As Fates would have it
“There is a backdrop around the air ship you have boarded is of a grey haze. The last couple days of travel have been cloudy and left what had seemed like such a great way to see beautiful landscapes has largely been a very boring ride. Luckily, or not so luckily for those with less means, there are plenty of drinks to be had and baubles to buy. The rich, almost gaudy, gold plated and walnut decor started out as a vibrant reprieve from the glum exterior, but too much of the same thing can be equally boring. The main bar is a riot of bottles and glasses of different shapes and sizes but it is early in the morning and most haven’t started drinking as yet.”
The Duke’s Airship:
The party starts in the airship, EAD The Duke’s Airship, owned by Duke Lovis. The airship is new but bought with old money in the hopes of keeping the Lovis’ name financed and known. The Duke himself is not crazy enough to get on the contraption, powered by the experiment Domaris, a genetically made creature that produces hydrogen when is breaths. The ‘technology’ is the latest and cheapest form of fuel for airships. There is a certain level of danger that comes with relying on the Domaris however. No fire allowed aboard the ship, nothing electric is allowed to be on. What little exists in Moudon at this moment in time.
There are two classes in the airship:
First Class: In the upper cradle of the dirigible, the first class quarters are nestled amongst the stronger core scaffolding. There is less in the way of windows in the area but that is more than made up for in the relative safety and amenities. There are warm water showers available. A smaller but more refined bar can be found in the center with the only warm food on the ship. The rooms are the height of current Moudon fashion, with magic fuelled ‘windows’ that show the marvellous sights that could be seen on a good clear day.
Standard class: in the lower more glass filled area of the airship is the standard class and the main areas. While there are more real views to be seen from the standard class areas, there are few amenities. The watercloset is available but for a cost of 2 SP per go. While well made, the area would be the first to get destroyed in the event of a disaster. Meals can be taken in the Glass Rotunda. Meals are 1 GP per plate and mostly consists of cold cuts and produce. There is also a gift shop filled of tchochkas from around the world. The prices range but the goods are most definitely overpriced.
Geography:
Made of metal, glass, and exotic leathers. The Duke's Airship has a main body where the hydrogen from the domaris fills the space. The Domaris cage also occupies this space with various smaller chambers for the staff and utilities. Under this is the First Class quarters, recessed in the cradle of the main body. After that is the semi-level or landing where the main entrance is. and at the bottom is standard class and The Glass Rotunda. The Rotunda is where all the daily activities happen.
Weather:
It has been rather dark and cloudy for most of this journey but typically the view is much better
The party may each have their reasons for being aboard the dirigible but it is heading toward Copera. The tickets had cost 3 SP for standard class (the best deal in the aeroport) and 10 GP for first class (expensive but also more inclusive). The trip is five days long and they are on their second day in. There was enough going on the ship on the first day to keep everyone busy individually but now there is enough time to meet others and begin to get an idea of who they are on the ship with.
The Glass Rotunda is the one place of meeting and where things are still happening otherwise most of the area is occupied by rooms and facilities.
In the event that someone wants to make a character that is a member of staff on the Duke’s Airship, The following background can apply:
OPTION: Airship staff.
“You have been a member of The Duke’s Airship for a number of tours now and know your way around the airship like the back of your hand. There are also some quick thinking tips that you may remember from a past in the military or past jobs. Life on an airship is hard on the body at first, the air is thin and some of the substances you work with can be hard on the skin but you have come out tougher for it. With every new tour is the hope that this one won’t be the last.”
Proficiencies: Tinker’s tools, history, and survival (advantage on anything related to transportation)
Special attribute: You have been up in the air for long enough that you have advantages on constitution saving throws against aphyxiation and chemicals/acid damage.
Equipment: Tinker’s tools or tools of the trade they work in, rope and belay device, parachute, 10 GP, manual for the airship. A potion of featherfall. A small book with names and quick notes of people your have met during your time on the airship.
