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Where Bastards Go To Die
Where Bastards Go To Die
A 4E D&D Adventure for Five 9th-Level Characters
Background:
Thirty years ago, a githyanki raiding skiff slipped out of the astral plane and rampaged the northern hills, taking many human slaves destined for forced labour - or worse. However, the captain of this foray found his authority challenged by several of his lieutenants, who sought to seize power for themselves. The leader of the mutineers, a heartless schemer named Ylarr, battled the captain for control of the ship. And lost.
However, Ylarr was not killed by the captain. Instead, the captain threw Ylarr off the deck of the skiff, along with his fellow mutineers. "You are not fit to call yourselves Githyanki," the captain sneered. "And you will suffer now among beings almost as worthless as yourselves."
Ylarr and the mutineers found themselves stranded on the material plane, unable to find a way back home. While any of them could have found a gate to the Astral (and indeed, a few did just this), the exact path back was unknown to them. Most abandoned Ylarr, except for a fairly meek Githyanki Navigator named Semou. The two companions wandered the land for years, hoping to find a way home. Semou just wanted to be among his fellows once more; Ylarr wanted vengeance.
They had almost given up hope when an earthquake hit the shores of the quiet fishing village of Aierre. Afterwards, dark red coral erupted from the waves, and a crooked tower, covered in kelp and barnacles, was seen on the distance. Word of this tower spread through the land, soon falling upon Semou's ears. He knew of the tower... an ancient Githyanki gateway to the astral sea. And a way back home.
Synopsis:
The PCs make their way to Aierre (recently flooded by adventurers, fishermen, and profit-seekers) in the hopes of exploring the crooked tower in the centre of the reef, though they soon learn that the coral is nearly impossible to cross. Trying to find a means of bypassing the coral, they learn of a wizard’s ritual that may help. But upon searching the wizard's hut, they find he has been killed. The PCs learn that he’s created a ritual allows the reader to cross the blood-draining coral, but at the cost of agreeing to life-draining magicks.
A few days later, they are approached by a healer woman who begs them for help - many people have been found completely catatonic, wandering the streets. As the PCs investigate, they find that two Githyanki are rounding up people in order to use their souls to power a ritual to cross the coral. The PCs storm the Githyanki's lair - an old crematorium - and confront Semou, who tearfully reveals his part in the plan to "go back home".
The PCs are given magical cloaks that allow them to cross the blood coral in the hopes of catching Ylarr, using the souls of captured victims to prevent their dying from the coral's effects. The PCs eventually chase Ylarr into the tower - and from there to a Githyanki Astral Fortress known as Journey's End - with the hope of retrieving Ylarr's ritual cloak and freeing the trapped souls within.
Introduction:
The PCs can hear of Aierre's plight from a variety of sources best left to the individual GM. Whatever the source, they learn that a recent Tsunami hit the coastal village of Aierre, and that after the quake a huge patch of blood-red coral had risen from the waves. And in the centre of this coral was a Leaning Tower.
Naturally, PCs will want to investigate this newly-discovered ruin. They are, after all, PCs.
When they get to Aierre, they find the village is swarmed with people. Many are adventurers trying to find ways of crossing the coral, while others are vendors and tourists, awed by the coral and the winds that seem to emanate from the tower. Others still are fishermen, who brave the waters in search of fish, which are found in abundance (the blood-draining effects of the coral are weakening many fish; this attracts predatory fish, which are soon weakened, which draws in even more fish).
PCs get a chance to explore the village, during which they can learn:
The Coral: The Coral is blood red, and rises at most a metre from the water. It is uneven, very sharp, and riddled with tide pools and the rotting bodies of fish. When the high waves strike, they blast up a dozen metres into the air along with the collected blood on the rocks. Any who get within a few feet of the coral feel a pulsing under their skin... and any who actually step on the coral find their blood begins to seep through their skin, being pulled towards the coral like a piece of iron is to a magnet. (Game effects can vary; it is suggested that every minute on the coral requires an endurance check at DC 23... failure drains a healing surge from the victim). As of yet, no one has been able to make it more than a couple of hundred yards into the coral.
