Difference between revisions of "The Drowned Ball"
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UPPER: Great White Sharks (mundane)<br> | UPPER: Great White Sharks (mundane)<br> | ||
MIDDLE: Silver Hex Fish, Carnivorous Sea Clams, Sea Moss, Fastitocalon<br> | MIDDLE: Silver Hex Fish, Carnivorous Sea Clams, Sea Moss, Fastitocalon<br> | ||
− | LOWER: Lantern Fish, | + | LOWER: Lantern Fish, The Lost City |
'''Great White Sharks''' | '''Great White Sharks''' | ||
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DM's Note: If disturbed, the large eye at the far end of the atoll will open. A number of smaller eyes will appear from stalks. On the first round, it will use a carnivorous clam attack (see above) - which will also dislodge The Sharke. Now obscured by the green mist, the tail attack will whip about from seemingly nowhere. And, it will use its 150-foot wide maw to attack the party. If threatened, it will quickly disappear into the inky blackness below. | DM's Note: If disturbed, the large eye at the far end of the atoll will open. A number of smaller eyes will appear from stalks. On the first round, it will use a carnivorous clam attack (see above) - which will also dislodge The Sharke. Now obscured by the green mist, the tail attack will whip about from seemingly nowhere. And, it will use its 150-foot wide maw to attack the party. If threatened, it will quickly disappear into the inky blackness below. | ||
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The 50-foot hillock raises into the water and reveals its true nature, a giant eye. Simultaneously, dozens of smaller 5-foot eyes on long tentacle-like stalks shake up through the green moss. | The 50-foot hillock raises into the water and reveals its true nature, a giant eye. Simultaneously, dozens of smaller 5-foot eyes on long tentacle-like stalks shake up through the green moss. | ||
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Coming out the green cloud, the atoll - now revealed as a strange creature resembling a large stingray with a single eye - its surface malformed into a single giant maw. It attempts to swim under you, creating a powerful suction that pulls you down while extending its teeth up towards you. | Coming out the green cloud, the atoll - now revealed as a strange creature resembling a large stingray with a single eye - its surface malformed into a single giant maw. It attempts to swim under you, creating a powerful suction that pulls you down while extending its teeth up towards you. | ||
+ | </div> | ||
==The Flying Sharke== | ==The Flying Sharke== | ||
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Moving down into the darkness, the pressure is immense and breathing is difficult. You follow the trail of ship debris as it floats towards the bottom of the sea. As your eyes become accustomed to the light, you see a rocky ledge where the larger pieces of The Sharke have come to a rest. | Moving down into the darkness, the pressure is immense and breathing is difficult. You follow the trail of ship debris as it floats towards the bottom of the sea. As your eyes become accustomed to the light, you see a rocky ledge where the larger pieces of The Sharke have come to a rest. | ||
<p align="center"> | <p align="center"> | ||
− | [[File: | + | [[File:lost city.jpg|600px]]<br> |
</p> | </p> | ||
As you arrive at the wreckage, you see on the valley floor below, ruins of an ancient city. No life can be seen moving around its abandoned streets. Statues and great temples show that this was once a major city for its inhabitants. | As you arrive at the wreckage, you see on the valley floor below, ruins of an ancient city. No life can be seen moving around its abandoned streets. Statues and great temples show that this was once a major city for its inhabitants. | ||
− | DM's NOTE: The Eye will again guide its owner to the box. | + | DM's NOTE: The Eye will again guide its owner to the box. |
− | + | ||
== The Drowned Ball (finale) == | == The Drowned Ball (finale) == | ||
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Latest revision as of 08:12, 8 November 2022
Type | Dungeon |
---|---|
Status | Explored January 919 TA |
Location | Old Kingdom |
Hex | 2829 |
Campaign | The Old Kingdom Campaign |
Adventure # | 157 |
DM's Notes
There are three plots here to wrap-up culminating in a final coronation showdown.
