ATG and the Gem of Amara, Tales of the Wyvern Sea
We begin with the team snapping back into the past on their new boat the Wet Dream. It’s still night and the crew has just finished a small drinking party and get together. The ship sails on the Igneous Shipping Route slowly making it’s way out into the Eastern current and deeper into the Wyvern sea.
Need some character interactions here with the crew. Karnac talks with Borgullus about Druid stuff. Tillius asks Blizzard Hops about his faith and the fear she has of Eigeralon.
Kal is questioned by Captain Eltera Ro about his affiliation with the Ebon Corsairs! She is concerned that his former ship mates may be looking for him. She has heard rumors from other sailors before they left the docks of Stoneport.
Kal used to serve on a boat named the Red Eagle. It has a nasty reputation of not only piracy but of extreme violence. They are rumored not to leave but one member of ship alive. That one is tortured and left alive to let all know how dangerous the Corsairs are. A captain of the Ebon Fin Corsairs named Oghuz. He is the captain of the Red Eagle, a famous pirate vessel. Though Kal served on the vessel for one voyage he was disturbed by a pillaging expedition as the captain and crew sacked an innocent town and killed many townsfolk including women and children.
[DM NOTE: Oghuz has devoted his life to a Demon/Demigod Hybrid named Malloracanth. He has dedicated a cult to her in the form of his pirates and their ship. ]
* Ship to ship battle with the Ebon Fin corsairs! The Corsairs have heard of the fall of the Diligent Corbomites and desire the treasure obtained by ATG. They will attempt to board the ship and kill ATG. The ship approaches slowly from the fog. Pale moonlight filters through the haze and the crew goes silent. As the boat gets closer you can see dark red paint splashed on the hull and large ballista swivel towards the side of your ship. A Loud voice barks out fire! And 5 foot long grappling hook arrows fire towards the Wet Dream and slam into the wooden hull. The cables grow taut as the boats begin to swivel around each other, now attached by four wide metal cables. The opposing crew prepares to board.
* In Mid Battle both ships will feel a large tremor and a deep bass rumble below them in the water. A huge terrifying arm like appendage will reach out of the water and slam down on the deck of the Red Eagle. Dark blue and purple veins will spider web throughout its dark grey skin. Barnacles, lampreys and other parasites dot the exterior of the lined skin which looks almost whale like. The Red Eagle tilts as a giant whale like head emerges from the water and peers over the side. An orange glowing eye the size of a wagon opens and looks at all the combatants.
* Oghuz will come after Kal personally he has new cultist abilities from his patron the dark demigod Malloracanth. There was a traitor in the crew a man named Drake who is branded with the same brand as Oghuz. An M with spikes coming out of it.
* Next up the crew and ATG need to find the Archilus Flotilla. Need to do some navigation checks and have the captain, Kal and Hicks and Apone work together to find their way. Once they get to the flotilla they can explore the map a bit and some of the taverns and shops. That night however members of the Talons of the Rook will begin to pursue mew and her teammates. Her new abilities will protect her from their power but the rest of the team will be quite susceptible to their psionic powers. Have the team decide which members of the crew ill get shore leave as well. Half of them will be required to stay on the ship and do repairs as well as regular maintenance. Tillius is quartermaster so she will go look for supplies and food. Borgullus will stay behind to do repairs. As the players explore put other crew members in danger around the Flotilla. The talons love to torture their victims psionically.
* NEED WRITE UPS:
* Oguhuz and his crew need stats
* Malloracanth - new demigod and demon traits. Cultists and any boons she grants them.
* The undead leviathan named Ungolianth. Need stats and powers.
Plot points/Scenes
Once more on your sailing vessel known as “The Wet Dream” you stand on the deck looking up at the night sky. The flutter and tingle of the strange sensation of time travel wears off in a few minutes. Many of the crew have finished their revelry and begin to head back to their duties. Some slink off to their hammocks below decks and some go back to their assigned work detail for the night. You three, drinks in hand take a moment to appreciate the adventure you are on in the future, and The new information it provided. Your minds resetting to your task at hand which Is to find a powerful wizard who can analyze the Gem of Amara and free your captured teammates.
