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ATG Mission 7.1 to Ventenheim

Previously on Liters of Tomorrow -


Adventure Team Grimm attempting to return to Vellen Falls by way of teleportation found yourselves hundreds of feet in the air above Kipps Bay. Using your powers to safely reach land you spent a night in the hills and turned it into a mini vacation. From there using a combination of polymorph and wild shape you flew to Vellen Falls where your ship was docked. You spent the night hitting the town, bar hopping and interacting with the local citizenry. Later that night as cog made his way back to his quarters alone he was visited by Kalindor Epiphyte, a witchfinder for the Assembly of the weave. After a small conversation the man and his partner attempted to abduct Cog who fled the scene and walked into the river for safety. The following day the rest of the team met with your benefactor and employer Agrimor. The team was paid and the Arcanist Circlet was given to Agrimor for testing and safe keeping. He allowed Vom Fass to test the circlet in a magic firing range to get some data on the Circlet's abilities. All seemed to go well and he put on a show of magnificent lightning and fire, reveling in the power of the circlet. You were also given a new mission to sail for the western continent of Ventenheim, Mew's Homeland, and look for a golem known as the Hydellical Mechanoid. It is said to reside at a lost temple somewhere in the middle of the continent. It is also said that others are currently looking for it as well which could present complications. Now though a teleportation circle activates and all of you stride through once more and arrive back in Vellen Falls. What would you like to do?

Plot points/Scenes

As you enter the city of Vellen Falls through one of the great gates you walk or ride onto neat colorful cobblestone streets. The streets themselves are wide enough for two carriages usually and spiderweb around the large central building which houses most of the government offices. A dull roar fills your ears as the not too distant Archon Falls drop into the southern half of the largest river in Penthaheim. The spring sun beams down through dozens of short but wide trees with light green leaves and pink blossoms on them. The pink blossoms dot the cobblestones making a pastel mix of dots all around you. Dozens of traders, some with hand carts, some with mules carrying goods and some well dressed with servants carrying chests move about the streets around you. Wide polished stone bridges stretch out over the river and are easily recognizable as the famous bridges of Vellen Falls. Over by cities edge as the area is called that hovers over the cliff overlooking the waterfall a series of hundreds of wooden docks are built into the side of the cliff. Moving platforms tied together with winches, chains, rope and metal grommets work in concert to move goods and people down to the water below. Vellen Falls is also different from other cities in the region due to the high population of elves. Elves are commonly seen in Penthaheim but usually only a small number, here though you can see elves walking in groups and milling about the coffee shops and taverns as well. The university here has a large contingent of Elven students and professors. Their are also several embassies devoted to different elven kingdoms and their ambassadors and aides as well. [DM Note: Have VF and COG make perception checks to notice pedestrians wearing the symbol of the Assembly of the Weave. You notice several students wearing the raiment of the august organization usually walking in pairs as they move about the city.]

The Delegation from the Kingdom of Crossing Sun and Stars-

Wandering through Vellen Falls and securing any shopping or planning that needs to be done you see a procession of Tabaxi holding purple and gold banners bearing a sigil of sun and stars. They approach Mew and the front two immediately kneel before her prostrate with their arms on the ground. The two standing behind them cross their arms and bow. A white and grey tabaxi that has the look of a snow leopard with many small braids coming off of his neck speaks. "Princess Mewtoolian Moon of the Midnight Sun Blood red moon and Crossing Stars over the ink black night. We have news from the Queen." The man presents a scroll and unfurls it and begins to read " Princess/Daughter your presence is required in one week's time at the Kettleclaw tower for an audience with the Queen. A threat has materialized and your intervention is needed. if you must you may even bring along your motley compatriots, though I must ask that they obey our laws and standards. It will be good to see you once more" - Greatest of Clan Mothers Queen Mewrulah of the Clawberry Briar First Daughter of Star Crossed Sun Scraper.

