Between dark water and glimmering gold
Summary
Chapter I : Smoke on the water
- He is a small humanoid covered in fur with a well groomed mustache, a tiny hat and mischievious eyes
- The party already took quests from him
Objectives of the quest :
- Bring him the shipment safely
- Save the ship and its crew before it's too late
- If possible, find out who/what did it
About the quest :
- The ship may be damaged -> need to act before sunrise in case light could go through a hole in the hull
Additional informations to give :
- Glimmer is destroyed by sunlight
- There is a boat ready for them on the docks -> give them the key to it
- High odds that House Artonis is behind this
- The Cobalt Lady is a potent witch
- Such curses are usually broken by either killing the witch or destroying the material vessels used for the curse
Encounter n°1
As the party steps out of the inn, in front of the docks, they get jumped by a group of mercenaries trying to discourage them from sticking their noses into this boat business. Some of the mercenaries are wearing distinctive uniforms associated with House Artonis (a large blue eye symbol) indicating their allegiance and involvement in the curse.There is a young boy selling bouquets of Silver Thistle. He claims they can keep the sickness and bad luck away. He will cower being his counter as soon as the encounter turns south. But after wards, the party can learn from him that the Silver Thistle is often used do dispell curses but its production is getting more complicated as House Artonis now owns all of the greenhouses of this side of the city and actively hunts down the competition.
Enemies : Thief
Thief CR: 1
STR
10 +0
DEX
15 +2
CON
10 +0
INT
12 +1
WIS
14 +2
CHA
16 +3
Actions
Multiattack. The spy makes two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.
Slinger CR: 1/2
STR
11 +0
DEX
14 +2
CON
12 +1
INT
11 +0
WIS
13 +1
CHA
11 +0
Actions
Multiattack. The scout makes two melee attacks or two ranged attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.
Chapter II : Cursing like a pirate
We have spotted the filthy Sylviere's pawn meeting with a group of weird looking mercenaries in one of our inns, they are likely looking to bring the ship to shore. The curse cannot spread to the city. Use everything in your power to prevent them from getting to the ship and the jar in our vault.
There is a flyer pinned on the nearest wooden beam where they can see this (see picture "The Incredible Cobalt Lady").
The players have three main ways of lifting the curse. They can kill the witch, let the cleric use antimagic on one of the jars or defuse the liquide in one of the jars with Silver Thristle powder. Some party members may want to investigate and find the witch to either talk her out of it or kill her, it will be a really tough fight (and it may require ressources that the players will then lack for the final fight).
- a flyer about the Cobalt Lady and the florarium
- a written note about the party and the jars
- Silver Thistle powder on the thugs
NPC :
- there is a boy selling Silver Thistle nearby
Holy trap !
Father Orsen :
- old man
- weird robe with petals seemingly growing from it
- is the father of Alicia Burges (the Captain)
- as a teleportation medallion to get to the boat
- can lift the curse
Quest given : save the Captain
A lucky find
If they decide to go to the florarium -> check "then it's a heist"
If they decide to directly go to the boat -> check "a way to the Siren's Call"
Chapter II bis : It belongs in a florarium !
The Florarium, House Artonis' compound, is an impressive sight as it reopens to the public after a long period of closure. The building is a sprawling complex of towering white stone walls, greenhouses, botanical gardens, and ornate halls, all interconnected by winding paths and stairways. The compound's main entrance is a massive ornamented glass gate guarded by a pair of heavily armed men. As the party approaches, they are greeted by the sights and sounds of a festive crowd streaming into the compound, eager to explore the lush gardens and enjoy the evening's festivities. The ball hall, where the Cobalt Lady is scheduled to perform, is a grand chamber decorated with shimmering crystals and gold-leafed moldings. The walls are adorned with murals depicting exotic plants and creatures from far-off lands in a myriad of blue shades. A stage is set up at one end of the room, flanked by towering flower arrangements. As the party enters the hall, they are swept up in the excitement of the crowd, the music and the intoxicating aroma of flowers. The Cobalt Lady, a striking woman with flowing arctic hair and a long, flowing gown, takes the stage to rapturous applause. Her voice is enchanting, and her songs are hauntingly beautiful, lulling the crowd into a dreamlike state. By her sides, masked performers dance like puppets.
As the performance progresses, the party must decide whether to search for the vault and the Silver Thistle greenhouse or try to assassinate the Cobalt Lady on her private balcony near the bal hall.
Then it's a heist !
