People on the Ship:
- Crew Names:
- Captain: Zorcrath Dethtoxad
- First Mate: Udomorn
- Magineer: Sulprax
- Cartographer: Nesmorn
- Chef: Leachos
- Enterntainment Manager: Krivbarum
- Stewards: Orlafarn, Gurzita, Echus
- Crew: Artrin, Kochak, Clemphac
- Guards: Wulfarn, Hijurn, Michun
- Firbolgs x8:
- The Elder
- The Carer
- The Singer
- The Scout
- The Bread Maker
- The Enchanter
- The Bird Speaker
- The Shape Changer
- Planar Hitchikers:
- Glinda the Fireheart (Solar)
- Fiero the Satyr
- Plum
- Peach
- Cherry
- Apple
- Pear
- Orange
Ship Details:
- Name: The Aurura Pegasus
- Description:
- Top deck is open and comfortable. There is a covered auning in the centre filled with cormfortable couches and magical protection from the elements. A second covered love seat is towards the back.
- The mid deck is for the pleasure of the diplomats who usually travel via this ship. Two comfortable and four twin bedrooms. A library, a games room, a dining area, four bathrooms, two lounges, a bar and and office space.
- The bottom deck is for the crew. 7 small bedrooms (1x2, 2x2, 3x3), storage, kitchen, mess area, and office.
- At the base, there are two drop away boats for escapes.
- Defences:
- Magical Sheild around ship
- fire a beam from the front of the ship 5 times a day
- the boat magically repairs itself over 24 hours
- once a day emergency speed boost
5 Days Events (roll d12 for event, d20 and d4 for the time between):
1: Storm
Follow unravelling Magic Effects https://www.dndbeyond.com/sources/tcoe/dungeon-masters-tools#EnvironmentalHazards
2: Roc attack
https://www.dndbeyond.com/monsters/16998-roc
3: New Island Appears
In the sea below, an island filled with a simple village of wood and hides and grasses. set as though just left, no signs of life at all.
- A total of 275,000 gp worth of coins, art objects, and/or gems, as follows:
- 255,000 gp in coinage:
- 2,500 gp art objects (×8; worth 20,000 gp total):
- Embroidered glove set with jewel chips, ×2
- Gold circlet set with four aquamarines, ×2
- Platinum bracelet set with a sapphire
- Eye patch with a mock eye set in blue sapphire and moonstone
- Embroidered silk and velvet mantle set with numerous moonstones
- A necklace string of small pink pearls
- Chime of Opening
- Portable Hole
- Spell Scroll of Wish
- Spell Scroll of Mighty Fortress
- Spell Scroll of Illusiory Dragon
4: Glowing Golden Ball moving eratically
Chaotic: You gain a +1 bonus to AC and saving throws. 24 hours
Lawful: Your Wisdom score increases by 2. 24 hours
Neutral: Your Constitution score increases by 2. 24 hours
5: Griffon riding Moon Elf messanger
'Which way to the Lunar Court, i must get a message to the Cresent King immediately'. He is from Mount Celestia. Boots of the Cloud Jumper. Panorian Moonbell.
6: Adult Blue Dragon attack
https://www.dndbeyond.com/monsters/16765-adult-blue-dragon
7: Magic Parasites try to eat ship
https://www.dndbeyond.com/monsters/653624-arcane-leech-adult
8: A Dark Tower containing a haunted dark elf prince
Prince Jonik Leolynn: https://www.dndbeyond.com/monsters/2317754-elf-princess
Princess Elmyra Aeran: https://www.dndbeyond.com/monsters/1157197-legendary-ghost
9: Storm Giant attack
https://www.dndbeyond.com/monsters/17256-storm-giant-quintessent
10: Confused Air Genie
Hataran The Sane: https://www.dndbeyond.com/monsters/245764-genie
11&12: Nothing
Visit to Honeson
- Fishing Boats going missing
- charming singing from the woods
- Farm animals started talking and are getting sassy
- Plants dying and blighted in a few neighbouring farms
- The well echo has started responding
- Mrs May is Missing
- Strange purple pox popping up around town
- Make everyone leave my farm
- Shops keep catching fire at noon
- Children keep stealing and blaming 'Huckleberry'
- Screaming from the hills
- Ice cube demon in the centre of town
- Remove farm house from on top of farm house
- Fill large hole by pantha padock
- Find homes for misplaced people until they can go home
Find rare information
The temple sank into a deep rift which has no natural light. Between the sharp rocks and seaweed lie the ruins, and among the ruins hide two dead merfolk guards, and two hulking crabs. The hulking crabs probably can’t be noticed because of their Shell Camouflage trait.