Kal, you stand their finishing a canteen of spiced rum and thinking to yourself how good it feels to be back on the open sea. As always that thought is spiked with the grief and blame of losing your sister. Just then a sharp bark from the captain returns you to the present “Kal! My quarters, now First Mate.” She does a quick heel turn and head back through the painted darkwoode door that is stamped Captain.
As you walk through the door she cuts off your charming phrase and gets right to business “Mordret thinks he may have seen a ship off in the distance. I know it’s still night and he can’t confirm anything but he thinks it might be the red Eagle.” A feeling like a steel ball forms in your stomach as you remember your time serving aboard that ship. It was only for a couple of months but that journey will be forever burned in your mind. The Ebon Fin Corsairs sailed the Wyvern Sea in search of plunder like any thieves, but Captain Oghuz was no ordinary captain. Handsome and charming at first when hiring you he seemed like a kindred spirit. Haunted by a dark past but excited to see what the future would bring. Most of the journey was like any other until you attacked a small shipping vessel anchored by Outinni island. You were ordered to secure the chests and barrels of money and supplies. It took you hours to stow it all properly and you took a small skiff back to the island against orders just to check it out. The horrors you found there still churn your stomach. Men, woman, and Children slaughtered. Captain Oghuz stood amongst it surveying the murder with seven of the crew, they all seemed almost ecstatic. You rowed back to the shipping vessel the crew had attacked and you went aboard to see more bodies and the gory scene of a ritualistic killing on the deck below. A man’s rib cage dragged up through his back, his organs exposed inside. As the breath caught in your throat and bile rose in your stomach, the man’s eyes opened and a slow breath filled his exposed lungs, he was still alive... You finished your next week on the boat and left at the next port.
As your mind reels with these memories a light sweat forms on your brow you hear “Kal! Wake up man, you served aboard that ship did you not? What can you tell me about the Captain and why would they be that dead set on pursuing us? Is he after you, or have our gracious benefactors, the commanders gotten us into bigger trouble than i thought?”
Any other members of ATG can speak up at this time but Kal may see more danger in this than the others. The Captain issues orders as follows “ Apone, Hicks, Karnac, Mew and I will plot our next course, we have a good headwind and even the fastest of ships won’t get close to us until midday. In the morning we will have a better look at he ship chasing us. Commander Hops and Kal will get together with Tillius, Vazquez, and Flaschenbier got organize our defense. We’re counting on you to get the cannons together and whip up some surprises with our sorceror.
Navigation Meeting : Karnac and Mew you stand around the large map table in the dining room the captains quarters. Apone and Hicks both suggest gathering information at the Archilus Flotilla. It moves about the Wyvern Sea but they think between them they can locate it. Roll a Navigation check for them. Roll an INT check for both of them. Number above 20 means they can find the Flotilla in less than 2 days. Anything under that adds a day of travel. Under 10 total means it will be 5 days until they can locate it.
Weapons Meeting : Kal and Hops roll an INT check (DC 14) A fail means you are not good at grasping the mechanics of cannon fire and you will be unfit for operating them. Anything above DC20 means you can add your dex modifier to firing the cannons. [DM note: Let’s use the Cannons PDF for doing ship to ship combat. Even if the Red Eagle loses they will fire their ballista to attach cables to the hull of the Wet Dream. ]
As dawn approaches you see the orange glow radiate from the horizon. The ship in the distance is closer now and Mordret can see the flag on the mast. It does indeed fly the colors of the Ebon Fin Corsairs and is marked as the Red Eagle. The next few hours the crew mill about the ship and begin to get more and more tense. Cannons are loaded and prepared. Smoke powder and wadding are placed next to them and your cannon shot is assembled. Mark your cannons as you fire them because they are limited.
Apone begins to maneuver the ship into attack position. He places the starboard side open to the Red Eagle and tells you that you are ready to fire when they are within range. Battle commences. You may select a few crewmen to join you in the melee battle if you so choose. The rest will affect repairs and treat wounded and stay below deck in relative safety.
