The Sermon of Kingfish VII
The Sermon of Kingfish VII
by Radiating Gnome
Ingredients:
Introverted Aboleth
Fork in the Road
Lonely City
Point of No Return
Inspirational Sermon
Changeling
Backstory:
- Freehaven was an independent citystate, on the tip of a peninsula, famous for seagoing trade, free markets, rumors of piracy, and for being ruled by a family of Aboleths.
- 15 years ago, upon the death of its progenitor, Gremtilosse, aka Kingfish VII, took the throne. Unwilling to continue with the work of ruling the city, it called up a permanent hurricane/demiplane of storm to surround the city, cutting off seagoing and flying travel to the city, and making travel along the lone road to the city nearly impossible. The city itself is in the eye of that storm.
- Gremtilosse hates dealing with any beings in person, except on it's own terms. It's obsession is to create the perfect Sermon of Assumption, to harness the faith-based power of thousands of souls and elevate itself to godhood.
- Gremtilosse tweaks and revises the sermon each day, trying to perfect it, and has been experimenting with the harmonics of that faith energy by taking active control over which worshiper are in which temple, and where they are seated, to attempt the perfect divine harmonics and elevate itself, finally, to divinity.
- Life in the city has become grim. Cut off from all sources of food, trade, and resources, the residents are entirely dependent upon the clergy for food, a bland fish stew served after services each day.
- Gremtilosse never appears in public, sending it's changeling High Priest, Soldi Anter, as his mouthpiece. Anter's mind is a twisted place -- even for a changeling -- bent by years of mind control and the telepathic presence of the Aboleth King. Over the years Anter has built compartments within his mind where he can keep ideas away from Gremtilosse, and he planned escape.
- About a month ago, Gremtilosse escaped. He learned over the years that Gremtilosse finds intoxication deeply disturbing, so to keep the beast out of his mind he has to keep himself powerfully drunk. So, staggering, he crawled out through the hurricane, used his ability to shapechange to get past the guards at the edge of the storm, and was free, so long has he remains drunk. His escape was short-lived, however. He told his story in a tavern, passed some drunken notes to the local lord, and then passed out. Unconscious, he sobered enough for the Aboleth to regain control and force Anter to return to the city.
Hook:
The PCs are approached by the lord who spoke to Drunk Anter. He gives them the packet of notes left by Anter, tells them what he can, and asks them to make their way to Freehaven, make contact with Anter, and see what they can do to save the city.
The packet of papers include most of the information given in the backstory, as well as more details about the Sermon of Assumption. Make this a big pile of handouts and allow the Pcs to work through it at their own pace. Details should include a little background on the two holy orders that serve the Aboleth (the
Order of the Net, monks who handle the logistics and keep order in the city, and the
Order of the Trident, clerics who deliver the sermons each day).
Approaching the City
Approaching by sea or air is impossible because of the hurricane-force storm. By land, they first encounter a guard post manned by a handful of monks armed with nets. These monks warn them away, letting them know that if they enter the storm, they will not be able to come back. This is true -- after Anter's escape, the barrier between the demiplane/storm was strengthened to only allow passage in, not out -- so once the PCs enter they will not be able to get back out unless Gremtilosse is killed or convinced to let them leave.
The approach will be an extended skill challenge --or series of skill challenges -- that test the resourcefulness end endurance of the PCs. They should be tapped out by the time they reach the city.
Freehaven
Freehaven is basically a city that has been under seige for 15 years. The people are stumbling shells, whose days consist of finding their neighborhood Warden, a Brother of the Net who gives them their daily temple and seat assignments; then they go to that temple, sit in their assigned seat, and listen to the sermon. After the service, the Brothers of the Net provide them the fish stew that is their only source of food (with the exception of rare stores of luxuries, which have been almost all depleted over the years).
Bearing weapons, obvious spellcasting tools, or armor in the city is forbidden. Most of the people wear well-worn rags (no way to get new clothes for the past 15 years). Since the city does not get visitors, though, there's not much need for a sign to tell visitors that those items are forbidden. So the PCs will stand out like a sore thumb if they don't take measures to look like they belong. If they don't, they will have repeated encounters with patrols of Order of the Net patrols (and alert the city to the presence of outsiders).
The people mostly stare, and are not helpful, but that will immediately turn around if they're offered food. Even trail rations would be a welcome break after 15 years of the same crappy stew. The people have not seen Gremtilosse, whom they call Kingfish VII, for many years. His predecessors were much more interested in public displays, but Gremtilosse only interacts with the people through his high priest and the two holy orders.