General Features
Illumination. There are no light sources in the temple.
Water. For creatures with no swimming speed all the areas of the temple are difficult terrain. The depth of water is less than 2 feet (areas 1-3), and more than 3 feet (areas 4 onward), except where noted differently in the description.
Ceilings. Because of the effects of the elemental plane of water, the ceilings are covered in water, which is at least 1 foot deep. The ceilings are 12 feet high in hallways, and up to 20 feet high in rooms.
Size. Even though merrow are large, for all intents and purposes of this adventure one square equals 5 feet and they fit into the corridors easily because their bodies’ forms are more elongated and lean rather than bulky.
1. Entrance
You dive down a narrow staircase going deeper until you find yourselves in a small room. A corridor leads to the south. There is air in that room, the water parted in the middle. Two feet of murky water cover the floor and there is also water on the ceiling. It drips occasionally, the drops falling both down and up.
Except the curious effect of the split water, there is nothing of interest in this room. It is safe to rest here.
2. Offal Room
In the center is a rectangular well-like feature, like a hollow, broken pillar. Its depth is deeper than the floor and there is no water inside. The well is filled with bones, skulls and other parts of creatures, some killed not too long ago.
Treasure. Digging through the bones and offal yields a small pouch of 13 sp, and a copper ring worth 10 gp. a Wand of scowls.
3. Hall of Waves
The walls of this wide hallway are carved with images of the sky and its might, like great storms, clouds, the sun, moon and stars and many bird like people flying around. There is a repeating ring pattern that is easily noticeable; a successful DC 12 Intelligence (Religion) check recognizes it as the holy symbol of Astaria, though you also notice each of these symbols has been struck through.
4. Ambush
You step down a small flight of stairs into deeper water. In front of you lies a large room. To the sides narrow hallways disappear in the darkness as far as you can see. Suddenly you spot a ripple on the surface. Something big is swimming towards you.
Two chaos elementals attack, one from each side of the corridor.
5. Merrow Barracks
The rank and file of the merrow tribe spend time resting and sleeping here. There is nothing of value here.
6. Hall of Depths
This large chamber was formerly the temple’s main hall. The water swirls slowly clockwise in the middle. There is another swirling mass on the ceiling which moves counter clockwise. Large portions of the floor are ruined and the water is 5 feet deep there (the darker shade of blue on the map).
4 elementals attack in here. More will be summoned through the centre every other round
Exploring the Hall. After the fight ends the characters might want to explore the room. The only thing of interest is the ruined carvings on the walls which again show the aarakokra flying in the skies around the symbols of Astaria. The carvings go all around, except where the walls have been ruined and on the far south wall (see area 6A) and on the east wall, where they create a shape of the symbol of Astaria. A character making a successful DC 16 Intelligence (Investigation) or Wisdom (Perception) check there notices that the shapes outline a hidden round door. It’s then easy to find stones that can be pushed to unlatch it and open the heavy stone door into a secret room the chaos didn’t find.
6A. The Drain Portal
In the middle of the wall there is an ominous looking, perfectly smooth hemispherical cavity, one foot in diameter, surrounded by a network of grooves perfectly fitting the carvings. Sharp hooked blades of stone jut out below it. They seem to be encrusted with blood.
The chaos sacrifice prisoners here. When blood soaks the stone blades it runs into the grooves and flows around them filling the cavity. The whole wall starts glowing eerily, and when the blood fills it completely, you can peer into the space between planes. The chaos discovered this and corrupted the purifying powers of Astarias sunken temple.
A body has to be sacrificed to the portal to feed it enough blood by attaching it to a protruding stone blade. Unconscious characters are in dire danger of dying here, because they automatically fail their death saving throws. A character who is conscious and still attached to a blade takes 1d4 piercing damage at the beginning of their turn. A character can use an action to free themselves or others.
Closing the Portal. The portal can be closed forever by putting the giant plug (see area 9) into the cavity and turning it until it fits perfectly. Closing the portal ends the magic effects of the elemental plane of water on the temple. The water from the ceiling immediately falls down, and the rest of the temple fills completely in a matter of rounds. The walls and the ceilings start shaking. This is a dramatic cue for the characters to make a quick exit as the temple crumbles around them. It remains buried under the sea forever.