The Tower: The tower is surrounded by nearly a kilometre of coral in every direction, and is roughly a half kilometre from the shore of Aierre. Even from that distance, though, the viewer can clearly see that the tower tilts ominously to the north, jutting from the ground at a 70 degree angle. Those with knowledge of the seas point out that it leans in the same direction as the ocean's currents, and suggest that centuries of being pushed have caused it to tilt in the sediment. Indeed, viewers with a spyglass note that the tower is covered with rotting seaweed, and is completely blanketed in layera of barnacles, oysters, and clams.
The Winds: The Tower is surrounded by a vortex of winds (caused, in part, by the open gate in the tower's heart; air is moving from the material plane into the Astral, creating all sorts of weather disturbances). This vortex creates very strong winds that cause massive waves and bizarre weather effects. In addition, they make flying a very difficult endeavour. Those that try are buffeted and thrown by the gales, and many are eventually pushed to the blood coral below, with disastrous results.
The Search:
Around this point, the PCs will most likely be searching for a way to cross the blood coral. Flight is obviously out of the question, due to the strange winds, and most PCs of this level probably lack long-range teleportation powers. The only way to the tower is through the coral... which is impassable at this point.
After some asking around, the PCs learn of a hedge wizard who has been developing a ritual that will allow the crossing of the coral. However, when the PCs get to the wizard’s home, they find the window broken and his dead body on a bed. There is no trace of the ritual he had been working on, save for some scratch notes. These notes describe the basics of the ritual – a spell that allows the creation of a magical cloak that absorbs the blood-draining necromancy of the coral. Unfortunately, the notes suggest there’s been a problem – the cloak needs an energy source to provide that protection, and this energy source is currently the soul of the cloak’s wearer. In essence, the wearer is protecting his physical body by sacrificing his soul – obviously not much of a solution.
The Healer Woman:
The PCs probably do not want to use the ritual notes, but these notes could provide the groundwork for creation of a ritual of their own. If the PCs decide to do this, they undertake a skill challenge. Devised by the GM, the PCs perform arcane research, ask questions on the street about the wizard, and perform endurance tests in arcane trials. This challenge will take a few days, and will probably be interrupted by the healer woman (described below), but if the PCs are able to finish the challenge, they may wind up with a ritual that will create cloaks of soulbound resistance of their own... only these cloaks would not require the steep cost of the cloaks created by Ylarr, described below.
A few days after the PCs enter Aierre, they are approached by a local healing woman. She takes the PCs to her healing house, and shows them five catatonic men and women – they were all found in the street, unable to do anything beyond draw breath. They have remained catatonic for days, in some cases. Careful questioning reveals that the first catatonic soul was found roughly a day after the wizard was killed.
What’s Going On:
Ylarr killed the wizard and stole the incomplete ritual. Rather than seeing the soul cost of the cloak as a hindrance, he saw it as a benefit. Ylarr knew of another ritual, learned during his time in the nefarious Githyanki fortress of Journey’s End, which allowed a warrior to link his soul to that of a bound victim – injuries on the warrior would first appear on the bound victim.
Ylarr was able to create a cloak (the Cloak of Soulbound Resistance, below) that was powered by the souls he trapped. However, to do this, he needed victims who were calm at the time of the ritual’s casting – agitated souls were naturally more defensive, and resistant to the binding effects.
This was where Semou came in. Ylarr is an intimidating figure (not just because he’s a Githyanki; his recent forays into the Blood Coral have caused his skin to porously leak blood). The younger Githyanki has long had some minor shape-shifting powers, granted by a magical amulet. Semou also has a rapport with “lesser” mortals, and secretly, he’s even come to admire many of them.
Semou’s desire to get home overweighs his empathy for others, and so he has been rounding up humans (both locals and visitors), chatting them up and plying them with alcohol, before taking them back to the abandoned crematorium outside of town where the Githyanki have been holed up. There, over a “friendly game of cards”, Ylarr would secretly cast the ritual and bind the souls to his cloaks (Ylarr has made one cloak for each Githyanki of his “crew” – only Semou has responded to the call, however).
Investigation:
Next comes an investigation portion of the adventure (or, optionally, a skill challenge), with the possibility of combat encounters with rival adventurers (“get off my turf!”), thief gangs, Lacedons (Aquatic Ghouls) from the blood coral, wind elementals, or whatever other fiendish encounter the GM can dream up. As the PCs investigate the catatonic victims, they uncover more and more of Ylarr’s plan.