The Wet Dream-

Docked at the Kettledowne Docks on the Northerns side of the river most of the crew are out on shore leave. On the ship at this moment is Hicks who is monitoring the personnel schedule and some repairs from the goblin attack. "Are we in a hurry commander? I have several crew out on the town for the night. I can bring them in if need be but It will be a couple of hours."
Boat Side Quests - Vazquez was asked by the zoo keeper at Copenhaus to bring back a rare Quislan Seal. They are illegal to bring into Penthaheim due to the invasive species act of 2845. She approaches Hops about the idea and the amount of money she may be turning down.
The Wet Dream sails East down the Feron River, towards a rising sun in the distance. Apone shades his eyes as he looks out between the sails, Hicks activates the hull shift and the bottom of the boat once more magically adjusts into shallow water size. The large boat glides easily over dangerous rocks and muck that makes this river difficult to traverse for most large vessels. The morning air is warm for once as the season gets into spring proper. Hollefernes and Cog do some light modifications on the sails but the wind is fair and blows your way. You all scan the river banks looking for any signs of goblins or thieves but so far see nothing. As you sail Vazquez and Hops head down to the Weapons deck and begin to do their cannon checks. She turns to you and says “Hey, when we were in Copenhaus one of the zoo keepers asked if I could procure a Quislan Seal. Offered me a pretty good price too. What do you think?” [DM Note: Hops make a history check DC 14. Quislan Seals are illegal to bring into Penthaheim due to the invasive species act of 2845.] “Well she offered me 1200 gold, which we could split…” Mew as you take your usual position of sleeping in your quarters, sneaking into the galley, and petting your horse Crowe approaches you as you stretch after a nap. “Hey, I made you this. I found a great cut of beef back in Vellen Falls.” He hands you a metal plate with a filet Mignon, lightly seasoned and perfectly cooked. “Look I know you are married in the future (?) and all but I just wanted to say I like hanging out with you when you on the ship.” Karnac you stand on the deck pipe in hand taking a few tokes. After doing his checks Borgullus Cro sidles up to you “Mind if I take a puff off of that?” He talks about a couple of wild shapes he learned after visiting the zoo in Copenhaus. “They had a Sea lion chimera that is fast in the water, fascinating” Cog as you and Hollefernes tie off some ropes and settle in near the aft castle waiting for a wind change Captain Ro finally comes out to inpect things. “You know we should start looking into some new recruits for the crew. We’ve been through a lot with all you folk, and everyone here has done a bang up job, trustworthy and talented. But they are also strung out and doing a lot with little backup. We’ve lost Kal, Flaschenbier, and Knucklecrush. Mostly do to desertion and betrayal but we could still use a bit of help around here.” The sun gets higher in the sky and you can see the mouth of the river as it widens into the great sea beyond. Hicks hits the hull shift button once more and the boat prepares for deeper waters. After a few minutes anyone on deck roll a perception check. [DM Note: DC 17. Anyone who succeeds can notice a strange bubble pattern in the water. Probably roll for Apone and Hicks as well. Tracking the bubble pattern you can see a very large shadow down in the water approaching the ship.]. Six seconds later a gargantuan clawed hand clamps down on the rail to your right, and a moment later the other hand clamps down on the rail to your left on the other side of the ship. Huge flumes of water explode on either side of the ship with the motion of the huge arms. Roll initiative.
[DM Note: The corrupted Juggernaut attempts to drag the boat down forcefully into the bottom of the river and tear apart the crew.  This damages the rails and hull of the ship.  Hicks and Captain Ro will make for Copenhaus to speed up repairs.  Due to the nature of the city they have many dry docks where huge cranes will lift the boat out of the water.  This will speed up repairs and also allow for barnacle and mussel removal.  Though it will be a bit expensive, expect to pay at least 900 gold for all of this.   At this point we can have the Witch finders attack them once they are separated or save it for later and move on to the adherents of iron on the sea.