There is a door iniside the greenhouse -> need to pick the lock or force it open
To show the players what not to do with the jar, you can describe the ship shaking in the bay as they pick up the jar
Encounter n°2(a)
House Artonis Guard CR: 1/8
STR
13 +1
DEX
12 +1
CON
12 +1
INT
10 +0
WIS
11 +0
CHA
10 +0
Actions
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
House Artonis Veteran CR: 3
STR
16 +3
DEX
13 +1
CON
14 +2
INT
10 +0
WIS
11 +0
CHA
10 +0
Actions
Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage.
The hard way
Cobalt Lady CR: 4
STR
10 +0
DEX
12 +1
CON
10 +0
INT
15 +2
WIS
16 +3
CHA
13 +1
Spellcasting (Mage). The spellcaster's spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks) Cantrips (at will): fire bolt, light, mage hand 1st level (3 slots): burning hands, shield, sleep
Actions
Arcane claws Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Cursed Husk CR: 1/2
STR
15 +2
DEX
8 -1
CON
15 +2
INT
3 -4
WIS
6 -2
CHA
3 -4
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
The party decided to kill the Cobalt Lady.
They need to :
- distract the lackey
- get to the balconey
- fight the Cobalt Lady and her husks
Note :
- the waterfall sound will cover the fight
- after the combat, if they want to be sneaky, they can drop from the balcony to the courtyard below but they'll need a rope or to use vines on the wall (dangerous)
PS : try not to tpk ;)
Chapter III : Finding a way to the Siren's Call
There is a rowboat at their disposal.
Chapter IV : Glimmering sparks
Encounter n°3
This fight has two phases, it changes whether the party removed the curse already or not, whether they came with the cleric or not, and it is on a timer. At the beginning of the fight, the DM rolls 1d10. It is the number of rounds remaining before sunrise (and the destruction of the Glimmer). If he's here, Father Oren will start the incantation to dispell the curse. He won't be able to move until the end of the combat, he must stay alive. Additionally, every 3 rounds, he finds the strength to focus a bit on the party and heals every PC 1d6hp. The fight starts against the Captain alone. Enemy : Captain Alicia BurgesCaptain Alicia Burges CR: 4
STR
8 -1
DEX
12 +1
CON
10 +0
INT
11 +0
WIS
13 +1
CHA
16 +3
Actions
Multiattack The Captain makes two attacks with her Scythe, the second has disadventage. Khopesh Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 7 (1d8 + 3) piercing damage.
Reactions
Backflip When a creature attacks her with a melee or ranged attack, she can make a Dexterity (Acrobatics) check to avoid being hit. If the result is higher than the attack roll, the attack misses.
Legendary Actions
The Captain can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Captain regains spent legendary actions at the start of its turn. Reposition The Captain moves 10 feet without provoking Opportunity Attacks. Extra Attack The Captain makes one attack with her khopesh.
Corrupted Captain CR: 6
STR
15 +2
DEX
15 +2
CON
14 +2
INT
12 +1
WIS
12 +1
CHA
16 +3
Spellcasting. The Corrupted Captain is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): chill touch, eldritch blast, mage hand
Eldritch Restraints The ground in a 20-foot radius centered on a point within range sprouts chains of dark energy. The area becomes difficult terrain for 1d4 rounds. Each round, every creature inside the zone must succeed a Dex save or suffer 1d6 necrotic damage and become grappled. Echos or Corruption The Cursed Captain unleashes a destructive sound wave in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 4d6 force damage, is pushed 20 feet directly away from the caster, and is knocked prone. On a successful save, a target takes half as much damage and isn’t pushed or knocked prone. Hold person The Cursed Captain targets a humanoid that she can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for 1d4 rounds. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. Invisibility The Cursed Captain becomes invisible for up to 2 rounds. Anything she is wearing or carrying is invisible as long as it is on her person. The spell ends if she attacks or casts a spell.
Special Abilities
Eldritch Armor Each turn, the Cursed Captain is immune to the first 10 damage inflicted to her. This ability resets on every turn. However, radiant damage bypasses this effect and removes all immunities and damage reductions for the rest of the round.
Sunless slumber The Glimmer degrades rapidly in the sun. The resistances and immunities of the Cursed Captain are removed once she is basked in sunlight. Additionaly, sun light pierces through her shroud abilities and she takes 1d4 necrotic damage at the beginning of each turn if not in shadows.
Actions
Cursed Khopesh Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Multiattack The Cursed Captain makes two attacks with her khopesh.
Reactions
Backflip When a creature attacks her with a melee or ranged attack, she can make a Dexterity (Acrobatics) check to avoid being hit. If the result is higher than the attack roll, the attack misses.
Legendary Actions
The Captain can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Captain regains spent legendary actions at the start of its turn. Reposition The Captain moves 10 feet without provoking Opportunity Attacks. Extra Attack The Captain makes one attack with her khopesh.