How exactly this plays out is beyond this outline, but it should involve discussions with the family and friends of victims, references to the disguised Semou, along with mention of the crematorium. Eventually, the PCs learn that the victims were last seen heading towards the Crematorium with a strange-looking human (the disguised Semou).
The Cloak of Soulbound Resistance:
The Ritual Ylarr has created consists of two fused rituals. It causes the captured souls to be linked to the wearer of the cloak – damage the wearer suffers is transferred to the victim instead. However, because of the Wizard’s original ritual, the only damage that is transferred is the damage effect of the blood coral. But that is enough for Ylarr.
Were he to enter the blood coral, the vampiric effects of the rock would be drained from the souls (and bodies) of the catatonic victims. But there are two additional effects:
First, the connection to numerous souls at once is heady and intoxicating. The wearer of a cloak connected to perhaps four or five souls at once finds his senses overwhelmed, his mind moving in multiple directions. The power the wearer feels is immense. The result is the wearer, for all intents and purposes, is drunk.
Second, due to a quirk in the ritual, should one of the souls die, the wearer of the cloak will feel a sudden increase of personal power. Because of this, it is Ylarr’s intent to widen out the damage to all the souls at once, so that when they die, he can use the power boost to help in his goal of killing the Githyanki of Journey’s End.
The Crematorium:
When the PCs get to the Crematorium, they will naturally have to fight their way through undead guardians (who have allied with the Githyanki due to Semou’s gilded tongue). Eventually, they find the Githyanki lair, along with Semou (and nearly two dozen more catatonic victims).
Semou drops his human disguise, and puts up a half-hearted battle (his powers should be charm-based). He is clearly outmatched, and offers a deal. He tells the PCs much of the story given above (perhaps revealed through a skill challenge?), revealing at the end that he got into an argument with Ylarr when he found out Ylarr’s true goal (to destroy Journey’s End), and Ylarr soon left in a drunken haze. Semou tells the PCs of the Cloaks’ effects, and how Ylarr plans to keep the souls alive until he gets to Journey’s End for the power rush. He honestly seems to regret his role in this affair, and repeatedly tells the PCs “I just wanted to go home...”
How the PCs eventually decide to deal with Semou is their affair.
In any case, they find that Ylarr has produced multiple cloaks (he had hoped that some of his fellow Githyanki mutineers would show up and join him in his quest for revenge). Knowing the effects of the cloaks (wearing it could cause catatonic victims to die), the PCs also know that if they don’t don the cloaks, they won’t be able to track Ylarr down through the coral (leaving those trapped souls to a fate worse than death). Furthermore, Semou tells the PCs that if they are fast, they should easily be able to reach the tower before permanently harming any of the catatonic victims.
The Blood Coral, part two:
The PCs make their way through the blood coral. If at all possible, try staging this during the night. Because of the wind, there’ll be a rainstorm, and possibly lightning. The coral tries to drain the blood from the PCs, but the cloaks protect them. (as a staging device, give each PC a list of four NPC names – possibly NPCs you’ve introduced earlier in the adventure – and how many healing surges each NPC has. Whenever a PC would lose a surge from the coral, let them choose which NPC instead loses a surge). Naturally, the PCs will be slightly drunk from the cloaks’ effects... however, they do not feel the rush as strongly as Ylarr does, due to differences in the physiology of githyanki and others (perhaps the xenophobia of the Githyanki makes the association with other minds all the more unsettling?)
As the PCs move through the coral, they should fight a pack of Lacedons (aquatic ghouls – adventurers who have already died on the coral trying to reach the tower), and possibly a maddened aquatic monster of some sort (taking ongoing damage from coral). Along the way, they catch glimpses of Ylarr, lurching back and forth drunkenly, speaking to the spirits around him.
However, Ylarr gets to the tower first. Before he does, though, the PCs see him cut off a chunk of Blood Coral, throwing it into his pack. When lightning strikes, they get their first good glimpse at the Drunken Githyanki – his face contorted in a haze, and bloody red streaks running throughout his skin. His eyes, fingernails, and the corners of his lips are caked with clotted blood. He carries a silver greatsword that has long ago tarnished to near black. He enters the tower blearily speaking to his spirits.