Themes

Copenhaus side plots -


As the Wet Dream limps it's way to Copenhaus it is attacked by a Goblin war chieftain known as Ratchtooth the Wicked. As darkness falls your ship slowly sails into the wyvern sea from the Feron River. A wide delta opens up all around you and the river current helps propel you back into the sea. Hicks walks up to you and Captain Ro "The damage may mean we can't convert the hull back to deeper waters. With the retracted keel we are going to have to move slower than usual. " Captain Ro responds with "Damn, I don't like this. Less speed and manuveurability means we are going to be open to attack. At this rate it will take an entire day to get to Copenhaus for repairs. We are short handed as it is. Vazquez take Commander Hops and get him a refresher on the cannons, better get them loaded and prepped in case we have any trouble. Cog I'll need you on sails with Hollefernes, Karnac I'll need you and mordret to set up a watch pattern. Borgullus will be busy below deck looking for leaks and keeping us together until we can get to dry dock." [DM Note: it is possible that the submersible is jammed thanks to the damage by the Juggernaut. The Rock Gnomes will be busy making repairs as well and trying to get it released. Depends on what happens with the battle and if anyone uses the submersible.]
Anyone who is watching roll a perception check. DC 15.
As night falls off in the distance some boats can be seen, small dim lights like lanterns that are shuttered. With a perception check you notice that they are drifting closer. Almost as if they are attempting to move up on you stealthily in the night. As the lead boat gets right up along side the Wet Dream a Flare of light like a large firework explodes near the bow. In a burst of smoke on the deck A goblin appears in a thick dark patchy cloak. His hair is braided with sparking sticks adding a menacing glow. He shouts at anyone on the deck “I be Ratchtooth the Wicked! The owner of this sea and I demand all of your cargo in your hold! Be quick about it and no one gets eaten.” Ratchtooth has a scimitar at his side and a flail as well as several throwing knives hidden in his coat and bandolier. “You! Human female, I mark you as captain. We are hundreds strong and we take what we please. But this doesn’t have to be bloody. We will spare your lives if you do as I say.”
If the party chooses combat two dozen goblin pirates swarm the deck of the ship and begin to attack anyone with a weapon. Five rogue goblins make for the stairs going down to the hold to pillage! If the party tries to parlay or use tricks to get out of combat they can notice a dozen goblins clinging to the side of the ship waiting for a command from their captain. They are using two sloops and a gunboat to circle the ship and block it’s movement. As the fighting goblins clamber up the ship a skeleton crew of three goblins each man the ships. The loot is 534 gold and jewels worth 600 gp if the players raid the goblin ships. A strong nature or survival check will show a series of caves on land that are probably their hideout. If they venture in to them they can find 11 human, Dwarven, and Halfling prisoners in various states of dehydration and malnutrition some may even have limbs removed for cooking. Loot in the caves would be 756 more gold and a shard statue of a wolf worth 340 gp.
In the city of Copenhaus as the ship is in Dry dock an investigator is going around asking questions about the zoo murders. His name is Aerie inspector Mangal his job is to ascertain why their was a pitched battle at the zoo and how several highly paid trained assassins were killed and bodies left by the Chimera exhibit. “It’s an odd thing isn’t it. These folk are paid to kill other folk and yet they were all murdered themselves.” Inspector Mangal is a human man in his 50’s. Long stringy hair and the standard leather armor of a griffon rider. He has a hard leather badge in with the Copenhaus C with a griffon on it on his chest. He wears a short red cape as well marking him as a member of the guard.

Structure

Exposition

Previously on Liters of Tomorrow -


Adventure Team Grimm left the city of Vellen Falls and sailed down the Feron river towards the Blade Driven Sea. Just as the ship was reaching deeper waters two gargantuan claws fell upon the rails and threatened to drag the ship into oblivion. The Corrupted Juggernaut that the team had carelessly thrown into the sea had found the ship once more. With the clever use of polymorph and banish Vom Fass and Blizzard Hops neutralized the creature and the ship sailed for Copenhaus desperate for repairs. On the way they were accosted by Goblin Pirates who saw an easy mark in the damaged vessel. Much to their chagrin they bit off more than they could chew as the team decimated their ranks with masterful sword play and the appearance of terrifying dragons in the night sky. After the goblins were dispatched the ship made it's way to Copenhaus and dry dock for repairs. With the price of 900 gold for repairs and a few days of relaxing city life the team made their way to some shops and taverns. Unfortunately the Assembly of the Weave's witchfinder general once more found Cog and Karnac walking the streets. He and his partner set a trap and assembled a team of attackers to separate Adventure Team Grimm keep them busy while he abducted Cog or Vom Fass. Unforeseen events confounded the attempt as Karnac helped Cog fend off the witchfinders while Mew easily dispatched her psionic attacker. Vom Fass wound up battling the Rakshasa sent to kill Karnac and neatly cut off his powers with an anti magic collar. Blizzard Hops did succumb to his trap but received a healthy eight hours of sleep for his failure so no harm done. The Witchfinders escaped to fight another day. Afterwards the team said their goodbyes to a couple members of their long time crew as Boltagon Boltagar, Tilius the Quartermaster and Ferro left to pursue other employment. Also the team was approached by a delegation of the Kingdom of the Crossing Sun and Stars looking for their exiled princess. Mew hid from sight however leaving the rest of the team to meet with the delegation. They delivered a scroll that detailed a request by the queen to arrange an audience in person in the Kingdom itself in Ventenheim. Now the city is yours to explore as you set out to find a couple of new deckhands and set sail for Ventenheim on the morrow.

