An old ship, a new beginning Plot in Lyx | World Anvil
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An old ship, a new beginning

### Premise People have been going missing, first, it was the carpenter's wife, then it was the baker's child. Slowly, friends, family associates have been going missing. One day someone close to you has turned up missing, eventually, a sealed letter turns up all you've been given is two names and a map.   ### Letter     First off, I am sorry to hear that you've lost someone dear to you. I can truly sympathise with you, rumour has it that a trader in the city Ducette has been selling slaves under the guise of an animal trader. Take the ship the Goulburn to the island just show them this seal and they will provide you with passage. Enclosed is a map, safe travels.  
  • A friend
  • Alternate:   First off, I am truly sorry to hear that you have lost someone dear to you. I can't be everywhere at once so I've elected to share a whisper, rumour has it that a trader in the city of Ducette has been selling slaves under the guise of an animal trader. The captain of the ship the Goulburn owes me a favour, show them my seal and they will give you passage. Enclosed is a map, safe travels.     The PC's will start on the ship the Goulburn where the captian Bisla will introduce the party to eachother and herself. This servers as the way for the party to aquaint themselves.

    Plot points/Scenes

    ## Ambush   A pretty elven woman (Mantis ) will approach the party, trying to play off that the woods can be dangerous. She'll be transporting gems for her husbands business (and has been doing so for a while) and will be accompanied by Rewalt Elfbane who looks like they can hold their own in a fight. The woman will offer to lead the party through an old trail in order to cut a few days off the travel time when questioned why it isn't used more often its because it is unsuitable for carts.   ## Fight   The players will be ambushed by 10 bandits with the Powder Mage hanging in reserve, the woman will stab one of them in the back and apply a weak (1d6) poison + a DC 14 constitution save or be poisoned for an hour.   Once the PC's look like they can start to win the wizard will step in saying, Why can't you idiots get anything right! They're just a bunch of traders. He will execute the other guy and then use sleep for the rest of the party. If anyone is still standing he will say I want them alive before helping out knocking out the rest.   ## The Cave   The PC's will wake in the cages. They need to escape and get their gear back.   Those who displayed magic will be given Dimeritium alloy shackles. Breaking out of their shackles will require a DC15 strength check or DC12 for Dimeritiuim shackles. They'll awake in two cages chosen randomly with a third empty one of the dying man. It'll be on them in order to get out, there are some random bits and pieces around. Including a rusty nail and some string but this will require a DC17 check to open this way, upon the second attempt the nail breaks.   ## Mages office   Give a random low-level scroll and a potion of healing as a reward. On the desk there will be a bunch of papers including an incomplete purchasing order(mention paying for a parrot or something), the dust on top will reveal that there used to be a book there if they get a high enough investigation check.   Mantis and the Powder Mage have buggered off elsewhere, need to decide where and why.

    Components

    Goals

    Leave the Goulburn and travel to the city of Ducette

    Relations

    Protagonists

    PC's

    Neutrals/Bystanders

  • Bisla
  • The cook
  • The physician
  • Adversaries

  • Powder Mage
  • 25 ish misc 'bandits'
  • Includes a cook, a couple of sentries and a physician.

    Backdrops

    Locations

    A 'goats trail' shortcut used to capture ignorant travellers to sell off as slaves, the PC's will be ambushed either here or on the main road depending on what they do.   They will be held in a pair of cages at the back of a relatively large cave, there will be several rooms including:  
  • An operating theatre
  • Cold storage
  • An armoury
  • The Powder Mage's 'office' (incomplete purchase orders and notes)
  • Officers quarters
  • Outside there will be several tents with a couple of points to act as lookouts, one large tent acts as a common area for the soldiers and provide space for the cook.   ### The Goulburn   This two mast [brigantine](https://en.wikipedia.org/wiki/Brigantine) has seen better days, it looks like a relic of many years past but she floats with the patchwork sails carrying enough wind to push the vessel forward into the Kings Sea.   ### Port town   This town is busling with all kinds of ships loading and unloading cargo at the docks, ship hands can be seen surrying around carrying cargo and weathing a hail of insults from the rest of the crew. Dock crews can be seen inspecting cargo and extracting taxes from captains. A handful of wagons and beasts of burden are being loaded up.   ### The cave   A pair of tall rusty metal cages contain the group with two in one cage and the remaining three in the other. The ground is covered with dirty hay and the room smells of deification, there is no light save for a small ray coming from a crack in the roof. A trickle can be heard from outside the room, occasionly you hear a jingle as the dungeon keep walks by keys hanging at their belt. They've brought a foul tasting groul that isn't enough to share between 5 people.   ### The camp   The light pours in through the enterance to the cave, the smell of fresh air and real food wafts throughout. A group of tents sits off to the side with bedrolls and trunks inside them. Between them stands tall trees with small branches covering the entire length of the truck and up to the top where they wildly spread out and compete for sunlight with each other (Rimu).
    Related Locations

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