The Leaning Tower:
The Leaning Tower is a gate to the astral plane. It is leaning at a seventy degree angle, and much of it is filled with barnacles, seaweed, and the rotting carcasses of fish that were trapped in the building when it arose from the sea.
However, the tower is also home to astral ghosts, flickers of slaves sacrificed in Journey’s End. Many seem to treat the PCs as if they were the Githyanki overlords, and whimper and plead. Some beg for their captors to spare the lives of their children; others offer to sell out fellow captives “if you’ll just let me go”. As the PCs ascend the tower (which is difficult to do – it is tilted, uneven, and the slippery floor makes it all too possible for poor footing to cause a victim to slip right out the side), they are stopped by these astral flickers.
All the while, they can hear Ylarr above. He begins to chant a ritual of opening. When the PCs burst in on the top room - buffeted by rain, the sound of the crashing surf, and howling winds- the ritual reaches a climax, and the PCs (with Ylarr) are flung to the Astral Plane...
Journey’s End:
The PCs find themselves in Journey’s End, with Ylarr drunkenly lurching about.
Journey’s End is a Githyanki stronghold. Red Dragon whelps run in the streets, odd gecko-like lizards scuttle along walls, and the flayed corpses of humanoids twist on gibbets. The whole fortress is built in the heart of the astral, and floats on the inert body of a dead god. It has many narrow streets, and massive defensive fortifications are tended to by captured slaves.
The PCs emerge on a battlement overlooking much of the city... and Githyanki are closing in. The heroes have to get the cloak off Ylarr (who is attempting to use his blood coral to drain the nearly-dead captive souls to gain a power boost before Githyanki soldiers arrive) and escape the city.
Whether through role-playing, a skill challenge, subterfuge, outright combat, or something else, the PCs should eventually receive Ylarr’s cloak. Whether they decide to fight Ylarr, or leave him to his fate of killing as many of his fellows as he can before dying, is their choice. However, the PCs have to find a way back through the portal before Githyanki soldiers arrive.
Denouement:
When the PCs return to the tower, they may wonder how they’ll get back. After all, their cloaks are nearly drained, and they have to cross the blood coral. Luckily, the tower, having long been dangerously close to toppling, crumbles from the strain of the portals. Barely able to escape in time, the PCs survive the tower crashing into the coral. This crash naturally opens many large rifts in the coral, with the forced aquatic shockwave further cracking open rifts.
These rifts allow the PCs to return home while passing only a few patches of blood coral.
The PCs reverse the ritual and stop the catatonia from gripping surviving victims. Victims will have large bruises due to blood loss, but these will heal over a few weeks, quicker if the healer woman tends to them.
PCs might not receive much in the way of rewards in this adventure, though individual victims could well give PCs family heirlooms, monetary donations, or even future favours as thanks.
The Coral, exposed to open air, begins to die a week after the tower falls. Within a month, it is simply an island of red rock. The ruins of the fallen tower are combed over by treasure hunters, who soon abandon it when they learn it has little value (it no longer functions as a gateway to the astral).
Semou, if he still lives, is chased out of town, and finds himself walking the road, searching for a place to call home.
Ingredient Summary:
Quick note: I was going to suggest how each ingredient relates to the others, but that’d make a long post already longer. And if I have to explain the connections, I obviously didn’t make them strong enough. Hopefully, you can see how each ingredient is connected with the others.
Inebriated Githyanki: Obviously Ylarr. While he is only inebriated when he dons the cloak, he is not revealed to the PCs until this event, and will only cease being inebriated when the cloak is removed – at which point, the PCs will probably abandon him to his eventual death.
Con Artist: Semou, who has been rounding up victims for Ylarr.
Journey’s End: While the location is obviously a stand-in for this, I actually see “Journey’s End” as more of a theme for the adventure itself. Both the major NPCs are seeking an end to their “journey” on the material plane (one wants revenge, the other just wants companionship). The coral causes death (one form of “Journey’s End”), and the tower itself is a journey point. Even the crematorium can be considered a journey’s endpoint.
Blood Coral: Obviously the coral that surrounds the tower.
Leaning Tower: The tower in the centre of the coral. Leaning is defined in the text, and utilized both in ascending the tower, and in eventually escaping the coral.
Cloak of Soulbound Resistance: A bit different from the 3e Item, but I think it has some flavour. It obviously grants “resistance” to the coral, through the binding of souls.