* Ship to ship battle with the Ebon Fin corsairs! The Corsairs have heard of the fall of the Diligent Corbomites and desire the treasure obtained by ATG. They will attempt to board the ship and kill ATG. The ship approaches slowly from the fog. Pale moonlight filters through the haze and the crew goes silent. As the boat gets closer you can see dark red paint splashed on the hull and large ballista swivel towards the side of your ship. A Loud voice barks out fire! And 5 foot long grappling hook arrows fire towards the Wet Dream and slam into the wooden hull. The cables grow taut as the boats begin to swivel around each other, now attached by four wide metal cables. The opposing crew prepares to board. Captain Oghuz leads the charge as he and 12 of his pirates cross over onto the Wet Dream. A large plank stretches out from their deck and connects with yours. [DM Note: remember that the pirates all have an eldritch blast that they will use as a Cantrip almost every round. ] * In Mid Battle both ships will feel a large tremor and a deep bass rumble below them in the water. A huge terrifying arm like appendage will reach out of the water and slam down on the deck of the Red Eagle. Dark blue and purple veins will spider web throughout its dark grey skin. Barnacles, lampreys and other parasites dot the exterior of the lined skin which looks almost whale like. The Red Eagle tilts as a giant whale like head emerges from the water and peers over the side. An orange glowing eye the size of a wagon opens and looks at all the combatants. Begin Battle with the Undead Ungoliath! *
After the battle the Red Eagle lays in ruins around the Wet Dream. Loot: Several barrels of smokepowder float amongst the wreckage, 3 50 lb. barrels. 300 lbs. of timber can be salvaged by Borgullus and Boltagon. Crowe can spot at least 2 barrels of ale and several crates of food.
After the battle Captain Ro assembles most of you and gives a speech about protecting the ship and your fellow crew members. The ship is damaged and will take the rest of the day to repair. In the meantime she means to get your course set and get any wounds healed by Hops, Frost and Karnac. A stormy sky rolls in and the sky gets dark for the rest of the day. Heavy rains pelt the deck and the wind gets icy cold. The remnants of the Red Eagle sink and disappear into the dark choppy waters. Roll a DC 10 con save to resist the nausea that begins to creep into your guts. Or at least the land lubbers amongst you.
As the day gives way to night the storm subsides and eventually the stars appear in the sky as the clouds move on. The night sky helps immensely with your navigation efforts and Hicks and Apone inform you that the flotilla should be in range by late morning.
Mew as you try to get some sleep in your quarters you wrap yourself around the Halfling known as Crowe and you eventually drift off. A man and a woman appear in your dream as you lay motionless on a marble slab. You are paralyzed and powerless. As you lay there the well dressed man and woman have a boring conversation about eating in front of their servants and they begin to cut into your skull. As a fork jabs into your brain you awake with a start your throat emits a sharp Raower.
The next day starts off easy enough. Borgullus and Boltagon report to the captain that the ship is repaired and ready to set sail at full speed. After a few hours in the distance a small island can be seen. As you get closer ships can be seen ringed around it. As you study it you realize that the ships make up the island with small buildings in between them rigged with several docks and walkways. Some of the boats look like permanent parts of the structure. The Wet Dream floats closer and a few large men make their way to the edge of an empty dock and await your arrival.
As your mind reels with these memories a light sweat forms on your brow you hear “Kal! Wake up man, you served aboard that ship did you not? What can you tell me about the Captain and why would they be that dead set on pursuing us? Is he after you, or have our gracious benefactors, the commanders gotten us into bigger trouble than i thought?”
Any other members of ATG can speak up at this time but Kal may see more danger in this than the others. The Captain issues orders as follows “ Apone, Hicks, Karnac, Mew and I will plot our next course, we have a good headwind and even the fastest of ships won’t get close to us until midday. In the morning we will have a better look at he ship chasing us. Commander Hops and Kal will get together with Tillius, Vazquez, and Flaschenbier got organize our defense. We’re counting on you to get the cannons together and whip up some surprises with our sorceror.