Lair Actions
Vilain Action
These actions happen at the beginning of their respective rounds (R2 = 2nd round etc.) regardless of initiative order.
Rally [R2] Every Husk still standing makes an attack if it has a target at range.
Broken Mast [R3] After the second round of battle, the mast brakes down and reduces the battlemap.
Dark Sun [R4]
The Cursed Captain makes a single cleaving attack sending a wave of energy around her, creating a dark sun above her head and halving all characters' movement speed for a round.
Every character failing a Dex save against it takes 1d4 damage and gets pulled to her melee range (5ft.).
If more than one character were pulled, the dark sun crashes down onto the Cursed Captain dealing to every character in a 15ft radius around her 1d8 damage per character pulled (up to 6d8). She is not affected by these damages. If less than 2 characters were pulled, the sun just disappears after the end of the round.
Cursed Husk CR: 1/2
STR
15 +2
DEX
8 -1
CON
15 +2
INT
3 -4
WIS
6 -2
CHA
3 -4
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
"I am so sorry! I don't know what happened ! I have no quarrel with you. But you must understand that we have something important to do. We cannot allow anything to interfere with the destruction of this shipment." She pauses for a moment before continuing, her tone softening. "I know what the House Sylviere has done, and I cannot in good conscience continue to support them. That is why I have chosen to help the House Artonis with their curse. For the good of the city, we cannot let this shipment get to shore, the lives of thousands of innocent people are at stakes here !" If the party decides to kill her, she'll try to get away using a medallion linked to her father's. In order for the party to lift the curse afflicting the ship, they need to take the jar that the Captain put near the steering wheel before the fight and diffuse the liquid with the Silver Thistle.
Epilogue
Rewards for delivering the Glimmer
- The key to an estate in the Crystal Pillars district that shall be their new home
They could try to negociate to get a part of the Glimmer stock
- one favor from Adrian (one for the whole party)
Reward for keeping the Captain alive (Father Oren)
- The help of Miss Burges in the future
Important lore
Glimmer
House Sylviere's control of the Glimmer trade means that they have a significant source of wealth and influence.
Additionally, the use of Glimmer has been shown to enhance magical abilities, making it a valuable resource for mages and sorcerers. This means that House Sylviere not only has the wealth to buy political influence, but they also have a means of enhancing the magical abilities of those who are loyal to them, further solidifying their position in the Council.
Furthermore, the potential for the development of cannibalistic tendencies among Glimmer users creates a sense of fear and unease among the general populace, which can be exploited by House Sylviere to further their political agenda.
Overall, House Sylviere's control of the Glimmer trade gives them a significant advantage in the Council of The Eight, allowing them to amass wealth and influence while also potentially enhancing the magical abilities of their supporters and instilling fear in their opponents.
The Azure Dream (Curse)
The origin of the name "Azure Dream" is uncertain, but some speculate that it is because the visions associated with the affliction are primarily blue in hue, while others believe that it is because the curse was first encountered by a sailor who had been sailing the Azure Sea.
The Azure Dream is insidious and difficult to detect. Its symptoms are gradual and can easily be mistaken for a slow illness or aging. Once it takes hold, there is no known cure, and victims will continue to waste away until they eventually perish.
The affliction is said to have been born from dark magic, and those who wield it are rumored to be powerful sorcerers with a penchant for cruelty. The affliction can be spread through contact with bodily fluids, such as blood or saliva, or through exposure to cursed objects.
Despite its deadly nature, there are some who seek out the Azure Dream for its power. They believe that by mastering its dark magic, they can gain control over others and become all-powerful. However, the cost of such power is high, as they too will eventually succumb to the affliction and become nothing more than husks themselves.
It is assumed that, as for most curses from the lore of the deep, to lift the curse, one must either kill the entity responsible for casting it or diffuse one of the jars containing the liquid used in the curse ritual. The Silver Thistle powder is known to neutralize this liquid (among other things) and break the curses.
House Artonis
Located in the heart of the city, near the bustling docks, the Florarium is a constant source of rumors and speculation among the people of Rodtul'heill. Some say that the Artonis family uses their extensive knowledge of plants to create powerful potions and elixirs that can grant great power or cause terrible harm, while others whisper of the strange and otherworldly creatures that can be seen roaming the gardens at night.
Despite their reputation as a family of powerful and dangerous individuals, House Artonis is respected and feared in equal measure by the other ruling families of Rodtul'heill. Their vast wealth and influence make them a force to be reckoned with, and their support can make or break the fortunes of many of the city's businesses and political figures.
Rumors have been circulating in the city of Rodtul'heill for years about House Artonis and their involvement with witches. The most notable witch they are rumored to be hosting is the infamous Crimson Lady, who is said to have cursed many people in the city. The people of Rodtul'heill speak of the Artonis family with both fear and intrigue, as they are known to wield immense power and influence.
