Signore LaVorgna will be out of the city for a time, attending to business to the north. In his stead, Fausto Ferri has been authorized to meet with the client directly. A meeting time and place have already been negotiated - sundown at a small nameless cafe in the Isla Conserva, specifically in an Uthman neighborhood. The cafe can be found because it is across the street from a fountain with a griffon statue in it. The client is a Uthman trader named Master Yan Kasuwo, who has an interesting request. The merchant has a Lizardfolk bodyguard with will neither speak nor blink the entire time, save for periodically attempting to eat the gnome.
Magical Disruption in Gemric...
Check with each attempt to cast any magic, roll a d20. Magic items ignore all results - why? Magic.
1) Wild Magic Surge (PHB104)
2-3) Magic Casting Impossible
4-6) Attribute save at DC-20 or magic is at half effect.
7-9) Attribute save at DC-15 or magic is at half effect.
10-12) Attribute save at DC-10 or magic is at half effect.
13-19) Magic is normal.
20) Caster is a pocket of arcane stability, no need to check again for rest of session.
Mission - A valuable magic item, an enchanted skull of a famous sage called "Ilmi" (aiding in divination and navigation) was stolen by the Andreotti Brothers (Lucidato, Abilo, and Pericolo) thirty years ago during a pirate's raid on Bantsuri Woro in the Uthman Lands. They used the divinations of the skull to their advantage, becoming quite successful and eventually marrying into House Mirtonero. They kept the item a secret for a time, but rumors have crept out within the family.
Recently, Yan Kasuwo heard the rumors about this and wishes to follow up on them. Unfortunately, the three brothers are notably paranoid about the Uthman, and they tend to stand out among the Gemiri. The job is straightforward:
1) Verify the rumors about the item - given proof of the story, or locating the skull, Master Kasuwo will pay up to 30gp each to the party.
2) Retrieve the magic skull, and return it to the local factor. If the skull can be passed to Master Kasuwo safely, he will offer 1000gp in platinum rods for it.
3) Kill the Andreotti brothers once the skull is recovered. Master Kasuwo will offer 200gp for each on slain. The method is unimportant, though particularly interesting deaths will net a bonus of 50gp.
Details - Ilmi's Skull is currently in the possession of Lucidato Andreotti, in a box hidden in a secret basement, accessible through in his study. The skull has several powers and interesting properties. Spell Save DC-15, Attack Bonus +8
Augury, Identify - User must make a CHR save vs DC12, if successful the skull will cast the spell. On a failure, the skull casts "Dissonant Whispers" on the petitioner.
Commune, Commune With Nature, Divination, Legend Lore, Scry, True Sight - 1/day - User must make a CHR save vs DC15, if successful the skull will cast the spell. On a failure, the skull casts "Dissonant Whispers" on the petitioner.
The skull is inert while exposed to daylight, and will remain inactive if handled with gloves. It will awaken when touched with bare hands. If the skull is taken from its shielded room or box without the sun shining on it, the authorities in Bantsuri Woro will know where it is. The liches will simply dispatch a Vrock to collect it and kill all witnesses.
Nabbing Abilo
Abilo (AC-16, HP-31, +6/1d6+4, 1d4+4 sword and dagger), Per/Stealth +5, Sneak Attack 2d6, Cunning Action (Da-Dis-Hi), Feats - Dual Wielder
10sp, 10gp, Silver Chain worth 110 gold, Potion of Healing, Gloves of Swimming and Climbing
Four Bandits (AC-12, HP-12, +4/1d6+2, 1d4+2 sword and dagger or 1d8+1 crossbow), Two Weapon Fighting, Per/Stealth +4
5sp, 2gp
All are wearing leather armor, and carry short swords and daggers, as well as throwing knives galore. One of the bandits is watching the merchant's shop at all times. The plan is for the bandits to approach the merchant on a side alley from both sides. The front pair distract, the back pair backstabs (Ides of March), and Abilo covers with his crossbow from a nearby roof. Abilo will run for the nearest canal if things go badly and swim away.
If they capture him, they will interrogate him about the Skull. He will happily confess that there is a basement level to his brother's house, accessible through a secret door through the study. He will not mention anything about traps or Uncle Sanguino. Abilo will attempt to bargain his way out of whatever situation he is in, offering money galore - his brother is wealthy, and will pay a ransom for him - actually more than what their patron offers.
Lucido Andreotti's Manor
Outside the manor is a small garden area with a gated entrance on the main canal. It offers reasonable places for concealment.