Possible ideals:
You want to see the world and boats do not quite cut it.
You feel at home in the air helping others get to where they want or need to be.
To have the freedom to live above the trappings of everyday life
Possible bonds:
The crew of The Duke’s Airship have been good to you and you to them
You are on the lookout for a flying creature that you saw once in a dream
The Duke owed you or your family a small favour, this position was “in good faith” and you have not seen reason to doubt it yet.
Possible flaws:
You know the air well but you are a fool on land, out of touch with the cities in any meaningful way (any)
You value your freedom more than any sense of duty to a ‘greater good’(chaotic)
There is nothing better than upselling some chumps to get some ‘finer’ goods (evil)
You are very trusting of those who feel comfortable with taking on a bit of danger.(good)
Take some time to get to know the characters and introduce their places on the airship and what their immediate goals are. Copera is the destination for the flight but that does not have to be the end of their journeys. After a time there is a bit of turbulence and the dirigible jostles violently. Some things may fall. Dex save (DC 12) to save any drinks or breakables at hand from upending. The lights flicker and the large chandelier in the centre, rocks dangerously
A voice echoes through the halls of the Glass Rotunda:
“Ladies and gentlemen, I, Captain Kotle, apologize for the unusual bumpiness. We caught a rogue crosswind but things should be fine now.”
Most of the passengers slowly go back to normal and the staff mostly mill about like as if nothing happened. For anyone with the staff background, they get a message, via spell, that they are to finish out their current duty and meet in the Domaris Cage within the next ten minutes.
By the ten minutes, while in transit or not, the party starts to smell something acrid in the air. Perception or investigation checks (DC 15) will reveal that the smell seems to be coming from the upper decks but the staff seem to be corralling any first class passengers trying to go back up away from the upstairs. Any party members that want to try and make their way upstairs that are not staff must deceive or stealth their way up (DC 15) from Bez Rouden.
Bez Roudon:
Member of the Staff
Lvl 3 Fighter
A Member of The Duke’s Airship Staff, Bez is a bit of a bouncer and general worker on the ship. Their role started out as carrying the luggage into the cargo hold but over the years it has been noted that some passengers are not quite ready for air travel and that others come with bad intentions and must be put in their place. Weighing a whopping 280 pounds and 6’2”, Bez is a bit of a powerhouse just in looks. However, Bez also holds a warhammer they call Mistress Victory if things need to come to a more violent end.
Bez had been patrolling the Rotunda until the turbulence and now sits posted at the main stairs up into the upper levels watching for anyone that is trying to get by. If a hero tries to get information from Bez about what is going on they will need to persuade (DC 26) or gain insight (DC 18) to glean any information on what has truly transpired in the turbulence. With a deception (DC 15) and a good story Bez may be convinced to let the party up to the upper levels but will accompany them up and down.
There is a single main set of stairs that leads up into the recessed area of the first class lodgings, with a landing in between where the passengers all first arrived. The stairs are gilt in gold and have scroll work of swirls and runic writing on it to make them light enough to not hinder the airship. The floor at the base is made of opalescent glass, lending a whimsical feel to the look. On the landing where the passengers enter and exit the the dirigible there are no windows and that makes the acrid smell kind of concentrate in the area. There is curiously only one remaining light on in the landing. A quick investigation in the area (DC 10) reveals that there is something skittering the shadows that ducks into the small vent in the back-most corner. The vent is too small for anything but size tiny to get through.
First Class:
Continuing up the stairs to the first class. The smell remains and the first class quarters main hall is in a bit of disarray. The tables and chairs of the bistro are largely upturned and the bottles along the bar wall are half smashed. There is a smell of booze lingering in the air with the chemical smell of whatever is quickly permeating the air.
Perception (DC 12) checks reveal that the mess of chairs seems to have little to do with the turbulence and that there are some kind of tracks peppering the surfaces of some of the furniture. There is also a high-pitched hiss of something not too far off coming from one of the rooms on the starboard side.