Where Bastards Go To Die
A 4E D&D Adventure for Five 9th-Level Characters
Background:
Thirty years ago, a githyanki raiding skiff slipped out of the astral plane and rampaged the northern hills, taking many human slaves destined for forced labour - or worse. However, the captain of this foray found his authority challenged by several of his lieutenants, who sought to seize power for themselves. The leader of the mutineers, a heartless schemer named Ylarr, battled the captain for control of the ship. And lost.
However, Ylarr was not killed by the captain. Instead, the captain threw Ylarr off the deck of the skiff, along with his fellow mutineers. "You are not fit to call yourselves Githyanki," the captain sneered. "And you will suffer now among beings almost as worthless as yourselves."
Ylarr and the mutineers found themselves stranded on the material plane, unable to find a way back home. While any of them could have found a gate to the Astral (and indeed, a few did just this), the exact path back was unknown to them. Most abandoned Ylarr, except for a fairly meek Githyanki Navigator named Semou. The two companions wandered the land for years, hoping to find a way home. Semou just wanted to be among his fellows once more; Ylarr wanted vengeance.
They had almost given up hope when an earthquake hit the shores of the quiet fishing village of Aierre. Afterwards, dark red coral erupted from the waves, and a crooked tower, covered in kelp and barnacles, was seen on the distance. Word of this tower spread through the land, soon falling upon Semou's ears. He knew of the tower... an ancient Githyanki gateway to the astral sea. And a way back home.
Synopsis:
The PCs make their way to Aierre (recently flooded by adventurers, fishermen, and profit-seekers) in the hopes of exploring the crooked tower in the centre of the reef, though they soon learn that the coral is nearly impossible to cross. Trying to find a means of bypassing the coral, they learn of a wizard’s ritual that may help. But upon searching the wizard's hut, they find he has been killed. The PCs learn that he’s created a ritual allows the reader to cross the blood-draining coral, but at the cost of agreeing to life-draining magicks.
A few days later, they are approached by a healer woman who begs them for help - many people have been found completely catatonic, wandering the streets. As the PCs investigate, they find that two Githyanki are rounding up people in order to use their souls to power a ritual to cross the coral. The PCs storm the Githyanki's lair - an old crematorium - and confront Semou, who tearfully reveals his part in the plan to "go back home".
The PCs are given magical cloaks that allow them to cross the blood coral in the hopes of catching Ylarr, using the souls of captured victims to prevent their dying from the coral's effects. The PCs eventually chase Ylarr into the tower - and from there to a Githyanki Astral Fortress known as Journey's End - with the hope of retrieving Ylarr's ritual cloak and freeing the trapped souls within.
Introduction:
The PCs can hear of Aierre's plight from a variety of sources best left to the individual GM. Whatever the source, they learn that a recent Tsunami hit the coastal village of Aierre, and that after the quake a huge patch of blood-red coral had risen from the waves. And in the centre of this coral was a Leaning Tower.
Naturally, PCs will want to investigate this newly-discovered ruin. They are, after all, PCs.
When they get to Aierre, they find the village is swarmed with people. Many are adventurers trying to find ways of crossing the coral, while others are vendors and tourists, awed by the coral and the winds that seem to emanate from the tower. Others still are fishermen, who brave the waters in search of fish, which are found in abundance (the blood-draining effects of the coral are weakening many fish; this attracts predatory fish, which are soon weakened, which draws in even more fish).
PCs get a chance to explore the village, during which they can learn:
The Coral: The Coral is blood red, and rises at most a metre from the water. It is uneven, very sharp, and riddled with tide pools and the rotting bodies of fish. When the high waves strike, they blast up a dozen metres into the air along with the collected blood on the rocks. Any who get within a few feet of the coral feel a pulsing under their skin... and any who actually step on the coral find their blood begins to seep through their skin, being pulled towards the coral like a piece of iron is to a magnet. (Game effects can vary; it is suggested that every minute on the coral requires an endurance check at DC 23... failure drains a healing surge from the victim). As of yet, no one has been able to make it more than a couple of hundred yards into the coral.