The main floors of the manor are relatively mundane - there are servants, all Commoners. The house always has at least five bodyguards in residence, stats as Thugs (AC-14 due to armor and DX, HP-35), equipped with "runed" rapiers (+4/1d8+2) and light pistols (30/90, 1d8/x3 on crit). If Lucido is not in the house, there will only be three. There are light crossbows placed in discreet cabinets all over the house. There will be one guard on each floor, and one walking the grounds. Three huge hounds (Wolves) also wander the grounds, usually one in the garden with a guard, one is with the children and one is wandering around - often in the kitchen being a nuisance.
In the basement, which theoretically should not exist due to the high water table, the Andreottis keep their private stashes. Every room is behind a locked door, DC-12 to pick it. There are two entrances - stairs from a secret door in Lucido's study, and a secret ladder in the laundry room that leads to a low hallway (fight at disadvantage)
Contraband Storage holds casks of fine wines, two casks of Red Powder, a large ceramic cask with a small Gelatinous Cube (AC 7, 20HP, 1/3 acid damaged if released), a locked box with the body of a missing candidate for Grand Council (Leomundo Arciboli), and a locked box with various maps and notes of resalable interest to the Beekeeper's Guild (500gp). If the PC's rummage and fail a DC-13 Stealth roll, Sanguino's Swarm of Rats will attack intruders.
Street Access refers to one of two narrow emergency tunnels with locked, trapped gates - DC-12 to spot/disable, +6/1pt piercing, DC-15 Con/1d10 poison from the dart trap in the wall. At the end is a short shaft leading to an alley, DC-15 STR to push open the stone covering it. The exit has a small peephole so the user can see the alley (DC10 Perception to see if alley is empty, 50% during day/95% at night. The southern one is the primary way for Sanguino to enter and exit the room. It has a pit trap, 15' into slimy water and spikes (DC-13 Wisdom), 1d6 + 1d10 spikes. A small latch on the wall (DC-12 to spot) locks the pit so it can tread safely.
The rest of the basement is separated by a 15" hallway, abnormally dark. Immediately beside the door is a lever which pulls a small stone with "Darkness" cast on it up into a small metal cylinder which changes the "Darkness" back into the normal absence of light. Anyone not specifically skirting the wall may (DC-13 WIS) fall into a narrow hidden pit, 15' deep with 3' of dirty water at the bottom, for 1d6 falling damage, plus 1d10 piercing damage from spikes. They will then be trapped within (DC20 STR to pry open). Climbing out is DC-13 at disadvantage due to the slimy sides. The water is foul, and the victim risks infection.
Water Gate is a hidden canal exit with 4' deep water. Standing in the waterway is difficult, DC 12 DEX save due to slimy, uneven flooring. There are two small boats (one is Sanguino's, with a cloak, a pouch with 150sp, and a change of clothes in a waterproof seabag), and a waterway leading to a canal - this exit is locked and trapped as well, DC-12 to spot/disable, +6/1pt piercing, DC-15 Con/1d10 poison. This is the primary entrance to the under level, but it requires a DC-14 Spot check to find from outside.
Vault is a lead-lined room, mostly scry-proof. The door requires a DC-12 STR roll to open and has a DC-15 lock. In a locked box is Ilmi's skull. A Rug of Smothering lies on the floor in front of the table with the skull. It will attack anyone not one of the brothers, but every round it must roll a 1d6 - on a 1, it falls inert for that turn. Furthermore, there are two Skeletons wearing Uthman robes and similarly carved skulls, each with two short swords (two attacks, +4/1d6+2). They will attack anyone in the room as soon as the skull is exposed. They can be commanded by anyone holding the skull with a DC-12 CHR roll. As long as Ilmi's Skull is out of the case, the skeletons will reassemble themselves and resume the attack. If they are slain after the skull is put away, they will remain down. These were acquired at the same time as Ilmi's Skull, and are part of the complete set.
Rumpus Room is a torture chamber, with manacles and blood on the floor, and a table with a box of unpleasant tools. There are several empty kegs and lead slugs, used for disposing of bodies in the bay. It is also where Uncle Sanguino feeds.
In-Law's Crypt is a snug little apartment where Uncle Sanguino, favorite of Analucia, has been exiled to by the Mirtonero elders. He is a Vampire Spawn, (AC-15, HP-75, 10pt regen, +6/2d4+3 claw, 3d6+3 bite, 1d8+3 "Dancing" rapier, 1d10+3 heavy crossbow), DC-14 WIS Save Charm. Though an undead horror, he is lonely and bored and will be content to palaver and toy with the PC's until they become a threat. If they seem reasonable, he will offer to hire them to eliminate members of the Mirtonero family, to help him restore his position. He has an extensive collection of books and can act as a sage on certain topics.