- The Gray Councilors, after having lost Molloc in the Crown Jewel collection, have taken over the mind of Quintin Howers, the Master of the Heptarchy. He is wearing, after all, a tainted crown. They are calling the shots from Molloc's workshop below the throne.
- Theodric XIX is going mad. His palace is under siege, but the party must go on to raise money for the army and the fight against the Reaches.
- Young Master Theo, who might be Theodric XX. He is only a child, but his position is being supported by Antone Graves - who has a favor from Ernie in his back pocket - delivery of the Staff of Io.
NOTE: This also includes the conclusion of Alfric's Amulet, Part 2: The Highgate Crown
Masquerade in the Throne Room
Some of the dignitaries at the Masquerade:
- Victor Kane was beheaded for making a deal "going forward" - orders had already been given. And failing to get the 5 million gold from the Reaches. A new emissary will show up to help them establish a consulate in Whitecliff. Well played.
- Ernie made a deal with Antone Graves. For a future promise, he provided a distraction for the party to get into the painting while the guards searched the throne room. NEED to return platinum staff to Antone Graves to fulfill that promise.
- MC 37: a dark sorcerer who leads the Order that is currently occupying Teufeldorf. He is here to meet with the Overlord about the talks between Victor Kane and the Three Kings. He will instantly recognize the party, although he will try to disguise this. His distinguishing features are jet black hair and bright, piercing green eyes.
- MC 38: He is still dressed in a black cloak with a staff resting against his legs. His distinguishing jet black hair has some streaks of grey, but his eyes are still bright, a piercing green. He wears the emerald ring and matching necklace, as before. As usual, he is reading a slim book, which he puts into a pocket of the cloak as the party approaches.
- Celebrin - Elven Charge d'Affairs has been contacted by Falstaff. Tell Celebrin that he saved the world from the Illithid. Tell about the Constable. Should the time come, working to preserve the balance, protect land, unite. Did not have knowledge of the intruders.
- No Cha, Grandmaster of Thieves and his servant, Binden. An old man dressed in dirty brown robes, dilapidated sandals with a long white beard and crooked teeth. Messenger of No Cha gives them a replica puzzle. It is vital you can assemble it quickly once you have gained all the original shards.
- Quintin Howers, the Master of the Heptarchy.
- Constable of the Crown - A tall, thin man with a stylish mustache and well-tailored robes. He carries a staff with an odd-shaped tip - round with spike-like protrusions.
- Sisters of the Bloodmoon - dressed in red flowing gowns with ruby necklaces and ruby rings. They will ask the party to dance, for drinks, etc. Attempting to get a piece of hair or clothing for the voodoo dolls. Eveningdust, Swiftwhistle, Catshore.
Highgate Crown Conclusion
Encounter 1: The Real Highgate Crown
Quintin Howers is a young man with rough features, a close-cropped brown beard and hair, and brown eyes. He forgoes traditional courtly garb, wearing a leather jerkin over a chain mail shirt. He stance is that of a swordsman. His speech is slow, deliberate, and thoughtful.
Quintin would normally not attend the Masquerade Ball, but he made a last-minute decision to do so, at the surprise of his advisors. The Highgate Freelands have played a decidedly neutral role in the first few years of the war with the Realm. Following in the footsteps of his predecessors, Quintin had shown all indication of following that same course of action.
Quentin is staying in the "official residences" reached via a secret staircase from the Manuscripts Room (marked as a Green A on the map).
RUMOR: Quintin Howers, Master of the Heptarchy, has come to the Masquerade Ball - against tradition of the Highgate Freelands. He has taken residence in the Palace and plans to attend the Masquerade to make an important proclamation.
He can't come to the ball because of the Collars - which is ironic since he has the last piece of Alfric's Amulet.