7A. and 7B. Shallowpriests Quarters
These rooms are identical, except for the items inside them. This is where the shallowpriests reside. The west room (7A) has a door that is a bit stuck and requires an action to open. These merrow leaders decorated their rooms with trophies from their hunts. Planks with ship names, ship flags, other driftwood, bones, skulls or other worthless seafaring paraphernalia adorn the walls. Each merrow also has a ship’s figurehead – a male merfolk figurehead in the east room, and a cloaked human in the west room. Both are carved from wood, the latter one is black and magical. Consider putting your own quest items here to be found.
Treasure. Wraith figurehead.
Wraith Figurehead
This figurehead depicts an undead-looking emaciated figure wrapped in a hooded cloak. It’s carved of black wood and can be mounted on a ship. Under a detect magic spell, the figurehead radiates transmutation magic. As an action, the ship can activate this item to cast etherealness as a spell. The whole ship is affected by the spell, but the duration is shortened to a maximum of 10 minutes. Once a ship uses this action, it can’t use it again for 24 hours.
(For other Superior Ship Upgrades see Ghosts of Saltmarsh, pages 196-198.)
8. The Treasure Room
What bounty the merrow claimed, they stored in here. There are two broken statues in the room. They used to represent Istishia, but they can’t be identified any longer. The treasure fills a couple of barrels, crates, and open chests.
Treasure. There is a total of 575 cp, 8,877 sp, 1,452 gp, and 60 pp. There is a silk bag with 12 pearls inside, each worth 100 gp, a broken spyglass (easily fixed by casting mending 1d4 times), an empty bag of holding, and three glass vials: potion of animal friendship, potion of resistance (cold damage), potion of greater healing.
9. Hidden Sanctum of Purification
A statue of Astaria dominates this small sanctum. It’s cradling a small altar with three round indents. In two of them stand fist sized round pearls – one blue, the other green. In the middle stands a bigger translucent round dark blue crystal with a metal handle resembling a large plug. The walls are filled with carvings. on the right hand wall are images of the sea (blue), on the forward wall is images of land (green) and the left are images of the sky (white)
The pacifier-plug item is one foot in diameter and fits the hemispherical indent in area 6A like a glove (see Closing the Portal section there). The characters can make that connection easily, no check needed. If anyone examines the crystal, they can see the cresting wave symbol that is everywhere in this dungeon undulating and glowing gently inside it.
The pearls are worth 1,000 gp each, but they also serve another purpose. By examining the statue-altar, and succeeding on a DC 14 Intelligence (Investigation) check, a secret compartment can be found and opened. Inside it is another fist-sized pearl, this one with a white sheen. The three pearls can be combined on the altar indents. Combined in the correct way they magically retrieve the lantern of Astaria. If the pearls are placed in the wrong order, they dissolve into sand. All three pearls must be placed into the indents for the magic to work, properly or improperly. Under a detect magic spell, the statue and the altar radiate conjuration magic.
The key to figuring out the order lies in the wall carvings, any character that studies the carvings can make a DC 12 Intelligence (Nature) check to figure it out.
Visit to Lefinia
Visiting the Queen
Arrival: a very weak half hearted and rushed 'party'
- Council meeting:
- Queen Arhna Glyndore
- Lord Daniel Beaumont
- Lord Jameson Sherridan - Military
- Kylen Amasticia - Fortelling
- Nictus Noorwood - Commerce
- Brice Maltby - Lord of City
- Perseus Trunk (the pantha) - Spy Master
- Victor White - High Priest of All Gods
- Lady Leora Blakely - City Mayor
- Iris Waveharp - Archmage
- Kestral Moondew - Archdruid
- Lord Marcus Windrivver - Law Maker General
- Nutmeg Lotusflame - Archive Keeper
- Lady Leta Grey of Chauntee - Master of Agriculture
- Zintra Dazzletwist - Artist of Invention
- Topics of Discussion:
- Chaos in the City
- Something large in the lake, Ships sharted going missing on the lake so no boats are currently allowed out (Sea dragon)
- Groups of 'thugs' are taking advantage of the chaos and causing issues in the city
- Reports from the slums of the city of poor families suddenly having lots of wealth from 'Golden Jorn'. Not necissarily an issue, but worth keeping an eye on
- One of the now abandoned houses on Protectors row has become overrun with large spiders
- Sickness outbreak, tracked back to the silver ladel tavern needs to be further investigated.