The Tower: The tower is surrounded by nearly a kilometre of coral in every direction, and is roughly a half kilometre from the shore of Aierre. Even from that distance, though, the viewer can clearly see that the tower tilts ominously to the north, jutting from the ground at a 70 degree angle. Those with knowledge of the seas point out that it leans in the same direction as the ocean's currents, and suggest that centuries of being pushed have caused it to tilt in the sediment. Indeed, viewers with a spyglass note that the tower is covered with rotting seaweed, and is completely blanketed in layera of barnacles, oysters, and clams.
The Winds: The Tower is surrounded by a vortex of winds (caused, in part, by the open gate in the tower's heart; air is moving from the material plane into the Astral, creating all sorts of weather disturbances). This vortex creates very strong winds that cause massive waves and bizarre weather effects. In addition, they make flying a very difficult endeavour. Those that try are buffeted and thrown by the gales, and many are eventually pushed to the blood coral below, with disastrous results.
The Search:
Around this point, the PCs will most likely be searching for a way to cross the blood coral. Flight is obviously out of the question, due to the strange winds, and most PCs of this level probably lack long-range teleportation powers. The only way to the tower is through the coral... which is impassable at this point.
After some asking around, the PCs learn of a hedge wizard who has been developing a ritual that will allow the crossing of the coral. However, when the PCs get to the wizard’s home, they find the window broken and his dead body on a bed. There is no trace of the ritual he had been working on, save for some scratch notes. These notes describe the basics of the ritual – a spell that allows the creation of a magical cloak that absorbs the blood-draining necromancy of the coral. Unfortunately, the notes suggest there’s been a problem – the cloak needs an energy source to provide that protection, and this energy source is currently the soul of the cloak’s wearer. In essence, the wearer is protecting his physical body by sacrificing his soul – obviously not much of a solution.
The Healer Woman:
The PCs probably do not want to use the ritual notes, but these notes could provide the groundwork for creation of a ritual of their own. If the PCs decide to do this, they undertake a skill challenge. Devised by the GM, the PCs perform arcane research, ask questions on the street about the wizard, and perform endurance tests in arcane trials. This challenge will take a few days, and will probably be interrupted by the healer woman (described below), but if the PCs are able to finish the challenge, they may wind up with a ritual that will create cloaks of soulbound resistance of their own... only these cloaks would not require the steep cost of the cloaks created by Ylarr, described below.
A few days after the PCs enter Aierre, they are approached by a local healing woman. She takes the PCs to her healing house, and shows them five catatonic men and women – they were all found in the street, unable to do anything beyond draw breath. They have remained catatonic for days, in some cases. Careful questioning reveals that the first catatonic soul was found roughly a day after the wizard was killed.
What’s Going On:
Ylarr killed the wizard and stole the incomplete ritual. Rather than seeing the soul cost of the cloak as a hindrance, he saw it as a benefit. Ylarr knew of another ritual, learned during his time in the nefarious Githyanki fortress of Journey’s End, which allowed a warrior to link his soul to that of a bound victim – injuries on the warrior would first appear on the bound victim.
Ylarr was able to create a cloak (the Cloak of Soulbound Resistance, below) that was powered by the souls he trapped. However, to do this, he needed victims who were calm at the time of the ritual’s casting – agitated souls were naturally more defensive, and resistant to the binding effects.
This was where Semou came in. Ylarr is an intimidating figure (not just because he’s a Githyanki; his recent forays into the Blood Coral have caused his skin to porously leak blood). The younger Githyanki has long had some minor shape-shifting powers, granted by a magical amulet. Semou also has a rapport with “lesser” mortals, and secretly, he’s even come to admire many of them.
Semou’s desire to get home overweighs his empathy for others, and so he has been rounding up humans (both locals and visitors), chatting them up and plying them with alcohol, before taking them back to the abandoned crematorium outside of town where the Githyanki have been holed up. There, over a “friendly game of cards”, Ylarr would secretly cast the ritual and bind the souls to his cloaks (Ylarr has made one cloak for each Githyanki of his “crew” – only Semou has responded to the call, however).
Investigation:
Next comes an investigation portion of the adventure (or, optionally, a skill challenge), with the possibility of combat encounters with rival adventurers (“get off my turf!”), thief gangs, Lacedons (Aquatic Ghouls) from the blood coral, wind elementals, or whatever other fiendish encounter the GM can dream up. As the PCs investigate the catatonic victims, they uncover more and more of Ylarr’s plan.