The "real" Highgate Crown worn by Quintin Howers, Master of the Heptarchy 918 TA has been substituted for one that allows a counselor (grey figure) to whisper in Quintin's ear. The "real" Highgate Crown is in the display of Crown Jewels at the Palace - guarded, of course, in Oblivion.
Encounter 2: Sisters of the Bloodmoon
The women are Sisters of the Bloodmoon. They are able to travel through physical and magical walls with ease due to their rings. Their minds are stored in their necklaces - which can be discarded (or broken) if possessed.
As the party approaches, six black crows will fly through the air and attempt to grab a strand of hair from each party member (unless they have already been attacked).
Encounter 3: Silentstroke
As you enter the room, she smiles.
This is Silentstroke, Quintin Hower's wizard. She is current protecting the suite from magical attack. She is also gathering the thoughts and energies of those in attendance at the Masquerade.
Encounter 4: The Doll's Room
One of the doors from Silentstroke leads to the Doll's Room. The door is locked and magically held against any of the Palace staff that currently has a doll made for them.
When the party enters, six black crows will appear at the door. Each crow will attempt to pluck a hair from the party - if they have not already been attacked. The hair will be taken to one of the doll makers for quick inclusion.
The doll makers are creating copies of everyone from the Palace, although their use will be undertaken only once the collars have been removed. They can find, however, a particular doll and Silentstroke can cast spells upon it to make it do anything.
Encounter 5: Quintin's Room
One of the doors from Silentstroke leads to Quintin's Room. The door is locked and magically held against any of the Palace staff that currently has a doll made for them.
The bed has a sleeping Quintin and four grey Counselors who appear as wisps of insubstantial grey smoke. They draw their power from illithium and will attack characters who have some.
Quintin is here. The crown is in the chest of drawers guarded by a puzzle. Inside is his crown.
The Drowned Ball
Encounter 1: Activating Alfric's Amulet
Divide the hexagonal grid below into worms that look like , or some rotation. Worms do not overlap, do not cover hexes with numbers, and cover every vacant hex. The numbers indicate how many different worms are adjacent to that hex.
Encounter 2: Assembling Alfric's Amulet
The secret door can only be opened by solving a puzzle:
Place some + and x signs inside the digits 1 2 3 4 5 6 7 8 9 so the result is 2002.
1 × 2 + 34 × 56 + 7 + 89 = 2002
Order of operation (PEMDAS): Parenthesis, Exponents, Multiplication and Division (from left to right), Addition and Subtraction (from left to right).
Encounter 3: Molloc's Cave
Molloc's Cave is directly below the Overlord's throne - albeit deep in the earth.
On the sides of the throne, near head height is the marble relief of a scene of the night sky - planets and stars are pictured with other celestial phenomena such as comets and meteors. Looking closely, you see several of the comets on either side of the Overlord's head are actually holes drilled into the marble and painted black. However, it is clear the throne is hollow behind the holes.
The back of the throne appears to be hollow. A small staff-sized hole at the base of the throne appears to be a lock - although the indentation is oddly shaped.
The cave can be reached by a single narrow spiral staircase built into the throne. The Constable of the Crown will be the way the party finds its way to Molloc's Cave.
Surrounding the stone are hundreds of Grey Counselors who will move to attack.
Around the edges of the room are four workbenches. They are filled with more jeweler's tools. A lone gnome is sleeping on a stool, his head resting on the workbench. A half-finished Crown of Durin replica sits near his hands.
The gnome is the last of an impossibly long line of craftsmen that have been taken from White Cliff and brought here to make forgeries for Molloc. Compelled to work by the Grey Counselors, the artisans typically work themselves to death after a few months. This gnome is Eurig (which means gold in gnomish).
Eurig has two magic items: Warding Bookmark and Vesper Candles - which he will use to barter for his life.
Encounter 4: Theodric XIX's Death
Alfric's Dagger is the only weapon able to penetrate through the Overlord's throne. If he is killed, either by the party or Grey Councilors:
Encounter 5: The Coronation
The Atoll
DM's NOTE: The Overlord is dead, he is not here.