Recruitment Drive


As you wander through the streets of Copenhaus you walk through an outdoor street festival celebrating the warmer weather that spring has brought.  Many vendors have outdoor tables and stalls selling baked goods and sweet meats.  Several local cooks have barbeque pits with hundreds of pieces of pork and chicken slowly cooking to perfection with blends of peppers and exotic salts.  An angled building not too far away from you has a large wooden sign hanging from it with a broken down boat painted on it in Teal and gold.  The Rotted Sail is emblazoned on it with large metallic gold letters.  Bright torch light and lantern light shines from within and loud cracks of laughing, shouting, and celebrating can be heard within occasionally broken up with a shout of anger or the sound of breaking glass.  In the crowd milling about outside you see several familiar faces each with a mug of ale or a horn of mead in their hands.  Hicks, Apone, Hollefernes and even Captain Eltera Ro mingle amongst the crowd.  They seem to be enjoying the forced couple days of vacation while the ship is repaired in Dry dock. New Hires available in Copenhaus: The Rotted Sail
Kintolo Arix / Deckhand - A human man who distrusts magic. Accomplished Sailor and a Han Solo Type. Expert Smuggler. Criminal Past
Mirralee / Bosun - Quick witted Halfling woman. Aspiring Artificer but no levels yet. From the Fletching she now is fledgling sailor. Birch / Quartermaster - hard charging human sailor with lots of experience. Heavy drinker with a short temper.
Jalis Untan / Carpenter - tough human woman. Blacksmith and wood worker. She stands 6 ft tall
Locrates / Master Gunner (secretly a displaced Leonin, traveling as a tabaxi) From the City of Panokles in Theros he was shunted out of time and realm by the artificer Dendrick. Winding up in Stoneport he took on a Tabaxi persona from the Kingdom of Thunder in the morning springing from seven storm clouds. With a history check or a perception check Mew would be able to ascertain his odd heritage. Sometimes refers to himself as Rain on the Wind if he remembers.
Macaratu / Sail master / Aarokocra - This odd Aarokocra was born without wings his arms are much more human like leading to his ouster from the Alacan Islands. He took up sailing just for a vocation and found that he was accepted by his fellow sailors.
Bella Anversil / Oarmaster - A Gregarious Half Orc woman she loves a good drink and an adventure. From the Northern Eigerlands and a tribe of orcs who still live by the old ways, she left as a teenager and never looked back.
Jinx Ollivin / Master Gunner - A Halfling woman with bright pink hair granted her by a wild magic surge. She loves weapons and is always looking for shard rock to find new ways to make explosives.

