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Scalveth Arc: Dragon eye

Scalveth:

"The room grinds to a halt and tile appears beneath your feet. You are now standing in a large foyer with sandstone walls, the windows that are spaced throguhout the room show that outside is nearing the golden hour.    
  • Describe the Culture center from what you can see.
  • Describe Garfield and Arlene.
  • Titus is with the group, but he doesn't have to be. Maybe let the group themselves decide on whether he stays or not.
  • - Introduce Cara (Nice girl) playing with a sibling.

  • Cara wants to go with the party to travel around.
  • Garfield will offer to give the players a tour of the surrounding area and allow them to spend the night.
  • He says that he'd reccomend going tomorrow, when its light outside, but he understands if there is need to hurry.
  • If the party decides to spend the night:

     
  • Give players a tour of some places they can spend their money. Most are about to close, except the tavern. Maybe they talk to one of the shop owners who is closing down for the night and says that they can come to them in the morning. Maybe have that store owner.
  • Shops:

  • The Catnap: The Bar and Inn
  • Trinkets and Triscuits
  • Weapons shop - Pickles
  • Armor - Susan
  •  

    Introduce Alchemy

  • Party goes to the tavern to check it out and they get noticed by a group of bounty hunters there.
  • "The Catnap is quite a cozy tavern on the inside. At the other side of the tavern is a board with various posters on it. You can't really make out what they say from the door. The few patrons that are still here are all quite different. You see a man with a wide brimmed hat over his eyes in the corner with his feet kicked up on a table. There are a few tabaxi sitting at the bar lapping up milk from glasses. There is a Canus standing behind the bar with large floppy ears and a long snout. He's wearing an apron over long sleeved work clothes with the sleeves rolled up. 'Can i get you all something?'" The name of the bartender is Duke. He is aware of the irony surrounding the fact that he is a dog person running a joint called the catnap.                                                                                                                          
    Item Cost
    Milk (1 cup) 5 SP
    Elven wine (1 bottle) 24 GP
    Pyroclastic Flow (1 barrel) 300 PP
    Pyroclastic Flow (1 shot) 4 GP
    Fairy Fountain (1 glass) 4 GP
    King's Whiskey (1 bottle) 2 GP
    "'Huh, isn't that..' you all hear three sets of footsteps of a group approach you. You see three human men, all in dire need of dental care armed to the yellow teeth with an assortment of blades and guns. 'That's a match on them for sure, minus the ugly blue guy.' 'They have a blue guy though.' 'But he's not ugly.' 'It don't matter, we'll split it three ways. Now, would you all like to do this the easy way or the hard way?' One of the men with yellow crooked teeth reaches for Juniper.   'BANG! BANG! BANG!' three deafening gunshots ring out, and you see that all of the bounty hunters have lost their index and middle fingers on what appear to be their dominant hands. The shots came from the back of the tavern, from the smoking gun barrel of the man in the wide-brimmed hat." [Let Drew say some cool stuff, and hand over the character]    
  • Group is now going to talk about stuff.
  • Have the bartender maybe say something about the three no gooders who were there.
  • If they ask about Titus say that he was seen leaving town in a rush a bit ago.
  • Do we sleep now? (matters only a bit)   You all are now equipped with a map and the knowledge that Titus ran out of the town, you can track his footsteps as they're in the same direction you need to go.  

    The walk to the bottomless pit:

  • This is when Patches shows up to try and kill the group.
  • Dragon shows up to check the groups progress.
  • You've been following the tracks left by Titus for about an hour or two, when, Gilton, you see the glint of armor in the ditance. As you come closer you see Titus laying on his back, with a shadowy figure seated atop him. The figure's deep crimson eyes lock on you and you feel your stomach drop, feeling a dark presence you've only felt once before. The shadow raises his arm and with one swipe of his hand waves you over.   As you get closer you barely recognize the armor belonging to a beaten and bloodied Titus, who currently has shadowy weapons sticking out of his broken armor. Blood is leaking onto the sands beneath him. His breathing is shallow and ragged, and he's weakly struggling against the shadowy figure keeping him pinned. "Your friend here was quite easy to aggravate, I needed only say that I was the one who killed his king, and he became furious." Titus weakly throws a punch at Dragon, who effortlessly swats it away, "You.. Bastard..." Titus is "What do you think.. should I... remove his spine, or perhaps remove his lungs and feed them to him."   "While... I'm... deciding... that, let's talk."   "I see a new face in your midst, you must be Alchemy... those three brutes at the bar told me about you. You're quite the mystery, aren't you? Never told anyone where you came from, all that matters is your work and the reward. But there's something... more, isn't there? Has it something to do with that orb in your satchel, or perhaps you truly are just a lowly bounty hunter, who's the best at what he does. How deep will you dive just for gold, What secrets are you hiding?   "Optimus... the Hurricane, is it? Your... disciple... Sister Magdaline wanted to be here, but I thought it inappropriate at the moment. Just how long has it been since you've seen her? Have you counted every sleepless night you had, knowing you failed not just her, but everyone you've known? I wonder how long it'll take for you... to become your father."   "Juniper, you should have no quarrel with me, I understand your hatred for the Warden, as I share this disdain as well. I understand the anger one can experience when family is harmed and I am truly sorry."   Have him be stunned that Gilton is still trying to fight him. "And you, I wouldn't have expected you to continue fighting me, you got what YOU wanted." "Why do YOU still rage against the inevitable? In fact, why do any of you fight? You are all free to go out and live your lives, yet you choose to waste time trying to take away mine... You know what? I've decided what I'm going to do to your friend." "Since he was so easily blinded with rage, I think its only fitting that I blind him." Dragon       After the talk, he will say something like, "Well, despite my disdain for the man, I believe the warden has new toys, and I think now is the perfect time for you to play with them," He flicks his wrist and a foggy apparition appears and takes the shape of a door. The fog parts and out of the door step four gray skinned humanoids with tentacles coming off of their faces. You can see patchwork stiching running across three of them on their skin where different color patches have been combined. The one closest to you lacks these patchwork features, and floats unlike the other three. This one also is wearing a black cloak with ornate silver ornamentations. You feel a presence in your mind as the one you've determined is the leader stares directly at all of you. "Yes.... You will make perfect mind flayers... " "Have fun," Dragon says mockingly, snapping his finger as his shadowy form blows away into the wind.         Jorganth: In a cage at the bottom of the pit, sort of a how to train your dragon thing. Lore: There used to be a town on the surface where the hole is. They managed to kidnap Jorganth, tortured him, taking his wings, and his eyes. They would taunt him by banging loudly on metal objects because of his heightened heariing it was extremely painful for him. Eventually he managed to fuck up the ground by some means, and the town and the cage went into the pit. The pit has an entire town inside, maybe populated maybe not. Entrance to the underdark. Need to go through a dungeon to get into this location.     Dungeon notes:
  • Enemies: Troglodytes
  • Out front is a troglodyte man who asks the party to leave their weapons with him. If they choose not to, he'll make vague threats like, "Don't say I didn't warn you," or, "not really a great idea, but it's your funeral." If the party gives him their weapons, they have to track him down later to get them back. If they actually give him the weapons, give them weapons in the dungeon.
  • The main mechanic involves repairing an hourglass and flipping it in different ways to reveal different things.