How exactly this plays out is beyond this outline, but it should involve discussions with the family and friends of victims, references to the disguised Semou, along with mention of the crematorium. Eventually, the PCs learn that the victims were last seen heading towards the Crematorium with a strange-looking human (the disguised Semou).
The Cloak of Soulbound Resistance:
The Ritual Ylarr has created consists of two fused rituals. It causes the captured souls to be linked to the wearer of the cloak – damage the wearer suffers is transferred to the victim instead. However, because of the Wizard’s original ritual, the only damage that is transferred is the damage effect of the blood coral. But that is enough for Ylarr.
Were he to enter the blood coral, the vampiric effects of the rock would be drained from the souls (and bodies) of the catatonic victims. But there are two additional effects:
First, the connection to numerous souls at once is heady and intoxicating. The wearer of a cloak connected to perhaps four or five souls at once finds his senses overwhelmed, his mind moving in multiple directions. The power the wearer feels is immense. The result is the wearer, for all intents and purposes, is drunk.
Second, due to a quirk in the ritual, should one of the souls die, the wearer of the cloak will feel a sudden increase of personal power. Because of this, it is Ylarr’s intent to widen out the damage to all the souls at once, so that when they die, he can use the power boost to help in his goal of killing the Githyanki of Journey’s End.
The Crematorium:
When the PCs get to the Crematorium, they will naturally have to fight their way through undead guardians (who have allied with the Githyanki due to Semou’s gilded tongue). Eventually, they find the Githyanki lair, along with Semou (and nearly two dozen more catatonic victims).
Semou drops his human disguise, and puts up a half-hearted battle (his powers should be charm-based). He is clearly outmatched, and offers a deal. He tells the PCs much of the story given above (perhaps revealed through a skill challenge?), revealing at the end that he got into an argument with Ylarr when he found out Ylarr’s true goal (to destroy Journey’s End), and Ylarr soon left in a drunken haze. Semou tells the PCs of the Cloaks’ effects, and how Ylarr plans to keep the souls alive until he gets to Journey’s End for the power rush. He honestly seems to regret his role in this affair, and repeatedly tells the PCs “I just wanted to go home...”
How the PCs eventually decide to deal with Semou is their affair.
In any case, they find that Ylarr has produced multiple cloaks (he had hoped that some of his fellow Githyanki mutineers would show up and join him in his quest for revenge). Knowing the effects of the cloaks (wearing it could cause catatonic victims to die), the PCs also know that if they don’t don the cloaks, they won’t be able to track Ylarr down through the coral (leaving those trapped souls to a fate worse than death). Furthermore, Semou tells the PCs that if they are fast, they should easily be able to reach the tower before permanently harming any of the catatonic victims.
The Blood Coral, part two:
The PCs make their way through the blood coral. If at all possible, try staging this during the night. Because of the wind, there’ll be a rainstorm, and possibly lightning. The coral tries to drain the blood from the PCs, but the cloaks protect them. (as a staging device, give each PC a list of four NPC names – possibly NPCs you’ve introduced earlier in the adventure – and how many healing surges each NPC has. Whenever a PC would lose a surge from the coral, let them choose which NPC instead loses a surge). Naturally, the PCs will be slightly drunk from the cloaks’ effects... however, they do not feel the rush as strongly as Ylarr does, due to differences in the physiology of githyanki and others (perhaps the xenophobia of the Githyanki makes the association with other minds all the more unsettling?)
As the PCs move through the coral, they should fight a pack of Lacedons (aquatic ghouls – adventurers who have already died on the coral trying to reach the tower), and possibly a maddened aquatic monster of some sort (taking ongoing damage from coral). Along the way, they catch glimpses of Ylarr, lurching back and forth drunkenly, speaking to the spirits around him.
However, Ylarr gets to the tower first. Before he does, though, the PCs see him cut off a chunk of Blood Coral, throwing it into his pack. When lightning strikes, they get their first good glimpse at the Drunken Githyanki – his face contorted in a haze, and bloody red streaks running throughout his skin. His eyes, fingernails, and the corners of his lips are caked with clotted blood. He carries a silver greatsword that has long ago tarnished to near black. He enters the tower blearily speaking to his spirits.