Conflict

In the city of Copenhaus as the ship is in Dry dock an investigator is going around asking questions about the zoo murders. His name is Aerie inspector Mangal his job is to ascertain why their was a pitched battle at the zoo and how several highly paid trained assassins were killed and bodies left by the Chimera exhibit. “It’s an odd thing isn’t it. These folk are paid to kill other folk and yet they were all murdered themselves.” Inspector Mangal is a human man in his 50’s. Long stringy hair and the standard leather armor of a griffon rider. He has a hard leather badge in with the Copenhaus C with a griffon on it on his chest. He wears a short red cape as well marking him as a member of the guard.   Olmed Hashan Appears with a parting gift for Mew. He informs her that she is expelled from the Abyssal Knife. Hashan Grabs her arm make a Strength Check DC 18. His hand is coated with a toxin that will immediately seep into her skin. Constitution saving throws to deal with this toxin or she will start to be paralyzed and die. If caught Olmed Hashan will eat a tablet that will acidify and melt his face off.   Walking through the Golander Dome the players can see the Ancient temple below a huge crater created by the Corrupted Juggernaut. In the buried ancient temple there are clues on the Abyssal Knife and their plans
Adherents of Iron -
A full day at sea feels good despite the hot sun shining down on the deck. The weather across this side of the continent is getting nicer and out on the open sea the noon day sun is down right hot. Cool breezes balance it out along with splashes of sea spray from the dazzling water below. The crew as well as Cog and Hops bustle around the ship performing basic sailing duties. Tending to the sails and lines as well as keeping cannons secure and cleaned, ready for battle. Karnac you lean against the rail on the aft castle and pull out a pipe gazing at the blue and green wake behind you. Eventually a bird begins to circle off in the distance. At first you assume it's an errant sea bird, a gull or an albatross. you light your pipe and breathe in some of the pungent smoke. As the bird gets closer you see that it is a hawk. Not just any hawk but your friend Ethan Hawk. He lands on the rail in front of you and nudges your hand. You greet him warmly and after a few seconds his eyes pulse and glow with a bright green and yellow light. Like the a ray of sun shining through green Leaves on a tree. A voice emanates from the hawk, the pleasant but authoritative voice of the earth mother Makalua'a. "Karnac, child of the forest I call upon you. Be aware that the domain of the god vellenox, my cousin, is shrinking. Attacked by an unknown enemy. We thought this not to be possible but the danger is great. Take care but try to investigate this great evil. We will speak again." With that the glow subsides and Ethan is a normal Hawk again.
    [DM Note: Sailing for a few days on the open water eventually they will see another ship not too far off. Captain Ro recognizes the ship and the captain as a friend. She allows the ship to sail near and tie up. The captain comes aboard and pulls captain Ro to the side. He asks for a private meeting “I’m sorry for this Eltera, they gave me no choice.” With that several knights of the Adherents of Iron raid the ship and demand to take Cog into custody. They have a warforged automaton with them that looks exactly like Cog. Battle here] Another day at sea goes by without much trouble. The dark blue and green waters surround you as the full sails push the boat at a fairly steady clip. The crew cycles through their roles throughout the day, Cog has enough experience now that he and Hollefernes now take turns in the rigging rather than working together. Cog as you take over the shift from a weary Hollefernes she heads below deck to grab some shut eye. Roll a perception check DC 15. In the distance you see a large transport ship a bit bigger than the Wet Dream. A Wine red and light blue flag flies from the tallest mast, It seems to be on course to rondezvous with you. You call over Hicks and Captain Ro to take a look. Captain Ro takes out her looking glass and studies it. She remarks "I recognize the ship. It's the Bright Venture, last I knew it was captained by Enric Fellows. I think they move cargo for the Rodriguez Trading company. He's got a flag of meeting up I don't see any harm in trading some supplies and seeing if he needs some help. Cog why don't you drop the sails and slow us down."The ship drifts closer it does indeed look like a nicely outfitted fairly large cargo ship. You don't see any signs of damage or distress. The captain waves and greets you as they get close enough to exchange words. "Ho! The great Captain Ro! A parlay if you would? No trouble, just wondering if you could spare some supplies?" Ro turns to you and says "We are pretty good on supplies I see no harm in letting him come aboard." She makes the calls and the two ships meet up and a gangplank is put over the span. The captain is gregarious and bows as he comes over. [DM Note: Any PC's close enough to this exchange can make insight checks DC 18] "How good to see a familiar face out here on the Wyvern Sea! Always a lucky sign for the rest of the journey! Can I ask a favor and get a Barrel of clean water and maybe some light rations? I have some passengers on board who think themselves royalty, they are up my backside to get a feast every night." Suddenly a shout goes up from the other ship and several more gangplanks slam to the deck of the Wet Dream. Captain Fellows winces and looks at Ro apologetically "I'm sorry about this, they threatened the crew and I, they gave me no choice."
  A gangplank and then another slam down on the rail of the boat as a few sharp commands are barked out by men as they rush across. A dozen men in armor, weapons in hand stand imperiously on the deck. Tabards with a black symbol dyed on white linen draped over their breastplates, black and silver helmets gleam in the sunlight. A Paladin steps forward and begins to speak. As you look on a familiar figure walks over the gangplank and clangs onto the deck. A man made of metal and wood stands behind the armored figures and looks exactly like Cog. Instead of the fluid and familiar movements of your friend and teammate this being walks stiffly and his eyes glow a dull orange. The paladin speaks “We are battalion 23 of the Adherents of Iron. This vessel has stolen property on it and we demand the return of our battle warforged number 313. This will be done promptly and no harm will come to your or your crew.” If Cog is on deck the commander paladin is dismissive and treats him as a droid. He purposefully avoids eye contact and always speaks to a human or dwarf that is present. “You warforged will not address me as anything other than master. You will return with us or be dismantled, any thoughts you are having to the contrary are a devil’s work and blasphemous. Silence yourself or I will do it for you.” If Hops is anywhere in view a Cleric will approach him angrily. “You there! How dare you wear that symbol heathen! Bow down before us and ask for forgiveness. Begin the prayer ritual immediately or I will strike you down.” He reaches out to grab the tabard on Hop’s chest and tear the cloth to shreds.

