This article provides material to prepare and run an adventure titled, »Intrigue at the Congregation« as a stand-alone adventure, or as the first part of a mini-campaign set in the ocean world of Thalassia. The material below builds on the general setting information about Thalassia which you can find here: Thalassia Overview.
The adventure is optimized for a party of four 4th-level characters.
Adventure Overview
The characters take part in »The Congregation« — the annual gathering of the political, economic, and intelligence elites of Thalassia, held in Emnor, City of Glass. At the opening gala, representatives of these factions approach the characters with job offers. During the events of the two-day summit, the characters find out that many factions are competing for access to recently discovered ruins. The party must decide whom to ally with … and bear the consequences of their decision.
Strong Start
Having arrived in Emnor, the adventure begins with the characters attending the Opening Gala in the Grand Crystal Hall — sometimes shortened to the Crystal Gala. This starting scene gives the players a chance to introduce their characters. Afterwards the party is approached by the host, Ambassador Orien Halix.
When you’re ready to start the adventure read or paraphrase the following:
All the powerful players and factions of Thalassia have gathered in Emnor for the annual Congregation. The first event of the summit, the Opening Gala is held in the Grand Crystal Hall. As you arrive, you enter a floating palace of glass. The crystal floors are covered in red carpets, upon which merfolk servants deliver golden champagne glasses to important diplomats.
As an elegant servant approaches the characters, ask each player to describe their character’s appearance, and say a few sentences about their background.
Afterwards, the host approaches the characters. Read or paraphrase the following:
Ambassador Orien Halix, host of the Congregation, and diplomatic leader of Emnor approaches you. The weathered female merfolk approaches you with a well-practiced smile on her wrinkled face.
»Welcome to the Crystal Gala. I, Ambassador Orien Halix and all of Emnor welcome you to the Congregation. We have brought you here because the delegations sometimes require… ‘freelancers’ to help them during the Congregation’s proceedings. I’m sure it’s only a matter of time before the delegations start approaching you. Happy Congregation!«
The characters can have a short conversation with their host, the leader of Emnor, Ambassador Halix, before delegations start approaching them with jobs. You can have Halix reveal some of the Secrets of the Congregation if the characters are particularly persuasive.
Freelance Quests
The following quests are offered by diplomats during the Opening Gala. The characters can decide which of these they want to accept and fulfill. They might want to pick multiple quests and play to multiple factions’ interests or commit themselves to one faction. The choice of quests will determine what happens in the scenes outlined below, and will influence the outcome of the voting at the Table of Thalassia (see the secrets below).
- Chancellor Gearwright Coglaine of Nod’Nol: »Follow the rumors that Ambassador Orien Halix, representative of Emnor, is not so neutral after all, and is influencing votes in favor of a single faction. Find out who that faction is!« (It’s Rathun. See the secrets below)
- Cardinal Soren Pike of the Church: »Find the maps of Calathis at the Midnight Market and ascertain whether there is any religious significance to them« (There are religious symbols on the maps.)
- Rebel Leader Fenix Tal: »Steal the maps of Calathis for the rebellion as bargaining leverage for freedom for the grung of the Colony.«
- Governor Thalia Marun of New Calath: »Assassinate as many members of the delegation of Rathun as possible.«
Scenes
The following scenes take place in the course of this adventure.
- The Crystal Gala. Delegations approach the characters with quests.
- The Midnight Market. Artifacts, secrets, and magical items are being traded and the characters can interfere in the exchange of maps of the ruins of Calathis.
- The Trial of Tides. The characters compete in an aquatic arena to represent a faction of their choice.
- The Diplomat’s Ball. As the delegations vote during a ball, violence ensues and the characters finalize alliances for the adventures to come.
Secrets of the Congregation
The following secrets, clues and bits of information can be revealed during the course of the adventure. You decide when and how to give these to the players — they might be disclosed by NPCs, found on documents, or revealed through encrypted messages.
- The Congregation is the annual gathering of the political, economic, and intelligence elites of Thalassia. Large delegations arrive for a two-day summit in Emnor, the City of Glass. The following events take place over the two days of the Congregation:
- Day 1: Crystal Gala. Opening gala, extravagant dresses, mingling, and quests handed out to freelancers (see above).
- Night 1: Midnight Market: Knowledge brokers of each delegation trade magic items, clandestine artefacts, and other archaeological finds.
- Day 2: Trial of Tides. The Anglo-Fishian Church organizes ritual games where the prices are blessings but a loss might mean death.
- Night 2: Diplomat’s Ball. Music, dance, gambling. The highlight of the night is the Table of Thalassia, where the diplomatic leaders of each delegation sit, debate and cast votes on codes and laws.
- This year, the biggest issue is the debate over control of the Abyssal Depths, a region of Thalassia where chaos reigns but resources are rich. The Depths are a recent discovery – they are a region which embodies all that is perverse, gruesome, and chaotic. Its virtually endless layers spiral downward into ever more appalling forms. Each layer of the Depths boast its own horrific environment. Although no two layers are alike, they are all harsh and inhospitable. Each layer also reflects the entropic nature of the Depths. In fact, much of what one sees or touches seems to be in a decaying, crumbling, or corroded state.
- There is no known resource that could be harvested from the Abyssal Depths but still a few delegations have already signalled a willingness to safeguard and control the area. Each is insistent that they should be the ones sending »protective forces« to the area.
