Northmiota and the Greenham Glades
Plot points/Scenes
The Journey to Kovasavu
The Jade Isles house a quartet of islands each with their own inhabitants and secrets. In the village of Kovasavu a witch doctor by the name of Utheli the wise resides and watches over the people. The players met Utheli on their way to the elbow of the Jade and were asked to return to him with the artifact that fell from the sky. With their failure Utheli will be disappointed but still hopeful and will have a task for them in the neighboring isle of Northmiota.
The journey to Kovasavu will be calm for the most part, but with their arrival the locals will be suspicious and cautious. With Utheli's acceptance, the villagers will happily accept them and offer them help in any way possible. Utheli will task the players to retrieve an artifact on the island of Northmiota, from deep inside the Krullix, a catacombs once guarded by a black dragon. The Krullix has been abandoned for decades but an ancient artifact has been buried there and will aid Utheli. The players have met Utheli and requested their presence in the village of Kovasavu.
When they set out with their keelboat, the journey will be fairly uneventful. The players will come across a crumbled lighthouse 10 miles off the coast.
Ask for perception checks. a DC 13 perception check will reveal a lighthouse off to the west.
Captain Clovin will know this lighthouse to be the Eye of the Jade and was once a lookout point for the sentries of the isles long ago. The lighthouse is in ruins, check the lighthouse page for more information. After the encounter, the ship will take approximately half the day to reach Kovasavu. The villagers will be apprehensive at first, but when Utheli welcomes the party, the villagers will be welcoming as well.
Arriving in Kovasavu
When the players wash up to Kovasavu, villagers will be a bit apprehensive towards them and ask what their business is. Upon answering, Utheli will approach and welcome the players to his village. He will give a brief tour of the village but request they join him to his house. Utheli's immediate reaction will be sad but flip to hopeful in an instant. He will speak of a place east of Kovasavu holding an artifact. He will describe a tome of a long forgotten language, but one that he knows. The book is buried with it's author in the Krullix and will not be found easily. The catacombs is said to house the skeleton of an ancient creature. If the players agree to take on this journey, Utheli will provide to them a Bag of Holding. He will give specific instructions as to where to find the Krullix.
Travel east from here, when you see land head towards the northern end of the island. You will see a faint mist surrounding where you need to venture. The island is the most ancient of the isles. Full of history and secrets. The tome of the fallen resides in the bones of a creature. You will know when you see it friends. Look for a swamp, and you will know you are close. Please, take a day to rest, enjoy our home. See me before you set out.
The Journey to Northmiota
Before the players leave for the Krullix, Utheli will also give each player a bottle of a mysterious liquid. These potions are Potions of Heroism. The journey to the island of Northmiota will take half of the day. Clovin will be able to run the ship himself and will not need assistance, but any sort of assistance may speed the trip up. The different tasks players can do while sailing are:
- Drawing a map: A ship's captain often undertakes this activity, producing a map of the ship's progress and helps the crew get back on course if they get lost. No ability check is required.
- Foraging: The character casts fishing lines, keeping an eye out for sources of food, making a Wisdom (Survival) check when the DM calls for it.
- Noticing Threats: Use the passive Wisdom (Perception) score of the player characters or the crew to determine whether anyone on the ship notices a hidden threat. The crew has a passive Wisdom (Perception) score equal to 10 +the crew's quality score. The OM might decide that a threat can be noticed only by characters in a specific area of the ship. For example, only characters below deck might have a chance to hear or spot a creature hiding on board.
When the players reach the isle they will see a swampy landscape thick with trees. The island itself is filled with all kinds of wildlife, fauna, and a different kind of thick air surrounding all life. Clovin can stay with the ship on shore, or he can join the players on their journey. If the players wish to have him join, they must secure the boat in some way or hide it.
If they decide to leave the boat, roll a d20 and subtract a number based on how well they hide the boat. If that number is below 10, the boat is gone when the players and the captain return.
Themes
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