The Sermons
The PCs should experience one of the sermons early. The scene starts with bells tolling the call to prayer; people drop what they're doing and shuffle into temples. They take specific assigned seats (different daily, given to them on chits by the Order of the Net). Then a Brother of the Trident steps up to the altar and delivers a real fire-and-brimstone sermon. Harmonic divine energies build in the temples -- resonating between the people and the priest, driven to crescendo by the sermon, all channeling power to a power crystal (one for each temple) in the wall of the palace.
In the streets, strange magical effects are felt in the flux of that power -- magic is unpredictable, may fizzle completely, triple in strength, or do something entirely different than what was expected. Then, the sermon ends; the people, exhausted, take their bowl of stew and go home.
The PCs need to make contact with Anter.
- If they're being sneaky, they can find moments when he's appearing in public to try to make contact with him. He'll try to shoo them away, then be taken over by Gremtilosse, and demand that they be killed (big fight scene, drive them out with tons of monks)
- If they're not being sneaky, Anter will get word through the Brothers of the net that they're in town.
- Either way, Anter will find an unattended moment to get himself drunk, shapeshift (to avoid the watchful eyes of the Brothers of the Net), and then go find the PCs so he can talk to them
- Drunk Anter will be able to help them get into the Palace, where they can make their way into the caverns below the city and try to find and kill Gremtilosse
The Palace
The palace is a shell used by the two holy orders as a monastery -- so it's full of clerics and monks dedicated to the Aboleth and it's quest for godhood. The PCs can fight their way in -- with the help of drunk Anter, who is shapeshifting to disguise himself -- or take on his true form in some encounters to try to get the party past some encounters.
During one of those early encounters, though, one of the clerics the party faces casts remove poison on Anter -- removing the effects of the alcohol from his body, and allowing Gremtilosse to regain control. The PCs might be able to subdue him and get him drunk again, to retain his help, but otherwise he'll flee the party and return to the Aboleth's side.
If the PCs lose their guide (Anter) they will be forced to find their own way through the palace to the catacombs.
Once the alarm is raised in the palace, Gremtilosse commands that the call to prayer is rung again, and within 15 minutes power begins to grow in the palace as the Sermon generates divine power.
The Caverns Below
Once in the caverns, Anter (if he's still with them) must begin to drink more and more to keep the Aboleth out of his mind. In no time at all he can no longer stay on his feet, and must be left behind, too drunk to be of any help.
In the caverns, after a few minor encounters, the heroes come upon a choice of two passages.
One is clearly the passage that is used -- the way is clear, there's signs of recent traffic, and the hum of magical energy can be heard from the chamber ahead.
The other is clearly abandoned, and there's no sign of traffic through that passage for the past several years.
The abandoned passage leads to the true lair of the aboleth, who uses his agents and puppets from here. The well-traveled passage leads to a central power gathering room, where crystals in the ceiling -- one for each of the power rods above the palace -- shoot their divine power into a collection crystal at the center of the room. a team of clerics tend the energy, while one, clearly possessed by the Aboleth, stands at a podium above it all, observing and watching the power grow.
- Destroying the central crystal in the ritual chamber -- or all of the crystals in the ceiling -- will break up the ritual and cut Gremtilosse off from the power generated by his sermon. When that happens, the Aboleth will escape through extra dimensional travel.
- Facing the Aboleth in his true lair will allow the PCs to defeat him once and for all, but his powers are amplified by the power of the Sermon.
- If the two battles can be fought at roughly the same time -- so that the aboleth is engaged with part of the party when the ritual is stopped -- it's possible to cut him off from his power and the defeat him much more easily.
Once the Aboleth is gone or dead, Freehaven is restored to the prime material plane, the permanent hurricane disappears, and the city is freed.
Ingredient Guide:
Introverted Aboleth - Gremtilosse, who does not want direct contact with his subjects, just to be left alone to work on his sermon writing project.
Fork in the Road - the choice, in the caverns below the palace, which determines if the players face a nigh-unbeatable nearly divine empowered aboleth, or destroy his ritual but allow him to escape, or perhaps choose both options and manage to defeat him once and for all.
Lonely City - Freehaven, once a free city of seagoing trade, now hidden away by the magic of it's Aboleth lord.
Point of No Return - The point at the start of the adventure when the PCs are warned that if they enter the storm, they will not be able to exit.
Inspirational Sermon - The sermon of Gremtilosse the Aboleth, Kingfish VII of Freehaven, designed to inspire the faith of it's audience so perfectly that it elevates it's subject (Gremtilosse) to godhood.
Changeling - Soldi Anter, the changeling high priest of Gremtilosse, who uses drunkeness to temporarily escape the mental clutches of the Aboleth and bring help to the city.