Rising Action

Previously On Liters of Tomorrow -


Adventure Team Grimm enjoyed a day of festivities and tavern hopping in the city of Copenhaus while the ship known as the Wet Dream was repaired in Dry dock. The crew and the team spent their shore leave scouting new recruits to fill out the openings left in the wake of some their veterans looking for other career opportunities. Several competent and aspiring sailors were interviewed and given a chance to serve aboard the adventuring vessel. These new recruits were questioned and means tested by the team to make sure they had good skills, served the over arching narrative, and had suitably interesting and burgeoning back stories. With repairs done and paid for, a new crew assembled, and the ship supplied and sea worthy adventure team set sail for Ventenheim on a new grand quest. On the open seas however you were hailed by a merchant vessel and plied for extra supplies and some trade. The ship was a trap however set by the group of religious zealots known as the Adherents of Iron. Gangplanks slammed down on the ship as a dozen heavily armed clerics and paladins stepped aboard. They even brought one of their new warforged automatons whose eyes glowed with a dull orange light. They demanded the return of their property warforged number 313 and threatened all aboard who stood in their way. With persuasive guile and cunning Vom Fass came up with an improvised plan and created a version of Cog with Clockwork magic. He convinced the Paladin to take the construct and be on his way. Fooled for the moment the Adeherents of Iron returned to the Bright Venture and began to sail off. Now you all stand on the deck of the Wet Dream with the knowledge that you have less than an hour before that construct disappears and the Adeherents once more find you. As you formulate a plan to go on the offensive without killing innocent sailors aboard the Bright Venture the clock is ticking....
[DM Note: Reminders for the coming battle - Use banishment when opportune and note that any of our players that get banished will wind up in the TVA offices! The other war forged is just a mindless automaton but a strong fighter. It has fire blasts out of it's hands and arm blades as well. ]
After the Battle - Depending on damage to the ship and how the battle goes, the Wet Dream will once more be on it's way to Ventenheim. Here we can delve into new Crew members back stories and some other boat related fun. [DM Note: Maybe time to Awaken Cog's Sword. Another Karnac revelation? Mew psychic plane? ]
[DM Note: Reminder for the battle with the Adherents of iron. On the Bright Venture under the command of Enric Fellows there are several crew members. [First mate is Gorty Hamlisch, Other sailors on board Tellison, Vergren, Yoloton, Norgrend, Sussex, Curvadin.]. All of these sailors on the crew should be protected but the Adherents will show no mercy or care for their safety. They consider all who do not share their strict adherence to be heretics and blasphemous.] [Consequences of being Banished for ATG Grimm:  If a cleric or paladin of the Adherents of Iron successfully banish a member of our team they pop out of the material plane and materialize not in the abyssal plane but in an office of the TVA.  For players "You pop back into existence and feel all of the material in your stomach rush forward then backward.  Your blood pounds in your head for half a second as things move back to normal.  You look around and see a fairly large room, the walls covered in wood paneling.  Intricate molding on each piece and two layers of crown moulding at near the ceiling.  A lush green carpet lays under your feet and wide wooden desk sits in the middle of the room made of polished expensive wood.  Up against the wall is a device with a cistern of cool water on top of it.  Glowing rune rocks stud the outside of it and a small display window reads 38 degrees F.  Several metal file cabinets line the other wall with dozens of scraps of parchment, tubes of scrolls, and pieces of painted and inked imagery. You stand in front of a wall with a couch in front of it and the last far wall has a heavy wooden door that is closed.  At the desk an older human man looks down at a large book.  Heavy spectacles with several lenses sit on his face, two the lenses down around his nose at this time.  You see each other at the same time and share gasps of "What the..!"  He quickly reaches down and pulls out an object and points it at you.  A grey and black object with a cylinder pointed at you.  He says in a quavering but authoritative voice "Don't move!"  and with his bonus action he reaches his free hand below his desk and searches around for something.  Your turn what would you like to do?]
