ATG the Return to Tellenor over the Wyvern Sea
After escaping the gem of Amara you arrived back in Tanaheim several hundred feet in the air. Your mission was successful to rescue Adventure Team Bugbear and your lost teammate Vom Fass. With some quick thinking and shape changing you managed to get everyone safely down to your ship the Wet Dream. The ship was abandoned, it seemed, until you found a single crew member bleeding on the Aft Castle. Ultafiro Hicks, your Navigator, laid dying from several injuries, not least of which was his mess of a face half burned off. With some extensive healing spells you stabilized him and he told you of the being that boarded your ship and abducted your crew.
A seven foot tall man with bright red skin and enormous horns was invited aboard by your ship's mage Flaschenbier. His eyes widen as you approach "Commander, I'm sorry, We didn't see it coming. She betrayed us." you question him and he replies "Flaschenbier, she invited someone on board. He appeared out of nowhere asking about the gem. We confronted him and told him we didn't have it. Suddenly the rest of the crew wasn't like themselves. They began to agree with him and tell him everything. Big fella, seven or eight feet tall, reddish skin and big horns. I ran towards him but my face exploded in pain and fire. I tried to attack again and crushed my legs in seconds. I blacked out and when I awoke everyone was gone. He did leave me a message he said you all would be back. He said to meet him at Wraught Island. An' he said to give his regards to his son who would be with you."
After finding the trove of maps in the quarters of Captain Eltera Ro you plot a course for Wraught Island. With the current wind speed and conditions Hicks confirms the trip to take about two days. (Let's roll for weather conditions) Partly because you are without an experienced crew. Luckily Cog had been training with Hollefernes on the sails and Karnac knows a little about navigating the sea talking with Borgullus. With several healing spikes and spells Hicks is able to pilot the ship, though the left side of his face is a scarred mess that won't change even with more heals. Vom Fass you have never traveled in this manner before and hundreds of questions swirl in your mind.
Mew as the rest of the team makes travel plans and scurry about the ship to get it ready to sail, you wander down into the hold. A brief bolt of searing pain runs through your head as a telepathic message blares "Star Kitty! You have returned!" The world around you begins to shift as the creature attempts to drag you into the Psychic plane. Do you resist? Make an intelligence saving throw [DC 15] If Mew fails or goes willingly she will once more stand in the polygonal psychic plane. "My dear, I can feel your prescence once more on this plane. We must meet, will you come to me?" The polygons around you begin to darken and quake as you begin to back up slowly. The huge mass of black and dark grey polygons whirl and form into the huge figure with yellow eyes. “As awlays my bright shining star off in the distance, We must meet young one will you come to me?” Mew may respond. “Come to me, in Khalevoor Castle in the Ice Lands”.
After plotting a course for Wraught Island in the Hemigraspus chain of islands the Wet Dream sailed Southeast. With good weather the trip will take two days, though without an experienced crew this may vary. [DM Note: Roll a Navigation check and a Weather check to see how they do] Cog readies the sails that afternoon and the rest of you go about the ship checking on various systems and taking over jobs done by the crew. Most of you have been sailing for several weeks now and even if you don't have the most experience you make a good go of it. The members of adventure team bugbear are clueless but they are all enthusiastic helpers.
After finding the trove of maps in the quarters of Captain Eltera Ro you plot a course for Wraught Island. With the current wind speed and conditions Hicks confirms the trip to take about two days. (Let's roll for weather conditions) Partly because you are without an experienced crew. Luckily Cog had been training with Hollefernes on the sails and Karnac knows a little about navigating the sea talking with Borgullus. With several healing spikes and spells Hicks is able to pilot the ship, though the left side of his face is a scarred mess that won't change even with more heals. Vom Fass you have never traveled in this manner before and hundreds of questions swirl in your mind.
Mew as the rest of the team makes travel plans and scurry about the ship to get it ready to sail, you wander down into the hold. A brief bolt of searing pain runs through your head as a telepathic message blares "Star Kitty! You have returned!" The world around you begins to shift as the creature attempts to drag you into the Psychic plane. Do you resist? Make an intelligence saving throw [DC 15] If Mew fails or goes willingly she will once more stand in the polygonal psychic plane. "My dear, I can feel your prescence once more on this plane. We must meet, will you come to me?" The polygons around you begin to darken and quake as you begin to back up slowly. The huge mass of black and dark grey polygons whirl and form into the huge figure with yellow eyes. “As awlays my bright shining star off in the distance, We must meet young one will you come to me?” Mew may respond. “Come to me, in Khalevoor Castle in the Ice Lands”.