Navigation Meeting : Karnac and Mew you stand around the large map table in the dining room the captains quarters. Apone and Hicks both suggest gathering information at the Archilus Flotilla. It moves about the Wyvern Sea but they think between them they can locate it. Roll a Navigation check for them. Roll an INT check for both of them. Number above 20 means they can find the Flotilla in less than 2 days. Anything under that adds a day of travel. Under 10 total means it will be 5 days until they can locate it.
Weapons Meeting : Kal and Hops roll an INT check (DC 14) A fail means you are not good at grasping the mechanics of cannon fire and you will be unfit for operating them. Anything above DC20 means you can add your dex modifier to firing the cannons. [DM note: Let’s use the Cannons PDF for doing ship to ship combat. Even if the Red Eagle loses they will fire their ballista to attach cables to the hull of the Wet Dream. ]
As dawn approaches you see the orange glow radiate from the horizon. The ship in the distance is closer now and Mordret can see the flag on the mast. It does indeed fly the colors of the Ebon Fin Corsairs and is marked as the Red Eagle. The next few hours the crew mill about the ship and begin to get more and more tense. Cannons are loaded and prepared. Smoke powder and wadding are placed next to them and your cannon shot is assembled. Mark your cannons as you fire them because they are limited.
Apone begins to maneuver the ship into attack position. He places the starboard side open to the Red Eagle and tells you that you are ready to fire when they are within range. Battle commences. You may select a few crewmen to join you in the melee battle if you so choose. The rest will affect repairs and treat wounded and stay below deck in relative safety.
* Ship to ship battle with the Ebon Fin corsairs! The Corsairs have heard of the fall of the Diligent Corbomites and desire the treasure obtained by ATG. They will attempt to board the ship and kill ATG. The ship approaches slowly from the fog. Pale moonlight filters through the haze and the crew goes silent. As the boat gets closer you can see dark red paint splashed on the hull and large ballista swivel towards the side of your ship. A Loud voice barks out fire! And 5 foot long grappling hook arrows fire towards the Wet Dream and slam into the wooden hull. The cables grow taut as the boats begin to swivel around each other, now attached by four wide metal cables. The opposing crew prepares to board. Captain Oghuz leads the charge as he and 12 of his pirates cross over onto the Wet Dream. A large plank stretches out from their deck and connects with yours. [DM Note: remember that the pirates all have an eldritch blast that they will use as a Cantrip almost every round. ] * In Mid Battle both ships will feel a large tremor and a deep bass rumble below them in the water. A huge terrifying arm like appendage will reach out of the water and slam down on the deck of the Red Eagle. Dark blue and purple veins will spider web throughout its dark grey skin. Barnacles, lampreys and other parasites dot the exterior of the lined skin which looks almost whale like. The Red Eagle tilts as a giant whale like head emerges from the water and peers over the side. An orange glowing eye the size of a wagon opens and looks at all the combatants. Begin Battle with the Undead Ungoliath! *
After the battle the Red Eagle lays in ruins around the Wet Dream. Loot: Several barrels of smokepowder float amongst the wreckage, 3 50 lb. barrels. 300 lbs. of timber can be salvaged by Borgullus and Boltagon. Crowe can spot at least 2 barrels of ale and several crates of food.
After the battle Captain Ro assembles most of you and gives a speech about protecting the ship and your fellow crew members. The ship is damaged and will take the rest of the day to repair. In the meantime she means to get your course set and get any wounds healed by Hops, Frost and Karnac. A stormy sky rolls in and the sky gets dark for the rest of the day. Heavy rains pelt the deck and the wind gets icy cold. The remnants of the Red Eagle sink and disappear into the dark choppy waters. Roll a DC 10 con save to resist the nausea that begins to creep into your guts. Or at least the land lubbers amongst you.
As the day gives way to night the storm subsides and eventually the stars appear in the sky as the clouds move on. The night sky helps immensely with your navigation efforts and Hicks and Apone inform you that the flotilla should be in range by late morning.
Mew as you try to get some sleep in your quarters you wrap yourself around the Halfling known as Crowe and you eventually drift off. A man and a woman appear in your dream as you lay motionless on a marble slab. You are paralyzed and powerless. As you lay there the well dressed man and woman have a boring conversation about eating in front of their servants and they begin to cut into your skull. As a fork jabs into your brain you awake with a start your throat emits a sharp Raower.