After the team deals with the Adherents of Iron they will have to resume their journey to Ventenheim. The crew and Adventure team Grimm settle into their normal routine. The new crew are being put through their paces and taught their new roles. The afternoon goes by quickly with the hard work of sailing. The sun begins to get lower in the sky and a quilt of light puffy clouds hangs in the sky above you. Cog, you and Hollefernes work with Macaratu teaching him the proper way to work the sails and lines or in the manner you prefer.     Vom Fass you wander the deck avoiding hard labor by pretending to be busy with kobold Sorceror stuff. The sun sinks low towards the sea and the sky above you turns dark blue leading down to bright orange as the sun sinks into the water. You hear some strong words coming from the aft castle. As you drift closer pretending to read a book you see Jinx Olivin and Captain Ro having a rather heated conversation. Captain Ro icily stares at the Halfling and says “NO.” Jinx cycles up again and says “but captain I need to practice my craft!” [Jinx is upset the captain won’t allow her to try out experimental cannon balls citing low powder and the crew not liking midnight explosions echoing out over the water during shut eye.]   Mew you brush your horse for the fifth time today in between naps in your quarters. Sailing has always been difficult for you but you put up with it for the good of the team. This time however the days stretch on and this voyage is really testing your patience. You suppress your irritation once more by tending to Nightmare when you hear a whispered conversation. As you creep forward like a shade in the night. You see Mirralee, the new Halfling talking to herself. “It’s a long journey, and I think these new people are good folk. I know you don’t trust them but sometimes you just have to work with people. I don’t think she hates you, she seems very interested in seeing you. Besides if anyone tries to hurt you I’ll stop them.” as you get closer you see the strange smoky form of bony snake which hovers in the air in front of Mirralee barely corporeal. Mew at some point during your napping and all of the excitement of the previous battle your defenses are lowered. You feel yourself gently pulled into the psychic plane once more. The strange landscape forms around you made up of millions of tiny polygons. A large pond with a wide waterfall cascading down a cliff. You stand on the edge of this mirror like pond watching the rhythmic ripples move from the base of the waterfall and the strange spiky spray made from the polygons as the falling water hits the surface. A voice emerges from your left “Beautiful isn’t it.” A handsome elven man stands next to you holding a flower up to his nose and staring down at it. Bright white hair frames his face and falls down to his shoulders. He wears dark grey and black evening wear. Like tuxedo tunic with overlapping layers of silks making up a light jacket. “Why won’t you come see me?” He sighs. “You move all around the great world yet you refuse to come north to my Castle.” “No matter, I will be patient. But before I leave you a word of warning. A friend of mine lives not to far from your present location. Take care not to meet him won’t you?”   Karnac, you get up from a nap down below and make your way up to the deck lighting up a pipe. The sun is just a sliver above the horizon line creating a magnificent sunset of orange and pink the rest of the sky dark blue above it. You lean against the rail feeling the rough hewn wood under your arm and the cold breeze coming from the sea around you. You feel the satisfaction of being on a journey, adventuring with a team of brave souls just like you, a childhood dream of yours. Or is it running away from your family and it’s problems? You quickly shake that thought out of your head as you hear Vazquez and Frost approach. “Hey commander, thought we may dip into the Dragon Born Whiskey and do a party night, kind of welcome the Noobs, what do you think?”   Hops as the crew begins to mill about the deck setting up extra lanterns and bringing up some extra rations and drinks Vazquez makes her way towards you “What do say Hops? Care to donate some of that world famous whiskey of yours?” After a few moments of the new crew getting razzed and doing some shots. Birch approaches you and crosses his arms. “Care for a rematch?”