After plotting a course for Wraught Island in the Hemigraspus chain of islands the Wet Dream sailed Southeast. With good weather the trip will take two days, though without an experienced crew this may vary. [DM Note: Roll a Navigation check and a Weather check to see how they do] Cog readies the sails that afternoon and the rest of you go about the ship checking on various systems and taking over jobs done by the crew. Most of you have been sailing for several weeks now and even if you don't have the most experience you make a good go of it. The members of adventure team bugbear are clueless but they are all enthusiastic helpers.
Plot points/Scenes
As the sun sets the sea begins to get more choppy and a westerly wind picks up. Dark tall clouds roll in from behind and in thirty minutes the boat is engulfed by torrents of rain. Large waves slap the bow of the ship and it lurches upward with every one. I need Cog and anyone else working on the sailing of the ship to roll dexterity checks. [DM note: DC 16 A success means the ship keeps moving in the right direction and maintains integrity. A fail means some of the ropes break and a sail is torn as chaos breaks out on the deck.
Vom Fass as you wander about the deck carrying a small lantern pretending to be helpful, you skirt most of the damage. You look up at the storm and take a small delight in the energy and chaos of it. As you turn around to go back down into the hold and wrap yourself in your hammock you bring up your lantern which lights a face that looms in front of you. Black eyes, like a dolls eyes, stare back at you and it's mouth opens to reveal rows and rows of deadly triangular teeth. A serrated blade made of bone flashes white as he attacks. Several Sekolin attack at this point during the storm!
The following day as dawn breaks you finish repairs on the ship and set out for a much calmer ride. The Wyvern Sea has flattened out and a brisk warm wind blows from the Northeast. Hicks yells out to Cog "Let out the sails! let's take advantage of this blessed wind!" [DM note: If there was damage to the ship it will need to be repaired with a dexterity check]
That afternoon as you feel the warm sun beating down you remind yourself that it is the beginning of winter. Karnac, (and Blizzard Hops) that thought reminds you of the Winter's Faire celebrations coming up. You reflect on the strange year you have had and all the crazy adventures and harrowing situations. It will be nice to get back to Tellenor and just take a week off to enjoy the sights sounds and smells of Winter's Faire. Mew, you have never attended one of these celebrations though you are aware of them. Vom Fass, you as well have never really been to one, you tend to seek warmer climes during the winter. Obviously Cog due to his age has no concept of this. As you reminisce about times past a shout comes from the crow's nest. "Land Ho! Far off the starboard!" A small island can be seen off in the distance. Hicks yells "won't take us but an hour! Better gear up Commander!" As the ship sails closer and closer to the island you find yourself nearing a river which leads into a bay. Hicks looks at you "Guess it's a good time to try out those new upgrades they gave us in Potamon bay, eh?" He motions one of you to a small pedestal not far from the ship's wheel. A series of gems with markings on them are inlaid in polished wood. One of the buttons is marked River travel. As you activate the magical process anyone down in the hold can hear a shifting of wooden boards and metal nails. Much like a scene out of doctor strange the boards that make up the hull and the keel begin to rearrange themselves, folding and interlocking around one another. Your submersible slowly begins to draw up into the ship halfway as the hull locks around it. The keel flattens considerably but the vessel itself never falters or sinks lower into the water. The Wet Dream effortlessly glides into the river despite it's depth, trees and bushes can be seen on the shore. After a few minutes you sail into a large bay. A rocky plateau can be seen to the East with three large waterfalls pouring into the bay. The sun sparkles on the foam and mist kicked up by the falling water. What would you like to do?