The Leaning Tower:
The Leaning Tower is a gate to the astral plane. It is leaning at a seventy degree angle, and much of it is filled with barnacles, seaweed, and the rotting carcasses of fish that were trapped in the building when it arose from the sea.
However, the tower is also home to astral ghosts, flickers of slaves sacrificed in Journey’s End. Many seem to treat the PCs as if they were the Githyanki overlords, and whimper and plead. Some beg for their captors to spare the lives of their children; others offer to sell out fellow captives “if you’ll just let me go”. As the PCs ascend the tower (which is difficult to do – it is tilted, uneven, and the slippery floor makes it all too possible for poor footing to cause a victim to slip right out the side), they are stopped by these astral flickers.
All the while, they can hear Ylarr above. He begins to chant a ritual of opening. When the PCs burst in on the top room - buffeted by rain, the sound of the crashing surf, and howling winds- the ritual reaches a climax, and the PCs (with Ylarr) are flung to the Astral Plane...
Journey’s End:
The PCs find themselves in Journey’s End, with Ylarr drunkenly lurching about.
Journey’s End is a Githyanki stronghold. Red Dragon whelps run in the streets, odd gecko-like lizards scuttle along walls, and the flayed corpses of humanoids twist on gibbets. The whole fortress is built in the heart of the astral, and floats on the inert body of a dead god. It has many narrow streets, and massive defensive fortifications are tended to by captured slaves.
The PCs emerge on a battlement overlooking much of the city... and Githyanki are closing in. The heroes have to get the cloak off Ylarr (who is attempting to use his blood coral to drain the nearly-dead captive souls to gain a power boost before Githyanki soldiers arrive) and escape the city.
Whether through role-playing, a skill challenge, subterfuge, outright combat, or something else, the PCs should eventually receive Ylarr’s cloak. Whether they decide to fight Ylarr, or leave him to his fate of killing as many of his fellows as he can before dying, is their choice. However, the PCs have to find a way back through the portal before Githyanki soldiers arrive.
Denouement:
When the PCs return to the tower, they may wonder how they’ll get back. After all, their cloaks are nearly drained, and they have to cross the blood coral. Luckily, the tower, having long been dangerously close to toppling, crumbles from the strain of the portals. Barely able to escape in time, the PCs survive the tower crashing into the coral. This crash naturally opens many large rifts in the coral, with the forced aquatic shockwave further cracking open rifts.
These rifts allow the PCs to return home while passing only a few patches of blood coral.
The PCs reverse the ritual and stop the catatonia from gripping surviving victims. Victims will have large bruises due to blood loss, but these will heal over a few weeks, quicker if the healer woman tends to them.
PCs might not receive much in the way of rewards in this adventure, though individual victims could well give PCs family heirlooms, monetary donations, or even future favours as thanks.
The Coral, exposed to open air, begins to die a week after the tower falls. Within a month, it is simply an island of red rock. The ruins of the fallen tower are combed over by treasure hunters, who soon abandon it when they learn it has little value (it no longer functions as a gateway to the astral).
Semou, if he still lives, is chased out of town, and finds himself walking the road, searching for a place to call home.
Ingredient Summary:
Quick note: I was going to suggest how each ingredient relates to the others, but that’d make a long post already longer. And if I have to explain the connections, I obviously didn’t make them strong enough. Hopefully, you can see how each ingredient is connected with the others.
Inebriated Githyanki: Obviously Ylarr. While he is only inebriated when he dons the cloak, he is not revealed to the PCs until this event, and will only cease being inebriated when the cloak is removed – at which point, the PCs will probably abandon him to his eventual death.
Con Artist: Semou, who has been rounding up victims for Ylarr.
Journey’s End: While the location is obviously a stand-in for this, I actually see “Journey’s End” as more of a theme for the adventure itself. Both the major NPCs are seeking an end to their “journey” on the material plane (one wants revenge, the other just wants companionship). The coral causes death (one form of “Journey’s End”), and the tower itself is a journey point. Even the crematorium can be considered a journey’s endpoint.
Blood Coral: Obviously the coral that surrounds the tower.
Leaning Tower: The tower in the centre of the coral. Leaning is defined in the text, and utilized both in ascending the tower, and in eventually escaping the coral.
Cloak of Soulbound Resistance: A bit different from the 3e Item, but I think it has some flavour. It obviously grants “resistance” to the coral, through the binding of souls.