Intoduction
- We start on the vast continent of Shontari, a sprawling land of diverse places and peoples.
- To the East, the roaming Tribes of Felnlir Tabaxi roam the open plains, struggling to maintain thier ancient ways from encroaching civilization.
- In the North, the Vecnian Dynasty casts long shadows across the continent, a people entrenched in tradition and the old ways, with some of the last living witneses to the reign of Dragons, a people who remeber well what it means to be placed under the boot of outsiders, and what it takes to resist such powers.
- To the South, the influence of foriegn powers loom large, as ships filled with wealthy Roma Dwarves crest the horizion, acompanied by powerful legionar armies to protect thier intrests.
- To the North west, the nation of Herlend seeks to establish themselves as a bastion to resist Roma and Vecnian influence, relying on their advanced mechanical wonders and diverse population to steel themselves against potential conquorers and manipulators.
- And finally, these powers all converge on Wildreach, a lawless and wild region at the southern center of the continent. A land of potential, where anyone can rise above what they were supposed to be with enough hard work and luck. Where powerful factions compete for control of territory and the abundent resources of the region, and locals play sides to their own advantage.
- As the sun rises over this continet, its light catches a small flotilla of 3 ships bound for the City of Goatshire. It is here that our story begins, as an entity known simply as Keeper settles in among the rigging, looking down on 3 newly discovered PC's who are as of yet, unaware that the Naration has centered upon them.
Act 1- Character Introductions
It is early morning aboard the
Walrus, a merchent ship carrying manufactured goods and food supplies to the city of Goatshire, as well as a number of passengers. It is day 3 of your jounrey, the 7th of second seed, and you are expecting to reach the city by tomorrow afternoon. It has thusfar been an uneventful voyage, mostly calm seas and gentle rolling waves, and this morning is no diffrent, as you each make your way to the small galley in the ships hold for breakfast.
Note that each of the player would have met eachother already during the journey, and know eachothers name and recignize them, though that may be the extent of thier knowledge of eachother, depending on how much they may have chared before this moment
Other passengers-
- Erellious, the Roma Dwarf: Erellious is a shrewd and cunning businessman, his sharp eyes constantly scanning the horizon for new opportunities and potential profits. With a silver tongue and a knack for negotiation, he has amassed a small fortune trading goods from distant lands, and now, as he makes his way back home
- Marina Shellback, the Tortle: Marina is a jovial cook from a coastal village in northern Herlend, traveling to visit distant releitives in Goatshire. known for her hearty stews and savory pies. With a cheerful disposition and a talent for making even the most mundane ingredients taste delicious, she spends her days below deck, assisting the ships cook in preparing meals for the crew and sharing stories of her travels along the coast
- Thomas lightfoot, Heregon: a middle-aged farmer from the outskirts of Ferndale, seeking a fresh start in the bustling markets of Goatshire. With calloused hands and a weathered face, he dreams of leaving behind the monotony of rural life and finding new opportunities and exitment in the city.
Give opprotunity for natural conversation and discourse between players and NPC's
Act 2- Run Aground
As they are having discourse among themselves for a time, there is a sudden rush as a number of sailors come down from the decks above, looking for ropes, hooks and repair materials.
- if prompted, sailors will explain that the lead ship, the Pride of Puffincrest, had run aground on something, and may be in need of assistance.
Heading up to the deck, give players the following information
- The Pride of Puffincrest, a much larger ship and lead of the merchent convoy, can be seen about 300ft back and to the left of your ship the Walrus. It is at a dead stop in the water, sails waffing in the wind as its paddle continues to churn the water in vain.
- The crew is currently getting a rowboat prepped to assist in a rescue, and some sailors are bringing up ropes and repair tools in case they are needed.
- The 3rd ship, the Dolphin, seems to already be moving into position to assist.
- The captain and other officers are on the fordeck with spyglasses, trying to assess damages from here and speculating what the Pride could have run aground on
Give a moment for the players to interact with the scene and speculate themsleves, beofre moving onto the attack below
Act 3- Kraken Attack
As they are watching the Pride of Puffincrest, there will be a cry of alarm form the crew. They can see a number of tenticlus curling up from the water, begining to wrap around the larger ship.
As they are watching the Pride attacked, there will be a scream of pain behind them, as a group of tenticle people begin crawling over the rails on the far side of the ship, slashing at the few sailors unlucky enough to be the first in thier path.
- A group of 3 deep Scion are crawling onto the deck.
- 2 will engage anyone who trys to fight, while the 3 begins trying to break the port side paddle wheel.
- Paddle wheel has a HP of 100 before becoming damaged beyond use, if damaged ship moves at half speed.
When they manage the Defeat the Deep Scion, taking stock will show that The Pride is fully under wraps, tenticles across the decks and listing heavily to one side, with the sea close to spilling over the decks. The Dolphin has stopped, and a comotion can be seen on her deck, as appernetly more of teh Scion have boarded her as well.
The players have the following options moving forward, as the captian, officers, and crew debate and argue over the best course of action.
- can make best speed to escape, hopign that the kraken and its minions will be preocupied with the other ships to give chase.
- Assist the Dolphine in a boarding action, pull up along side and try to assist her crew in repelling the scion attackers. Then decide whether the Dolphine can escape on her own, or if she has sustatianed enough damage that her passengers and crew should evacuate to the Walrus.
- Use the ships small cannons (can only bring 4 cannons to bear at a time) to try and save the Pride of Puffinchase, firing at and near the krakens tenticles to chase ti off. However, high likelyhood of hitting the Pride, or worse, just making the kraken angry and atracting its attention towards the Walrus.
Play by ear and imporvise depending on which options the party chooses. Potential for a naval chase sequence if they atract the krakens attention.
- If their ship is wrecked, will have to imporve a couple survivial checks as they wash upon a nearby island, short survival adventure as they try to find a way to be rescued. Found by Herdlendic navy looking for surviviors when the flotilla didn't show up?
Conclusion
In someway shape or form, they survive the encounter and resume thier journey to Goatshire
- Give time for player interactions and digestion of what happened on the 1 day remaining time beofre arriving.
When they arrive in port, they will be asked to remain on the ship for a moment while they talk to the port athorities about what happened. The port athorities will instruct them all to remain in town for a couple of days while they investigate, so that they can interview them about the events that took place.
- Will recomend that they find food and beds at the Soberhearth Inn, and remind them that even though theyre in wildreach, this is still a herdlendic city, so no drinking!
Decide whether this warents a level up or not based on how long it took.