Climax

The Great Storm -


After a couple of days Cutting across the Wyvern Sea you see nothing but Blue skies and wispy clouds during the day and a crystal clear night sky studded with millions of stars. The Two moons move lazily across the night sky crossing paths occasionally. Warm summer winds constantly buffet all on deck during the day and slow down at night growing a few degrees cooler. The third day those of you that sleep and have fewer tasks aboard the boat awake and make your way out of your quarters. Crowe has a meager breakfast prepared of seabird eggs and rations made of salted dried chicken and pork. Some ugly looking tangerines and lemons make up your vitamin c for this part of the journey. Apone stretches and sits down next to Karnac "Damn, I always think I'll get used to this every journey but those tangerines look like my aunt Bretta's tumor. We need a port and break, what do you think?" Hicks makes his way through the galley on his rounds checking in on the crew and their morning tasks. "No port anywhere near us on this leg of the ocean. We are a couple of days from the Orix Island Chain but Captain has us pushing past trying to get to Ventenheim."
As morning gives way to afternoon most of you drift towards the deck to feel the wind and sun and look for interesting sea life as it drifts by. The ship moves at a fair clip catching a full sail of Easterly wind as you move into a popular shipping route and jet stream. The consistency of the waves is nice and familar, same waves you have been watching for a week now. But later that afternoon the sea calms and the waves even out. Captain Eltera Ro mutters a curse word and shouts "Hicks! Apone! get yourselves ready we've got a problem." As you all look off in the distance an enormous black cloud can be seen right in your path.  It stretches across the sky and leaves a black shadow on the waves below.  A sea storm spans and blurs the horizon all around you and even a you consider sailing miles to go around it looks to be surrounding you.  Small flashes of lighting are the only illumination that emanates from the clouds in front of you.  Things darken further as the sun begins to set.  The crew moves frantically around you to secure sails and protect anything that moves on the deck.  Borgullus, Jalis, and Mirralee rush into the hold to rope down crates, barrels, and chests.  Cog you stare out into the massive front with wonder and astonishment taking it all in until you hear a shout from Hollefernes "COG!  let's get moving we've got a lot of lines to tie up!"
Karnac you feel the pressure drop with your connection to nature, Instead of fear you feel a bit of excitement. Captain Ro bellows at you "Karnac get that Hawk below deck and locked in your quarters!  The winds coming will tear that bird out to sea and you'll never see it again!"  With your mind now focused on the present make a Survival check DC 15.  A success leads you to assess the current storm size and danger levels.  This is an enormous thunderstorm at hurricane levels.  This is going to be bad.  Vom Fass you also feel an surge of excitment as you feel the electricity in the air.  Despite your new Clockwork allegiance the storms and lightning are always your first love.  What are you doing as the crew scurries around you?  Mew, same question.  Hops your mind clears a bit as the temperature drops and vazquez and Jinx now motion to you.  "Hops! we need a hand down in the weapons hold!"
Those of you on the deck watch as the sky darkens even further into night time conditions.  The rain begins to pelt the worn wooden planks of the deck and the bunched up canvas of the sails now tightly tied to the masts and booms.  In moments the wind changes from swiftly rushing past your faces to screaming all around you!
[DM Note: Time to use the rules of storms at sea making checks each round/Hour.  Add to our descriptions each hour as the dice changes the conditions around them.  This is going to be at least 12 round/Hours for this storm. ]
After hour 12 of battling the storm Karnac takes a moment to grab the rail and take a breath.  Roll a perception check DC16  Anyone else on deck at the time can make this.  On a success you see the waves raising and cresting around you as they have for half a day.  In one of the waves a shape moves!  In the wave through the dark blues and greens a bright yellow eye opens and jets away down underneath the water towards the underside of the boat.  With that the shape is gone.

Falling Action

Abducted and taken prisoner in the City of Deep Giants


A triton man sneaks aboard the ship on the journey and unleashes a gas cloud. Knocking out the crew and as many players as possible. A 25 ft. tall blue giant man peers over the rail of the boat and with the help of a squid like creature takes many prisoners and cargo and plunges into the sea below. Taken down into an underwater city and imprisoned the players must save the crew and loot anything they can as they escape their underwater prison.A city of Storm Giants ruled by the Blue Dragon resides on the ocean floor in this section of the ocean. They occasionally rob merchant ships and take sailors as slaves or food. A couple of tritons board the ship and throw gas grenades around to knock out the crew. Then a storm giant and a squid creature take prisoners and loot and take it down to the city. Late at night under the brilliant night sky studded with thousands of stars and pink and bright green auroras that snake between the moons. During a shift change the only people on deck are Karnac doing some late night smoking, Vom Fass who is muttering at dolphins swimming by the bow and the new girl Jinx. Hollefernes and Borgullus enjoy some of the quickly dwindling tea as they await Cog and Jalis to relieve them. Karnac as you wander about the aft castle and descend down the stairs roll a perception check. DC 15. A bluish green man in a dark blue tight fitting leather jacket and pants crouches on the deck in a sneak position. He holds two large cylinders in his hands. As you both lock eyes he throws one of the metal objects at your head, hard. roll a dexterity check. Whatever Karnac does the canister explodes into greenish yellow smoke enveloping him. Vom Fass you are on the bow roll a perception check. Another bluish green man is sneaking up on you.  As the smoke expands and mixes with the water in the air it develops into a mist that settles all around the ship enveloping it.  Everyone must roll a Constitution saving throw [DC 18].  If you fail you are knocked unconscious and you fall to the deck.  Dark blue and purple tendrils begin to slowly snake through the ship down the stairs and into the hold.  Several of the crew are taken beneath the waves as well as chests of coins, Dragon Born Whiskey, Blizzard Hops Whiskey, and your last remaining Haze dust contraband.  Those left 
Jotonalyeth City is a city of Storm giants currently. They have enslaved the triton population and now use them for farming and raising large schools of fish.

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