House Sylviere
House Sylviere specializes in the trade of luxury goods, including rare textiles, exotic spices, and precious gems. They are known for their excellent taste and attention to detail, and their products are highly sought after by the wealthy and elite. They also have a thriving shipping business that allows them to transport their goods all over the world.
Rumors abound about the House Sylviere, particularly their involvement in shady dealings and unsavory practices. Some whisper that they are involved in smuggling and illegal trade, while others claim that they are secretly funding rebels and uprisings in neighboring kingdoms.
The House Sylviere remains well-respected and feared by their peers, who recognize their wealth and power. They have a reputation for being shrewd negotiators and savvy businessmen, able to turn a profit from even the most difficult of deals.
Their compound, known as the Obsidian Hall, is a towering structure in the heart of the city, made entirely of black stone. It is said to be impenetrable and guarded by an army of mercenaries, making it one of the most secure buildings in all of Rodtul'heill.
However, some rumors suggest that the Obsidian Hall may also be home to secret chambers and hidden passageways, where the House Sylviere conducts their illicit business. Some even whisper that they practice dark magic and have ties to the underworld.
Despite the rumors, the House Sylviere continues to thrive, their coffers overflowing with gold and their influence reaching far and wide.
Music and ambiant sounds
DM Tips
Premade Party
Vaeli
Well, living with the mama and the papa was nice but hey, one's gotta burn from his own flame you know? Besides, my family's here with me. And I even found a new one! I guess.Leaving your cosy home village was hard but you know you'll get back soon. When you'll be ready. Until then, it is time to explore the world, have some fun, live as much adventures as possible so you'll have stories to amaze all the tribe at the camp fire for ever... It's gonna be fun.
George
While many folks would think a pirate's favorite letter would be the R, it is actually the C... and so is mine.
You've spent years escorting trading ships, helped by Snorri, a grumpy ancestros spirit in the shape of a lion. As you were thinking about retireing, maybe settling in a little house by the sea, having a small garden, a fishing boat and raising a family, you discovered you actualy already had a child from a noble lady, far up North.
You've decided to ask House Artonis for a favor in order to bring the child and her mother in Avan'Wanor safe. Yet favors have a price, and that kind of price has to be paid upfront.
That's how you ended up with these land folks, a funny bunch that's for sure. You almost started to like them a little. Maybe they could become your neighbors after you retire ?
Kherta
Every problem has its tool, every suffering, its solution.Yet it is not enough to help the farmer with automattons and mend the armors of the guards. It's not enough to wait until the battle is over to fix their armor and bandage their wounds. If you can fight at their side, you can try to keep the folks from falling, and maybe even protect them form themselves.
I am Kherta Holgersdóttir, and I will be their shield!
(yes this is a shameless reference to Brigitte Lindholm)
Carmelia
Cinnamon
What did the spider say when she broke her new web?Ever wanted to be the cutest spider in town ?
“Darn it!”
Convinced that fate weaving in the fey realm and praying on pixies was not the as enjoyable as most of her kind said, Cinnamon decided to leave her lair for some time in order to discover the world, spread her good mood and her incredible luck around. While she didn't do a great job at being accepted in the material plane at first, an unexpected band welcomed her. She's been having fun helping them ever since. Be the litteral little spider on their shoulder and help them out while cheering them !
Piety
Good grief... Such a huge city and so little respect for the dead. What a shame!
Growing up in the streets of Rodthull'heill, Piety was raised by the many spirits she could hear. Finding a purpose, she swore to preserve the eternal rest of the thousands of souls that helped her when nobody would and that led her to the Temple of Mir, The Shepherdess. Her new home. Always accompagnied by multiple souls that only show themselves as flower shaped magical markings either directly on her or on her surroundings, she joined a party of good hearted adventurers because as much as helping the dead is laudable, it is not filling the plate. And while she may not confess it yet, even to herself, she's starting to get accustomed to the warmth of a living group...
Blue
Take a stand, aim that bow and let your deadly arrows fly, you'll soon be back home ; hopefully.
Miresu
Aros
Hoy, there ain't no reason my lil' missy ain't getting all the stories she's afterLife may have been hard sometimes, that's true. You've been so deep you thought you'd never see the light of day anymore but that stopped when you've seen Carmelia's smile a few years ago while pickpocketing strangers in the Great Fish Market. You didn't know her yet felt like she was your very own sister. You suddently found back your brother's habbits. Helping her to get access to all the books and scrolls locked away by scholars, you've found a new purpose in life and a family that can give you the love you need to steer away the shadows that lurk deep inside your memorise.
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