Survival checks (DC 15) tell the keen tracker that the creature that created these tracks is some kind of reptillian derivative and was likely injured in the ruining of the space. The blood and tracks can be followed to a busted down service door that leads into the engineering and machinery quarters of the dirigible.
An investigation (DC 10-13) of the quarters will reveal a room on the starboard side that has a door that is unlocked, a whistling noise coming from within. Open the door and the room is in utter disarray with a dead middle aged woman on the floor and a staff member with a baton in there hand and a deep wound on their abdomen. The room is in disarray and smashed wood and metal frames a large hole in the ship hull. The acrid smell is pretty strong in here and there are traces of blood amongst the room that do not belong to the dead and wounded it contains.
The staff member, a service attendant is still alive but badly wounded. They can be healed by any traditional healing or divine magic. They are unable to fully describe what broke through. There was a rush of feathers, fabric and claws and some thing or things that were quite small flitting around. The staff, Eudora Vrimir, was able to successfully strike at the largest creature before it clawed her and struck her down.
Bez will attempt to stabilize Eudora if no one else will but will then tell the party to go downstairs while they continue to explore and protect the crew.
The dead woman, on inspection, was struck and trampled. Her finery is decorated with gore and her fine locket around her neck is crushed closed. Any attempt to loot her will be met with ire for a failed slight of hand check (DC 18) from Bez. On her person is a letter addressed to Contessa Jinger Southwind, two gold rings (25 and 50 GP each) and 47 GP.
Amongst all the goods in the room is a luggage case with 120 GP worth of sellable goods and a safe (DC 20) which when cracked has bank stocks/bonds to the tune of 1100 GP and a diamond necklace worth 100 GP.
Bez will not agree to let the party through the service doorway unless there is a staff member among the group that will vouch for them. Party members wanting to go further will have to succeed on a stealth roll (DC 13) as Bez is slightly distracted by a crash in a room two doors down from the entry site.
Beyond the service door is much more industrial than the first class quarters and more cramped by far. The group will have to move in single file so determine a marching order. There are spots of blood and feathers amongst the piping. The acrid smell grows ever stronger until they follow the ascending path up to the Domaris Cage.
Domaris Cage:
This chamber is 50 x 50 x 20ft and has a rather complex oval iron-wrought cage the contains about 50 Domaris. The Domaris are strange sleek creatures that puff up like pufferfish when they breath in and then reduce to 10 cm wisps when they blow out. They are filter feeders and take water in the form of water vapour, not needing a lot at a time. They have light gossamer like wings too small to support much.
The cage itself, is largely made of iron with water pipe lining the cage. There are two waterings of the Domaris a day, and the water is aerosolized for them. The gleam of the wetness on the Domaris reflects a rainbow across their otherwise nearly colourless forms. The cage can be climbed with an acrobatic (DC 12) checks. Halfway up the structure (25 ft above) is the sound of clattering and creaking. A perception check (DC 10) reveals a reptilian creature, attacking the cage and trying to break in. There is also a winged bird-like creature circling the cage, quietly. The air vents around the larger chamber let in air with a low white noise whistle.
The catwalk, where the heroes are standing is guarded/enclosed by its own iron caging to guard from any large falling debris but can be passed with relative ease for most size medium or small creatures. It leads toward a small chamber. The door to that chamber is unlocked and inside a couple of staff members have gathered. They are suiting up in leathers with runes carved in them and have batons as weapons. One of them, Fals, is a stout dwarven woman that is leading the group to stop the creatures that have arrived on the airship. The room seems to be a break and crew supply room with a glass side pointing inward to the Domaris cage.
As the heroes talk or don’t talk to Fals, there is a sort of babbling sound followed by the entry of a number of tiny vicious creatures coming through the vents.
Battle ensues:
Creatures: 1 x Darkling, 2 x Boggle
These creatures are very driven in what they are trying to do and that is to interfere with any sort of process to stop their master’s progress. They will not necessarily kill, but then again they know that the fall of the airship will likely kill everyone anyway.