- The city bank was robbed, and a number of the high end stores by someone disgising themselves as Dan
- Gelatenous Cube blocking the northern gate out of the city
- Blood sucking Hawks are terrorising the local parks, which have also been closed off for now.
- New arrivals in town from other planes and housing is needed. Some have needs the city is not capable of providing (temperature, breathing, food, language)
- There has been a string of violent rages breaking out in the temple districts
- There is a new species of bees around the city; they seem to be breeding insanely fast and causing a lot of extra weed growth. Could mess with the local ecosystem
- There is a portal of some sort in a blacksmiths spewing fire creature out
- Ghosts keep popping up across the city trying to encourage others to join them in the afterlife
- There is a perminent blizzard in one of the housing districts.
- Graves are being dug up in the graveyards.
- General unrest in the city due to the fact we have only been in charge for a year and all of this is happening - it is not a good look.
- Pamphlets proclaiming Cousin Zanis Asmode Malecis Courage Glyndore should be on the throne.
- Rumours Zanis isn't dead
- A call for the Queen to marry a man capable of running the country for her
- Various calls to banish / execute various people from all sides
- Astarian (new god)
- Castle rebuild preparations
- News from Glyndore
- Thumbleway - The Ghosts and HArpies have stopped
- Honeson - The druids have kept the sea at bay, and Feenie and Lia are doing well managing the local farmtowns
- Ulis - The fissure through town has stabalised. temporary housing is being organised by the Mayor
- South Tipping - Reports of bright lights in the sky during the night and people losing time. Mages and Clerics have been dispatched
- Windrivver Isle - Mostly evacuated by Ralph Windrivver and the family. Rebuilding will take quite some time.
- Silvanus Grove - Heather Moonleaf has reported to be sending her druids across the continent to trial the anti Chaos Runes, it will not completely keep it out, but it will ensure no more planar activity manifests within.
- News from Abroad
- Kymil claim to be fine and all in control
- Axerock Lavaspeakers ahev the lava back under control with minimal injury but are similar to us
- The clerics we dispatched to Helix have disapaited the necromantic storm so no more loss of life. They are sticking around breifly to help in general and make sure it isn't worse.
- Reports from Arkis claim they have met and crowned a new patron goddess. More information will be needed before we know if we need to get involved.
- Nellie reports Hillbrew hasn't suffered too much, and she has managed to deal with most of the issues with the contingentsy from Axerock.
Provideded by the queen:
- Provide a publishing house representative - Jasper Ruth
- Provide a Childrens Author - Adelle Stean
- Connections with Orphans - Kriskia set up a non-religious childrens charity and has set up various houses throughout the coutnry. Has the best interests of the children at heart.
- Can't spare any printing facilities for Astarian news
- Elsie is now running the local theatre and will help provide performers for verbal messages
- Victor White and Leta Grey are both well thought of when it comes to the temples, so will spread the message.
- Prudence is the queens personal seamstress and any patterns can be given to her to manage reproduction in the repurposed factories along the docs
- Zintra Dazzletwist can be used to develop any items you might need for thunder and force damage
- Speldid Saucepan (36)
- Thunderstave, (54) hit really hard and make it loud
- Flute of Dragon Song (66), emits thunder damage with a note, and encourages allies
- Bow Harp of Valor (77), pluck the string to shoot an arrow of thunder
- Hurricane Lance (80) if any of you mount up
- Screaming Longbow (112)
- Sword of Resonance (131)
- Thunderous Flail (135)
- Ether Spear (61)
- Force Gauntlet (68)
- Null Chalk (93). Draw a line none can pass - if they try take force damage
- Timber (136). Enhanced woodcutters axe builds momentum and deals force damage
- Shopping
- Bruno Gilbert and Ivy Hays are sellers of unique, high end magical items and should be able to source things you want. otherwise i asked them to select some of their most interesting stock for you.:
Details
- Blood Sucking Hawks
- Ghosts on the Doc / Sea Dragon:
- Fake Dan / Poor becoming Rich / Sickness in the Inn
- Clarissa Goodberry - 12 - Half Elf Twin 1 (bard)
- Tristan Goodberry - 12 - Half Elf Twin 2 (bard)
- Noah Oaksworth - 12 - Wood elf found. (rogue)
-
- Temple Rages
Visit to Argars Family