The next day starts off easy enough. Borgullus and Boltagon report to the captain that the ship is repaired and ready to set sail at full speed. After a few hours in the distance a small island can be seen. As you get closer ships can be seen ringed around it. As you study it you realize that the ships make up the island with small buildings in between them rigged with several docks and walkways. Some of the boats look like permanent parts of the structure. The Wet Dream floats closer and a few large men make their way to the edge of an empty dock and await your arrival.
Themes
The Archilus Flotilla -
The Wet Dream docks, ropes are thrown and tied off and the ship is secured on the Western side of the Flotilla. A bulky bald human man approaches and asks what your affiliation is. “All that is fine as long as you are not serving a Navy or any particular city state. Remember no violence, even fist fights many be dangerous if the Ghosts of the line catch ya.”
Captain Ro glares at Kal and says”Kal, my quarters quick meeting”. As you enter she slams the door shut and glares at you “Kal, you know our generous benefactors best so I’m sending you on to the Flotilla with them. Select a few of the crew for some shore leave. Remind them that they are not on true shore leave, I want them to keep an eye on the commanders. They may be in charge of this vessel and paying us all but danger seems to follow them and they seem to have enemies on the other side of every wave.”
“Remember stay on mission, find some informants and get us the location of the Isle of Javadi.”
[DM Note: No matter who amongst the crew they select their informants are as follows: A Tiefling man named Sequarius. An Air Genasi named Ocillus Zeidra. She is a former pirate and has one eye. It is said she lost it to a wizard somewhere in the Orix Chain. The third option is an elven man named Laurentius. He is an outcast from the forest realms and claims to be a former wizard’s apprentice as well. All of them mention the island of Narestra in the Orix Chain. Or possibly the Island of Wraught in the Hemigraspus chain. But only Laurentius knows of the wizard named Saviori. He hasn’t been but he claims to know of a floating island in the shape of an orb. He claims he knows where it appears sometimes but is not sure of it’s true location.]
Structure
Exposition
Hollefernes lays immobile on the dock, she stares upward into a blue sky. A man and a woman stand abover her dressed in expensive evening wear. The stare forward at Mew with drunk smiles plastered on their faces. Morgin Ristellene and Uthar Vinton are the two members of the Talons standing in front of Mew. Perception check DC 15 to see if Hollefernes is breathing or not. She is breathing slowly her heartbeat is slowing as well as her psychic energy is flowing into the Talons.
[A human male named Uthar Vinton (HP 45) A female elven woman named Zaladane Magdalin (HP 61) A Dwarven woman named Dorthus Malliball (HP 65) A human female named Morgin Ristellene (HP 54) An Elven Male named Stallis Ravenhooke who is disguised using disguise self. In reality he is a red Tiefling. (HP 59)
Kal is still in the brothel with the purple Tiefling woman getting what he paid for. Blizzard and Karnac are with Borgullus and Tillius at the bazaar. They are collecting materials for ship repair and looking at different magic items for sale by the various vendors. When Mew contacts them to ask for help they will be waylaid by two more members of the Talons. Safe means of attack and combat that avoids the Ghosts of the Line: Psionic attacks do not draw the Ghosts, Animal attacks whether Karnac uses beast forms or summons animals will not draw the Ghosts. Hops can use his cleric abilities to keep them at bay using his turn ability but any attacks will drawn them even his combat spells. Kal will have to figure out his own way to help. Any buff spells will not trigger as violence so he can use his bard spells to help. The battle can move about around the Flotilla as well as the water if need be. As the players begin to roll initiative and battle all except Mew must roll a Constitution check DC 14. Stallis Ravenhooke stands on the top of the Bazaar boat with a strange device with a large gem set inside of it. He is channeling all of his psychic energy and has put everyone who has failed their check to sleep. This extra psychic energy is giving the talons more power than usual. A perception check reveals that everyone on the flotilla is slumping over and falling asleep. ATG must now prevail to save the lives of everyone aboard. [The device is a mess of large wires with rune symbols all wrapping around a large diamond in the center. The sides have two large handles that allow the user to hold it in front of them. The Diamond is worth 3000 gold if removed and the device is destroyed. If the team decides to keep it the only person who can wield it is Mew and she would know that it drains psionic energy from any sentient beings near by.]