As your party moves into the trees around you the humid air presses around you. Even though it is well into the month of Dericar this island is hot. As you walk into the jungle sweat beads up on your foreheads and your armpits moisten. [DM note: have Karnac roll a survival or nature check to find signs of life DC 14] After a couple of hours of slow movement through vines and ferns you come upon a trail of some kind. Karnac scouts ahead a bit and then motions you all forward. Give me a marching order. [DM note: whoever is in back will get attacked by Borgullus the Tortle. A perception check shows that his eyes are glazed over with a white film]. He is non verbal and attempts to grapple a player. Another figure rushes forward and leaps towards Mew, it is Crowe the halfling brandishing a dagger. Utilizing the tracks and signs left by these mind controlled members of the crew the team will be led to the big clearing. [DM Note: switch to the large map for Bullfinch]
Seated in a large stone chair sits a large red horned figure. He has his chin on his hand in a bored posture as he flicks some pebbles off of the arm of the chair. As he sees you approach he brightens considerably. "Finally! They arrive and with the Prodigal son! Vom Fass we meet at last, my boy!" "Oh, you all could have sailed around to this side. Look there is a dock and everything! That's ok, walking through the jungle is fun too. Look at all of you, Proud warriors and adventurers. Quite a sight.!" Standing to his right is Flaschenbier the fire genasi and your Ship's Mage. The rest of your crew stand not far off staring listlessly off in the distance. They all share that blank white stare of the ones you encountered in the jungle.
Bullfinch introduces himself " Let me introduce myself, My name is Brennerei Bullfinch, quite literally a god amongst men. What I am looking for is simple, the Gem of Amara. Now that you fine folks are done using it flip it over to me. Can I have the gem please?" He looks at all of you expectantly. What would you like to do? "Well I don't want to throw around charged words like untrustworthy or deceptive or lowly swine I don't think I quite believe you. Mr. Whispers would you do me a favor and ask them as well?" With that you all feel a pressure on your minds as psionic force hits your thoughts. Roll a DC 18 Int Saving throw. Any failure will reveal the true location of the gem. A failure on this throw also results in 2d6+2 psionic damage! As Bullfinch gets his answer he looks disappointed but he shrugs it off. "Oh well, this would have been easier if you had just handed it to me like gentle folk. Especially my long lost son, I did so hope to reconnect emotionally. Alas I am off to reclaim my property from that dirty, vile wizard. Vom Fass, would you like to accompany your sister and I?" Vom Fass may converse for a bit here. "With that decided, I bid you adieu. Mr. Whispers will stay behind to take care of you. Have fun M dubs and you lot!"
With that a dancing field of sparks envelops the two of them and begins to swirl. after a second the sphere of zigzagging energy collapses and Bullfinch and Flaschenbier are gone! Roll Initiative. Keep track of the crew and who is brainwashed and who isn't. Mew can easily break the mind control with her powers the rest of them would have to find a way to break the link.
Vom Fass as you wander about the deck carrying a small lantern pretending to be helpful, you skirt most of the damage. You look up at the storm and take a small delight in the energy and chaos of it. As you turn around to go back down into the hold and wrap yourself in your hammock you bring up your lantern which lights a face that looms in front of you. Black eyes, like a dolls eyes, stare back at you and it's mouth opens to reveal rows and rows of deadly triangular teeth. A serrated blade made of bone flashes white as he attacks. Several Sekolin attack at this point during the storm!