The heroes will have six rounds to dispatch these enemies before this mysterious reptilian creature breaks into the cage. If it succeeds the domaris immediately start trying to escape through the hole created and exit the airship through a hole that the bird creates, blowing through the leathers with the reptile a top it. The reptile will produce flame on the airship hole in three rounds after most of the Domaris have escaped. The Airship begins to descend and the hole will need to be patched in three rounds to avoid a messy fall down to the ground. If the hole is patched then airship is still falling albeit slower.
If the heroes finish the battle in time the come through the door of the staff room with the remaining members of the armed crew. Atop the cage is a Lizardfolk Shaman and the bird circling is a Giant Vulture. The Shaman is heating metal to make it easier to rip out areas of the cage. If the heroes try to communicate in common the creature does not answer and yells something in draconic while it continues to work. Any physical attempts to attack it or stop it will be met with a battle. If the heroes are able to get through to it the creature will require a persuasion (DC 20) to stop what it is doing for a time.
The Lizardfolk Shaman, Gratak, is one of the last remaining of her tribe. This attack was calculated and driven by revenge. Duke Lovis’ domaris are genetically manipulated creatures and part of the process material needed to make them is the cells of lizardfolk, primed for survival on low levels of good oxygen in the swamp. Most of Gratak’s tribe have been slaughtered by Duke Lovis’ expedition to make these domaris. Gratak only planned on destroying the Domaris altogether, but upon seeing them, wants them to survive for the sake of her tribe’s souls. She senses some of the souls of her tribe among the Domaris.
If the heroes help her achieve what she wants, then Gratak will be at least partially open to allowing the airship land before letting the Domaris free. If they do not help she will open the cage and parkour down to the catwalk to fight the party. Her giant vulture will come to her defense. Gratak is a vicious fighter and will aim for the kill, just as Duke Lovis has killed her tribe.
Battle Ensues:
Creatures: Giant Vulture x 1, Gratak, Lizardfolk Shaman x 1
Items: A totem made of lizardfolk bone, two pieces of turquoise (10 GP) and 1 large piece of jade (50 GP)
Even if the heroes win the battle, there is a more pressing concern as the airship is plummeting. Fals and the remaining crew will run to try and evacuate the passengers and themselves. The Captain is nowhere to be seen currently. The heroes will need to try and escape, stabilize the dirigible, or help the people aboard.
Escape:
Escape can be achieved by a number of ways. The dirigible starts 1000 m up in the sky and is heading down. It loses 9.81 m/s^2 x 6s^2 per round. The party can aim to featherfall or parachute (located on the first-class or Glass Rotunda areas) down. Escape becomes harder if Gratak set fire to anything. The dirigible is full of hydrogen! Heroes must roll a con save (DC 15) every turn that they remain on the airship or take 1 fire damage.
Help the passengers:
The crew seem to have most of this under control but there are a few stragglers. In first class, Hal Mortimer refuses to leave without his unusually heavy luggage case. Anyone with a lick of sense knows that the luggage will impede any safe descent. Perception or insight (DC 16) will reveal that he is hiding something very important to him in the luggage, the better the check the more that you notice the smell of something in early stages of rot. He would rather die than leave it behind.
In the Glass Rotunda, Dowager Jolene sits at the bar.
Then there is finally escape as the flames completely overtake the airship or crumples in on itself.
Stabilizing the dirigible:
Patch the hole (DC 15) and control any fire and remaining domaris to stabilize the airship. Only on a natural 20 does the airship stay afloat long enough to arrive just outside of Omarop Cove. Otherwise the party is able to buy time for the captain to deposit the dirigible as gently as possible down onto some unknown plateaus in the Omarop Highlands.