[A human male named Uthar Vinton (HP 45) A female elven woman named Zaladane Magdalin (HP 61) A Dwarven woman named Dorthus Malliball (HP 65) A human female named Morgin Ristellene (HP 54) An Elven Male named Stallis Ravenhooke who is disguised using disguise self. In reality he is a red Tiefling. (HP 59)
Kal is still in the brothel with the purple Tiefling woman getting what he paid for. Blizzard and Karnac are with Borgullus and Tillius at the bazaar. They are collecting materials for ship repair and looking at different magic items for sale by the various vendors. When Mew contacts them to ask for help they will be waylaid by two more members of the Talons. Safe means of attack and combat that avoids the Ghosts of the Line: Psionic attacks do not draw the Ghosts, Animal attacks whether Karnac uses beast forms or summons animals will not draw the Ghosts. Hops can use his cleric abilities to keep them at bay using his turn ability but any attacks will drawn them even his combat spells. Kal will have to figure out his own way to help. Any buff spells will not trigger as violence so he can use his bard spells to help. The battle can move about around the Flotilla as well as the water if need be. As the players begin to roll initiative and battle all except Mew must roll a Constitution check DC 14. Stallis Ravenhooke stands on the top of the Bazaar boat with a strange device with a large gem set inside of it. He is channeling all of his psychic energy and has put everyone who has failed their check to sleep. This extra psychic energy is giving the talons more power than usual. A perception check reveals that everyone on the flotilla is slumping over and falling asleep. ATG must now prevail to save the lives of everyone aboard. [The device is a mess of large wires with rune symbols all wrapping around a large diamond in the center. The sides have two large handles that allow the user to hold it in front of them. The Diamond is worth 3000 gold if removed and the device is destroyed. If the team decides to keep it the only person who can wield it is Mew and she would know that it drains psionic energy from any sentient beings near by.]
Conflict
As the battle wraps up on the flotilla the Pirate King himself comes down to meet them and thank them for their effective response. They are welcome aboard the Flotilla anytime and the Wet Dream will be given a plaque in her honor in the hall of great pirates. [Ruled by an elected individual known as the pirate king. The current Pirate King is a Goliath by the name of Antales Storm Beard. He is a former captain of the famous pirate ship “The bloody Oxbow”. A member of the Marid’s Bones previously. As the king of the Archilus Flotilla you must renounce former affiliations and pledge your life to the flotilla itself.]
At this point you are free to roam the Flotilla, partake in the taverns, and shop at a discount. Storm Beard tells you that he is presenting the Wet Dream with several gifts that are being delivered now. [Several barrels of supplies are being loaded right now, see sheet]
The group must still ask around for the above mentioned informants and try to find the Isle of Javadi.
After gathering the intel and finishing your time aboard the flotilla Captain Ro tells you that the ship is ready to set sail once more. You tell her your heading and Hicks and Apone chart the course. The wind picks up that afternoon and the ship is making good headway. Mordret, once more in the crow's nest yells out a "Ship several leagues off of starboard! Heading our way!" The ship can barely be seen off in the distance. As it approaches you can make out the flag of the Pentha Navy. The huge warship bristles with cannon and drifts ever closer.
The ship of the line from the Penthanavy known as the PMV Vigilant Vow sails close to the starboard side of the boat. It towers over the wet dream and a bald man tells you that they will be boarding in a few minutes. A few ropes are thrown over the gap between the ships and a large plank connects the ships. They board the ship with a Captain Andre and a few officers, 2 humans and a half elven man. Their Blue and buff uniforms crisply ironed and their swords at their sides. He is a pretentious ass and demands a certain amount of supplies and a crew member or two. "Interesting name for a vessel, The Wet Dream? I hate to make demands but we are low on supplies so I am asking for some of yours, this won't be a problem will it?" Captain Eltera Ro takes point on this one. But she gives Kal a look and says ”My first mate will accompany us but would you and your men like to join us for a cup of wine while my crew gets everything ready?” She nudges Kal as if to say, do your thing.