  • 1. A fountain of youth is here in this room. Players can take with them two small vials before they are unable to take anymore. There is a corridor to the East, West, and south. The Southern corridor will take the party to the hourglass room. The corridor has runes that prevent the mini hourglasses from being brought to room three.   2. A room with a decrepit old woman sitting in chair. (She is a hag, the last living relative of the Imperfect Lich. She wants you to kill her.) She will tell them about the history of this place. "(singsongy) Ooooh, company, company is here... uhuhuhuh.. Perhaps I'll die today?" "Can you kill me?" "Due to the man whose blood is in my veins I cannot die from old age. I also can't leave this place."   Have her maybe mention the downfall of the nation due to one man and his attempt to do good, or just talk about how they can't leave because their souls are bound to this place. The full lore: "This place used to be home to a great civilization, and an even greater king. He was a powerful wizard, who created a spell to make his son immortal protect him in the great war. His son went to war and fought for many years, eventually having kids of his own. The month after the son's third child was born, the son was killed in a battle with the forces of Kaidou. His son now dead, the wizard was distraught. He fell into a deep depression. He grew old, but in a strange way. His flesh began to peel from his body, and his heartbeat ceased to be. He had become an undead, gaining access to the astral sea and magics beyond measure. It is here where he found that part of his soul lived inside of his son's kids, they became phylacteries. He wished to protect them, founding a nation in what was early Scalveth. He terraformed the landscape, brining clean water to the people. He ruled over it for many years, his descendants came into power and through the generations they ruled gently. Also, as the wizard aged, he watched the death of many generations of family. As more and more of them died, his mind began to break. He began erratically casting magic without reason, turned himself into a dragon and rampaged around the city. The city had no way to defend against the threat and was near wiped out when the wizard caused the land to turn to sand. The dragon fell into an pit used to store the dead... I was a young girl when it happened."     3. Collapsed tunnel that leads to the Dragon.
    4. In this room is a massive houglass supsended sideways in the air. The hourglass is broken. One player is bestowed with a minitature hourglass the first time they arrive there. door to northwest opens
    5. In this room is a massive pit, 20 feet across. On the side of the room across from you is a ledge with a fast moving waterfall that flows down into the pit. Also on that ledge is a chest, containing a piece of the hourglass and a key to the door for room 6. If someone flies across the gap, arrows activate.   6. This room is a quicksand trap, there is a pedestal that reveals itself at some point. To the north is a door that opens when the puzzle is solved. The DC to find the pedestal is 18 Investigation, they can reroll each time another foot of sand consumes them.   7. This is a small room with a key on a hook on the wall and a chest containing a piece of the hourglass, enough platinum for each person to have 10, a health potion for everyone plus one, which is a mimic.   8. This room has a massive pit with standing pillars throughout the room. When the In order to progress to the next platform, one person needs to stay behind to keep the hourglass on the pedestal. Part of the ceiling will fall too when the hourglass is taken out, so you need to roll a DC 14 dex save each time to clear it.   9. In this room, a lever flips, causing the gravity to reverse, forcing you to walk on the ceiling, you need to find the correct lever to change the orientation of gravity. There is an hourglass pedestal on the ceiling that you need to put the hourglass in to see what combination of levers works to get you down. It's right left middle.   10. In the northern entrance to this room there is a pressure plate with a DC of 20. If you fail it and step on the plate, enemies will spawn that will regen their health when hit. You need to search the room's many hidden compartments to find the pedestal and then use it to reverse time to kill the enemies.   11. Room with a key and a chest, which is a mimic, you can kill the mimic to get his tongue/teeth.   12. When you step in here, the door locks behind you and you have to find secret compartments in the wall to unlock pedestals. There are some pillars that add time to the clock.   13. In this room is a chest with 10 gp for each person, an adamantine ingot, and the second to last glass piece. (NW door: AC 30, or unlockable from SE) (SE door unlocks after room 12)   14. Room with a flying goo monster. You can see a key along with the last piece of glass for the hourglass. The key unlocks a chest in room 15. To see room 15, you need to pass a DC 16 perception check when you enter the room, which tells you there is a slight discoloration on that section of wall. If you interact with the wall in anyway, a face shows up, says boo, and then disappears with ghostly sounds.   15. A locked chest that contains (enough platinum for everyone present to have 10.)       As you descend the passage, the air becomes thick with a rancid smell. You can hear a faint crying. As you continue down the cobwebbed passageway lit only by magical torches the sound gets closer. You arrive at a wooden door.   You open the door. Behind it is a massive circular room. There are torches placed all around the room, and a massive hole in the ceiling. In the middle of the room is a large purple dragon, devoid of wings. The crying appears to be coming from it. As you get closer you can see the Dragon is holding a jar with an eye inside.       Dragon fight. The Dragon casts spells with the eye, halfway through the fight, or if the party attacks the jar and breaks it, the lich returns to a humanish form. When he transforms his eye floats over to him and settles in his eye socket. The eye starts glowing in the socket

    Character Accents:

    Garfield: Friendly Bill Murray sounding accent. Arlene: Slightly southern high pitched accent.

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