Bez and Fals will be very appreciative of the heroes help if they manage to buy the Captain enough time to land safely. If the descent is uncontrolled there will be a 20% chance of finding them after the crash. The crew and passengers are scattered and depending on the degree of the crash there may be few survivors. In the event of a bad landing the heroes survive but blackout upon landing. One by one, they wake up in the area they have landed. Now level two!
The Omarop Highlands and Omarop Cove:
The Omarop Highlands are a rocky terrain of plateaus, grassland patches, and jagged rock. They lie a 1 to 3 days journey away from Omarop Cove depending on if you have transportation or not. Donkeys and low wagons fare better than Horses and proper caravans. The highlands are dotted with very small pockets of farmers, bandits, and an Indigenous nomadic band known as the Basara.
If the heroes land in the Highlands, there will be enough time to have a guard-posted long rest if needed. The team can regroup and recover under the cover of night, though they should stay away from any burning remains. A rain will start up that will put out the fire naturally over time and at least contain it. By morning the crash has attracted the Basara who watch from a far, and a bandit group known as The Stalkers.
The stalkers: A group of bandits with no particular magic inclination but mean blades and short tempers. They see the crash as a way to glean some riches from the dead. Even melted gold is still valuable. They are headed by their captain, Amiel “Gnasher” Groveton. He is ruthless and will only be swayed from profit by the idea of more profit but is likely to stab the hand offering it. Any discussion with Gnasher has to by run through a filter as he deceives as a standard. Insight (DC 10) will reveal that he is not straightforward about just about anything; even his name is a lie. If an accord is made without violence, Gnasher will leave with The Stalkers for no less than 50 gp and not so idle threats. Coming to an agreement with them puts the heroes in bad standings with the Basara, who are overseeing the interaction.
The Basara:It is a group of scouts that arrive and watch over the survivors in the grasslands until morning. If The Stalkers are defeated or shooed away the Basara will offer healing and care for the passengers while the heroes go to Omarop Cove to get help for them. The main face of the scouts is Triti, a young archer with a hawk eye. She can give/sell some basic goods to the heroes depending on their disposition.
If the Basara are unimpressed by the Heroes actions with the Stalkers, they will hold up the heroes and aim to get the rest of the survivors safely into the city. Three scouts will stay back to fight/contain the heroes after they rain death on the Stalkers.
The Basara have made it their mission over the years to bring an end to the bandit presence in the Highlands. It is easier said than done, as one bandit crew is replaced with another. They generally try to trap and ambush the bandits to reduce the numbers lost. If the heroes struggle to fight the bandits they will intervene to help with a volley of arrows.
The Basara are peaceful for the most part, staying to the Highlands as their homeland. They trade gems for goods that they needed outside of the Highlands. Food-wise they are self-sufficient but there are some forms of technology and textiles that they do trade for. They are slow to welcome people into their band proper so it is considered to be a great honour to be invited. They will, however, help the lost and wounded travellers in the area get to the safety of the city or direct them back to the right paths. Most of the Basara are followers of the Goddess Xotle, Queen of the Highlands and Hearth. Xotle is actually theorized to be a fey Lord or Lady that once dwelt in the Highlands and is generally not acknowledged as a diety outside of the Basara.
Triti is an accomplished archer and a diplomat of sorts for the band. As a scout, she is often one of the first to make contact with strangers and takes a fairly pragmatic view on intervening in the lives of others. She still has a very strong streak of good will and will put herself in harms way if she feels the need to, all to protect another. Once the survivors have been led to safety Triti will either release the heroes or consider them allies.
During the group’s journey to Omarop Cove there will need to be three separate rolls for random encounter. On a roll of 10 or less there is an encounter rolled off the random wilderness encounters list. Otherwise, most of the journey is made under rainy conditions that does render the terrain a bit slippery and treacherous. Along the way the group comes across the broken plank and rope bridge that can be navigated with acrobatics checks (DC 15)or each broken plank mended with a certain spell. The jump over will prove to be too hard for some survivors if the civilians have come along for the journey and so they will need some help getting over.
Plot type
Introduction
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