After this wraps up Karnac will see a snowy owl fly past the ship and take off in a southerly direction. [This should be a good indicator for him to follow.]. The owl is a portent and Karnac should follow. As the ship changes course dark clouds begin to form. The air gets noticeably heavier and the metallic smell of ionized air can be smelled and felt.
One if the following things happens 1: Lightning strikes the ship
2: Wave crashes on deck - Port side - Dex/Str saving throw, on fail pushed back 10ft (maybe force damage?)
3: Wave crashes on deck - Starboard - Dex/Str saving throw, on fail pushed back 10ft (maybe force damage?)
4: Rigging get damaged on front mast - 1d10 every round, till fixed
5: Rigging get damaged on rear mast - 1d10 every round till fixed.
6: Strong wind till next round - Movement costs double
While dealing with the wind and trying to keep the crew safe a shout comes from Hicks as he is attacked by a terrifying creature. Three undead Wyverns swoop down from the sky and three undead sea creatures climb over the side and begin to attack the crew! See Sahaugin Raiders and the Sekolin monster sheet. One of those Raiders bites into Hicks and throws him over the side! The Wyverns attempt to lift and carry off any crew on the deck as well.
They will see an island with a large bay in the middle. Taking the submersible out will allow any underwater to realize that this island is grown on the back of a huge Turtle Dragon skeleton. If they get too close the skeleton’s eyes will glow and it will attempt to bite the submersible in half. Exploring the island reveals many undead sea creatures. Merrow and Sahaugin will attack many times to soften up the groups followed by a large boss battle against the dark Druid himself. The twist on this one will be the dark leathery eggs place around his throne room. These eggs house oily little spider creatures who will attempt to leap into peoples mouths and take over their bodies. The Dark Druid himself is taken over by one of these.
After this wraps up Karnac will see a snowy owl fly past the ship and take off in a southerly direction. [This should be a good indicator for him to follow.]. The owl is a portent and Karnac should follow. As the ship changes course dark clouds begin to form. The air gets noticeably heavier and the metallic smell of ionized air can be smelled and felt.
One if the following things happens 1: Lightning strikes the ship
2: Wave crashes on deck - Port side - Dex/Str saving throw, on fail pushed back 10ft (maybe force damage?)
3: Wave crashes on deck - Starboard - Dex/Str saving throw, on fail pushed back 10ft (maybe force damage?)
4: Rigging get damaged on front mast - 1d10 every round, till fixed
5: Rigging get damaged on rear mast - 1d10 every round till fixed.
6: Strong wind till next round - Movement costs double
While dealing with the wind and trying to keep the crew safe a shout comes from Hicks as he is attacked by a terrifying creature. Three undead Wyverns swoop down from the sky and three undead sea creatures climb over the side and begin to attack the crew! See Sahaugin Raiders and the Sekolin monster sheet. One of those Raiders bites into Hicks and throws him over the side! The Wyverns attempt to lift and carry off any crew on the deck as well.
They will see an island with a large bay in the middle. Taking the submersible out will allow any underwater to realize that this island is grown on the back of a huge Turtle Dragon skeleton. If they get too close the skeleton’s eyes will glow and it will attempt to bite the submersible in half. Exploring the island reveals many undead sea creatures. Merrow and Sahaugin will attack many times to soften up the groups followed by a large boss battle against the dark Druid himself. The twist on this one will be the dark leathery eggs place around his throne room. These eggs house oily little spider creatures who will attempt to leap into peoples mouths and take over their bodies. The Dark Druid himself is taken over by one of these.
Rising Action
Or the Dragon Turtle Island just floats into Potamon bay and threates the whole city.
**Future Notes : Mew's Usage of the device she obtained from the Talons of the rook has alerted a new dark presence. A powerful psionic modeled after the Shadow King has now become aware of her abilities. He comes to her in a dream and threatens her.
Plot type
Main Story Line
Parent Plot
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