Quests: Port Durami
A collection of tasks and side quests that can be found within Port Durami.
Plot points/Scenes
1 - Lost at Sea - A family of fishers were reported to be out at sea during the ant invasion of port Durami and never came back...
2 - A Sailor's Revenge - A local dispute between shipwrights has escalated due to the tension within town and people are getting hurt...
3 - Smoke for Muravey - The local alchemist and Zemo have been preparing items to counteract another ant invasion but need live specimen...
4 - What goes Bump in the Night - Odd sightings have been reported to the guards at night and with many missing or wounded they can't investigate it, unless...
5 - Pale Expedition-057 - A minor Pale leak has been identified by the mages of wraentis on a small island within the dawn sea...
Themes
Rebuilding
Structure
Exposition
1 - One of the sailors down at the harbor reported one ship still yet to return to port, the Aarstad family. He insists they were far enough out to avoid the invasion and is willing to offer anyone investigating their disappearance his fishing boat. The PCs may then set out into the waters to investigate...
2 - Two shipwrights, Richard and Borre, are found in serious argument within the Sea Breeze Inn over who stole the other's equipment. Further discussion reveals that both of them have, on multiple occasions, woken up to missing gear. Their rivalry between one another the only evidence of the other's theft. Talking with other ship-wrights (All of which are Unfriendly to outsiders usually) reveals that over a dozen of them have had similar incidents. Each reports finding small amounts of (Monster Material) in their homes and storage rooms.
3 - Arcanist Zemo approaches Elel at night with an inquiry. Him and the local alchemist have been running experiments on some of the ant corpses left around town in order to prepare against another invasion. And now they have some experimental items they'd like to try on living ones to see the effects. The Party is tasked with either testing them and recording their results or bringing back 1 Soldier Ant & 1 Drone Ant ALIVE. The Items have the effects as followed:
- Rage (An ant goes mad attacking all creatures around them) Red Brew
- Calming (They lose all hostile intent) Blue Brew
- Suppression (They become paralyzed.) Yellow Brew
- Confusion (They act wildly and unpredictably as though confused.) Purple Brew
- Mimic (When used on a creature that creature is viewed as a fellow Ant.). Grey Brew
Rising Action
1 - Upon going out into the water to investigate, the players will find a number of clues to lead them to the family's mostly destroyed ship and current whereabouts. The Clues Include:
- Broken pieces of Wood scattered throughout the water
- Two Dead Ant Carcasses (A Heal Check Reveals One killed with weapons and another with large bites.)
- A large silhouette within the water passing by occasionally (Perception Check DC:21)
- Blood in the Water (Human Blood)
- Albino fur being found in the workers' various storage houses and locations.
- Questioning those who claimed to have seen or heard the creature.
- Figuring out what it stole. (Hammers, nails, wooden boards, metal-scraps, glue.)
- Etc.
Resolution
1 - Successfully saving the family results in multiple endings depending on the amount saved.
- Saving all four nets the party an individual 100 Gp each and immense respect in the town (All attitudes within town improve by two steps. Friendly banter, discounts & special offers.) And makes the port just a bit better within the coming days. (Describe the mood change.)
- Saving the wife and two daughters nets each individual in the party 75 gp and respect within the town. (All attitudes within the town improve by one step, they're decently respected more.) And makes the port just a bit better. (Describe the mood change.)
- Saving the daughters/daughter nets the party 50 Gp each and no change to town morale.
- Bringing back the remains nets the party 50 Gp... the town now mourns the death of children...
- Siding with scrap in a major way nets the party a bundle of goodies he'd stolen and his help whenever they want. They're his friends now too.
- Going against Scrap in a major way results in his exile/death and the favor of Madame Butterfly. (They have access to a major info network now. And a way to communicate with her when they need too.)
Plot type
Quests
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