness. Or they can convince her to return to Greykeep and the baroness to meet her obligations and duty.
This operation was planned by the Vestal Moth and their is evidence of collusion with Clan Raspgrinder. [DM Note: With an investigation check of DC 15 or higher they can come across a wax seal on the floor that bears the sigil of Raspgrinder as well as a small wooden box of payment.]
As the team prepares to leave the area and decide where to go next they will be met with golf clap and the haughty laughter of Ionn Castaliogne. He emerges from the wood and grins at them maliciously. "Well done adventurers, all this time and you hero types are still the same. Save the girl, stop the thieves, and somehow get paid with money and power. A Little self serving at the end of the day don't you think?"
"Do what you please with your gold you simpletons, I'm not here to interfere with your insignificant little tale. You just have to return my chest. No more subterfuge, no more playing your stupid little game you gnats. Return the box!"
Most likely one of them will attempt to shoot at Ionn which will reveal that he is just an illusory image. "Did you really think I would dirty myself by traipsing into the woods physically?" [DM Note: the team can make perception checks to hear or see the Wild Hunt as it begins to close a loop around them.]
The image of Castaliogne fades out as he give you one last word of advice. "I have sent an emissary to deal with you, meet the wild hunt!"
The team must decide what to do with Messendria and Nicovar. They can either convince her to move on and leave her house and mother, to travel with Nicovar and find happiness. Or they can convince her to return to Greykeep and the baroness to meet her obligations and duty.
This operation was planned by the Vestal Moth and their is evidence of collusion with Clan Raspgrinder. [DM Note: With an investigation check of DC 15 or higher they can come across a wax seal on the floor that bears the sigil of Raspgrinder as well as a small wooden box of payment.]
As the team prepares to leave the area and decide where to go next they will be met with golf clap and the haughty laughter of Ionn Castaliogne. He emerges from the wood and grins at them maliciously. "Well done adventurers, all this time and you hero types are still the same. Save the girl, stop the thieves, and somehow get paid with money and power. A Little self serving at the end of the day don't you think?"
"Do what you please with your gold you simpletons, I'm not here to interfere with your insignificant little tale. You just have to return my chest. No more subterfuge, no more playing your stupid little game you gnats. Return the box!"
Most likely one of them will attempt to shoot at Ionn which will reveal that he is just an illusory image. "Did you really think I would dirty myself by traipsing into the woods physically?" [DM Note: the team can make perception checks to hear or see the Wild Hunt as it begins to close a loop around them.]
The image of Castaliogne fades out as he give you one last word of advice. "I have sent an emissary to deal with you, meet the wild hunt!"
YEAR: SF 3 3027
Season Fall/ 13th of Obolorous
Weather - still sunny very cool nights. Occasional Rain
Season Fall/ 13th of Obolorous
Weather - still sunny very cool nights. Occasional Rain
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