- A mythical scroll recovered from the Abyssal Depths is rumored to be in the hands of Admiral Korrak, leader of Rathun the Red Tide. Rathun has not shared what it found on the scroll: Maps which show the ruins of Calathis within the Abyssal Depths.
- By now everyone has heard that Rathun has a mythical scroll but only the spies of Cardinal Soren Pike of the Anglo-Fishian Church, Rebel Leader Fenix Tal representing the Colony, and Nod’Nol the City of Gears know that maps of Calathis are on the scroll.
- Actually, one other party is about to be informed about the maps. A meeting between Admiral Korrak and High Priestess Elyndra Vhall, chief diplomat of Lissandril will take place during the Midnight Market. Precisely at midnight, the scroll will exchange hands there, as Lissandril promises to support Rathun’s monopoly over the Depths in exchange for access to any secrets discovered in Calathis.
- The Table of Thalassia is made from the wood of the mythical tree named Thalassia that once stood on the Colony and gave the world its name. Over the years, the table has seen many trades, alliances, and betrayal. And its fibre has been soaked with blood more than once.
- Each delegation hires freelancers for various jobs during the congregation: delivering messages, sabotaging enemies, and even more daring undertakings are an open secret of the Congregation.
- The Ghannabar is the evil counterpart to the pantheon of sea spirits officially adhered to by the Anglo-Fishian Church. The evil dragonturtle is the mythical creature that offers temptations and bargains and watches over the Dustlands – eternal, waterless wastes where the church says sinners go.
Fantastic Locations
The following locations are settings for scenes during the adventure:
- The Grand Crystal Hall (Opening Gala). White crystal cathedral, water flows from the ocean into the entrance, white banners and carpets representing Emnor.
- The Glimmering Shoals (Midnight Market). Only appears with a full moon, coral platform rises above the canals of Emnor, floating bioluminescent jellyfish create colorful lights.
- The Wave Bowl (Trial of Tides). Cascading waterfalls surround a coliseum for aquatic combat, statues of holy sea creatures of the Anglo-Fishian church adorn tiered seating areas, consecration zones for blessings by the clergy.
- The Lazurite Atrium (Diplomat’s Ball). A chamber made from vibrant blue mineral, adorned with white curtains and carpets, magical light is refracted through curtains of mist.
NPCs
- Ambassador Orien Halix (female merfolk) – Emnor
- Motivation: To maintain and expand Emnor’s neutrality and diplomatic ties, focusing on securing technological sharing agreements related to the Abyssal Depths.
- Mannerisms: Frequently adjusts glasses, speaks with a clear, precise tone.
- Rebel Leader Fenix Tal (male grung) – Colony
- Motivation: Uses the Congregation to garner support for the Grung’s plight and to secure more humane conditions, intrigued by any strategic use of Calathis’ maps for bargaining.
- Mannerisms: Fidgets with a locket, speaks abruptly, often cutting to the chase.
- Cardinal Soren Pike (male merfolk) – Anglo-Fishian Church
- Motivation: Aims to ascertain any religious significance of Calathis’ maps, advocates for preservation of the Depths as sacred sites.
- Mannerisms: Frequently makes the sign of the fish, speaks slowly with a resonant, sonorous voice.
- Admiral Korrak ‘Iron Tide’ (female merfolk) – Rathun
- Motivation: Focused on expanding Rathun’s naval dominance, seeks strategic advantages over the Depths for military purposes.
- Mannerisms: Clenches jaw when thinking, voice is deep and commanding.
- High Priestess Elyndra Vhall (female merfolk)- Lissandril
- Motivation: Driven to protect the spiritual sanctity of the Abyssal Depths and uncover any links to divine entities, particularly interested in the maps of Calathis.
- Mannerisms: Holds a prayer bead, speaks in a whispery, reverent tone.
- Governor Thalia Marun (female merfolk) – New Calath
- Motivation: Seeking to bolster New Calath’s status as a trade capital by negotiating for exclusive navigation rights through the Depths.
- Mannerisms: Strokes chin thoughtfully, speaks with a firm, assertive voice.
Monsters
The following monsters work as guards for the Congregation, as sea monsters for the Trial of Tides, and as warriors and mages for the final confrontation at the Table of Thalassia:
- Guards: guards, elite guards (veterans)
- Sea monsters: giant shark, swarm of quippers, giant octopus, merrow, giant water scorpion, chuul
- Delegations: thugs, merfolk brute (ogre), spellcasters (acolyte, mystic), cutthroat, elite warriors (bandit lord, veteran),
Treasure
The following treasures are more powerful than usual for a 4th-level party. This is because the items are appropriate for the next adventure in the mini-campaign. In that adventure, characters begin at 8th level.
- +2 weapon, spellcasting focus, holy symbol, or rod of the pactkeeper which can…
- … cast ensnaring strike 1/Long Rest (DC 17)
- … cast blight 1/Long Rest (DC 17)
- … on a hit (with spell or weapon attack): the target and creatures within 10 feet of the target must make a DC 17 CON save or take 3d6 lightning damage (half on success) 1/Long Rest
- potion of acid resistance, fire resistance, psychic resistance
- scrolls of fly, enhance ability, lightning bolt
- cloak of elvenkind, which can cast misty step 1/Long Rest
- +1 armor which can casts faerie fire centered on the wearer 1/Long Rest (DC 17, does not affect the wearer)
License
This work includes material taken from the Lazy GM’s Resource Document by Michael E. Shea of SlyFlourish.com, available under a Creative Commons Attribution 4.0 International License.