The following day as dawn breaks you finish repairs on the ship and set out for a much calmer ride. The Wyvern Sea has flattened out and a brisk warm wind blows from the Northeast. Hicks yells out to Cog "Let out the sails! let's take advantage of this blessed wind!" [DM note: If there was damage to the ship it will need to be repaired with a dexterity check]
That afternoon as you feel the warm sun beating down you remind yourself that it is the beginning of winter. Karnac, (and Blizzard Hops) that thought reminds you of the Winter's Faire celebrations coming up. You reflect on the strange year you have had and all the crazy adventures and harrowing situations. It will be nice to get back to Tellenor and just take a week off to enjoy the sights sounds and smells of Winter's Faire. Mew, you have never attended one of these celebrations though you are aware of them. Vom Fass, you as well have never really been to one, you tend to seek warmer climes during the winter. Obviously Cog due to his age has no concept of this. As you reminisce about times past a shout comes from the crow's nest. "Land Ho! Far off the starboard!" A small island can be seen off in the distance. Hicks yells "won't take us but an hour! Better gear up Commander!" As the ship sails closer and closer to the island you find yourself nearing a river which leads into a bay. Hicks looks at you "Guess it's a good time to try out those new upgrades they gave us in Potamon bay, eh?" He motions one of you to a small pedestal not far from the ship's wheel. A series of gems with markings on them are inlaid in polished wood. One of the buttons is marked River travel. As you activate the magical process anyone down in the hold can hear a shifting of wooden boards and metal nails. Much like a scene out of doctor strange the boards that make up the hull and the keel begin to rearrange themselves, folding and interlocking around one another. Your submersible slowly begins to draw up into the ship halfway as the hull locks around it. The keel flattens considerably but the vessel itself never falters or sinks lower into the water. The Wet Dream effortlessly glides into the river despite it's depth, trees and bushes can be seen on the shore. After a few minutes you sail into a large bay. A rocky plateau can be seen to the East with three large waterfalls pouring into the bay. The sun sparkles on the foam and mist kicked up by the falling water. What would you like to do?
As your party moves into the trees around you the humid air presses around you. Even though it is well into the month of Dericar this island is hot. As you walk into the jungle sweat beads up on your foreheads and your armpits moisten. [DM note: have Karnac roll a survival or nature check to find signs of life DC 14] After a couple of hours of slow movement through vines and ferns you come upon a trail of some kind. Karnac scouts ahead a bit and then motions you all forward. Give me a marching order. [DM note: whoever is in back will get attacked by Borgullus the Tortle. A perception check shows that his eyes are glazed over with a white film]. He is non verbal and attempts to grapple a player. Another figure rushes forward and leaps towards Mew, it is Crowe the halfling brandishing a dagger. Utilizing the tracks and signs left by these mind controlled members of the crew the team will be led to the big clearing. [DM Note: switch to the large map for Bullfinch]
Seated in a large stone chair sits a large red horned figure. He has his chin on his hand in a bored posture as he flicks some pebbles off of the arm of the chair. As he sees you approach he brightens considerably. "Finally! They arrive and with the Prodigal son! Vom Fass we meet at last, my boy!" "Oh, you all could have sailed around to this side. Look there is a dock and everything! That's ok, walking through the jungle is fun too. Look at all of you, Proud warriors and adventurers. Quite a sight.!" Standing to his right is Flaschenbier the fire genasi and your Ship's Mage. The rest of your crew stand not far off staring listlessly off in the distance. They all share that blank white stare of the ones you encountered in the jungle.
Bullfinch introduces himself " Let me introduce myself, My name is Brennerei Bullfinch, quite literally a god amongst men. What I am looking for is simple, the Gem of Amara. Now that you fine folks are done using it flip it over to me. Can I have the gem please?" He looks at all of you expectantly. What would you like to do? "Well I don't want to throw around charged words like untrustworthy or deceptive or lowly swine I don't think I quite believe you. Mr. Whispers would you do me a favor and ask them as well?" With that you all feel a pressure on your minds as psionic force hits your thoughts. Roll a DC 18 Int Saving throw. Any failure will reveal the true location of the gem. A failure on this throw also results in 2d6+2 psionic damage! As Bullfinch gets his answer he looks disappointed but he shrugs it off. "Oh well, this would have been easier if you had just handed it to me like gentle folk. Especially my long lost son, I did so hope to reconnect emotionally. Alas I am off to reclaim my property from that dirty, vile wizard. Vom Fass, would you like to accompany your sister and I?" Vom Fass may converse for a bit here. "With that decided, I bid you adieu. Mr. Whispers will stay behind to take care of you. Have fun M dubs and you lot!"
With that a dancing field of sparks envelops the two of them and begins to swirl. after a second the sphere of zigzagging energy collapses and Bullfinch and Flaschenbier are gone! Roll Initiative. Keep track of the crew and who is brainwashed and who isn't. Mew can easily break the mind control with her powers the rest of them would have to find a way to break the link.
Themes
[DM Note: Hand out magic items and gold. This area contains gems worth 450 gold and 600 gold in small chests.]
As you all board the Wet Dream once more
As you all board the Wet Dream once more
Plot type
Main story / Adventure
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