- Teleports will not work. The Eye is holding the party here until they find the dwarven chest.
- The Eye will push its owner on, "the treasure is here..."
UPPER: Great White Sharks (mundane)
MIDDLE: Silver Hex Fish, Carnivorous Sea Clams, Sea Moss, Fastitocalon
LOWER: Lantern Fish, The Lost City
Great White Sharks
The sharks will begin feasting on the members of the court - leaving a grisly scene when the party returns to the Overlord's Palace.
Silver Hex Fish
Clouds of them appear as if out of nowhere attacking and feeding on magical energy. They can devour spells being cast, discharge magic items, and suck beans from spellcasters.
Carnivorous Sea Clams
If the party is aggressive towards Fastitocalon, it will shoot the sea clams into the water around it.
The clams are actually carnivorous sea clams. As they approach a character, they will open up and try to swallow the character whole. They can move about by pushing water out one side of their shell.
Many will contain a pearl - that, upon inspection, is made of human skulls and bones covered by a shiny clear coating. Bits of treasure (gold mostly) can be seen in the pearls.
If released they will also start eating the Overlord's court.
Sea Moss
The Sea Moss is poisonous and will cause characters to go into a rigor mortis, expelling all the air from their lungs and drifting slowly to the depths of the sea.
It is not a sentient creature and cannot swim, so it will dissipate normally. If a character is exposed, however, they must make a save vs. poison AND they will be unable to remove the green substance from their skin. It doesn't hurt, just creeps them out.
Fastitocalon The atoll is actually a monster that resembles a primitive stingray called Fastitocalon. It has wide pectoral fins and a long, whip-like tail, absent a barb. Its eyes are on stalks and its mouth is apparently extendable.
The fins and tail are currently tucked under the atoll. The tail is directly below the ship. Its mouth is the crater in which the clams are sitting. Its main eye is at the far end of the atoll. Swimming under the atoll shows that it is actually a creature, not a feature of the sea floor.
DM's Note: If disturbed, the large eye at the far end of the atoll will open. A number of smaller eyes will appear from stalks. On the first round, it will use a carnivorous clam attack (see above) - which will also dislodge The Sharke. Now obscured by the green mist, the tail attack will whip about from seemingly nowhere. And, it will use its 150-foot wide maw to attack the party. If threatened, it will quickly disappear into the inky blackness below.
The Flying Sharke
The derelict ship is The Flying Sharke which was sunk here eighty-six years ago by the atoll which fed on its crew before falling into its current slumber.
The Interior The ship can be entered from the large hole in the hold OR via the cargo openings (netting long since rotted away).
It is possible that the ship will go over the edge before it is explored.
Room 2: Captain Elija Whitehey's Room
Careful examination shows that the captain was eating a meal while writing in his logbook. Several dishes and a large pewter mug stands pushed off to one side, some fish bones still sitting on the plate.
Under the desk is a stone box which was being used by the captain as a footrest. The box is carved with dwarven ruins and is clearly ancient in make. The box is about 6" wide and tall by 18" long. A long set of runes run along the top of the book.
- Whitehey was poisoned by the wizard and died here.
- The Eye owner will be drawn to this room and then the stone box.
- The one page of the journal will disintegrate after handling in any way.
- The bookcases were filled mostly with map scrolls - very standard issue for Reaches ships. There are also books on naval history and pirate stories for young boys. The chest is locked with a dwarven 2-3-4 puzzle:
Solving the puzzle will allow the box to be opened. This will show three triangular pieces, each of a blue-green material and set into a finely crafted stone recess in the box. The box is exceedingly light given the solid nature of its construction.
Logbook of the Flying Sharke Ship of Harrowport 18 June 833 TA We sail on towards the Old Kingdom, although I do not know why. The strange dwarven chest sits nearby. Sometimes it haunts my dreams and waking thoughts. At other times, it sits forgotten. I cannot get rid of the thing. I have ordered the ship's wizard, Draven, to teleport it away. We have tried all manner of magics and divination but cannot pierce the enigma of its existence. Draven believes that it can be opened, but none so far have broken its secrets. The runes on the box read simply, "The Nine". But, the nine what? Curse the dwarves for devising such a cunning lock - one that has resisted all mundane and magical attempts to open it. Whether I am following the chest, or it is following me is unclear. I seem to be able to act of my own free will, but still I cannot shake the feeling that there is some underlying intelligence, faint and always lurking just below the surface. Last night I dreamt of a great storm again - churning seas and a storm without end. When the ship finally comes within sight of landfall, the shores are covered in ropes and vines, crawling up the cliffs from the sea, covering all in its path. A green menace. As always, I wake in sweat and fear. Today, we sail on towards our unknown destination through waters for which I have no chart. Hopefully, tomorrow will bring answers and maybe a release from this foreboding. Captain Elija Whitehey |
Room 3: Apothecary
The books will simply disintegrate. The party can recover 1d20 vials with lead stoppers still intact.
Room 6a: Nursery
Between the two beds is a fish tank. Surprisingly, a fish is still in the tank. A highly venomous lion fish, named Nialob, is in the tank. It will attack to "protect" the girls. Actually, Nialob is a descendent of the girl's original fish.
Room 6b: Nanny's Room
Hidden in the seaweed and murk is a sea hag who has taken up residence here. She will attack any who enter the room.
Room 7a: Draven's Room
A piece of paper hangs from its pocket:
I, Draven, being of sound mind, have killed Captain Elija Whitehey this 18th day of June 833 TA. I believe the captain to be under the influence of a magical dwarven chest and potentially a threat to the Western Reaches and the Barony of Southwark. Upon his death, I now feel my sanity is compromised. My death should be a warning to any who come upon The Sharke to leave the chest here and not probe to understand its contents. Draven |
Room 8: Lower Deck
The foredeck of the Lower Deck is open to the deck above via the cargo hole - the nets of which long ago rotted away. The Lower Deck is also open to below via a large hole in the side of the ship which leads into the hold below.
This part of the Lower Deck is inky black - with no sunlight coming in from above. The water here is silty with eddies of currents mixing up the water into a greenish-black soup. In the far corner, tucked into a natural alcove some movement seems to be against the flow of water.
A giant octopus lurks here in case a juicy morsel comes along. It will attempt to swallow its prey, using its poisonous ink to stun and disorient.
Room 13: Cargo Safe
This massive steel safe is accessed via a puzzle. It cannot be opened by brute force, as in doing so would most likely cause the ship to shift from its precarious perch. This safe contains:
100,000 gold
40,000 silver
Room 14: Hold
The Hold which runs along the entirety of one edge of the ship is dark and very rotted. A large hole in the side of the ship connects this level with the Lower Deck above. This area is often filled with sharks.
The ship appears to have sunk with about half of its cargo still intact. Barrels and crates, now long rotted are broken and upended, their contents spilled and mostly washed into the sea.
Two doors lead from this area. A large set of steel doors set in the wall are for a large cargo safe - a common feature of many deep ocean vessels. Placed at the exact center of the ship, these very large safes provided ballast and an unassailable storage area for treasure.
The Lost City
Moving down into the darkness, the pressure is immense and breathing is difficult. You follow the trail of ship debris as it floats towards the bottom of the sea. As your eyes become accustomed to the light, you see a rocky ledge where the larger pieces of The Sharke have come to a rest.
As you arrive at the wreckage, you see on the valley floor below, ruins of an ancient city. No life can be seen moving around its abandoned streets. Statues and great temples show that this was once a major city for its inhabitants.
DM's NOTE: The Eye will again guide its owner to the box.