Chapter II: Arrival at Arendale
The party has reached Arendale, now... how to get in?
Plot points/Scenes
Arendale
The party is able to see a vast city surrounded by a 60 ft wall, and a wagon approaching the gate. The city is a large with a moat and relatively close to the the edge of the water (120 ft). The main entrance has (2) guards. There are ships ported outside the City walls, with a fair amount of movement. The guards will remain constantly vigilant, moving only when a small carriage passes by the gate. (DC 16 perception to see the carriage flash an Albion Seal) As the Guard raises his hand and the portcullis is slowly raised, allowing the cart in, as it slowly lowers as well. The Guards will be in full ring mail, preventing any of their features from beings seen. One of the guards will approach when the party gets within 30 ft. If the party observes the top of the walls, they will see (table below) that there are guards atop the walls as well.- < 11: They are unable to make anything out.
- 12-15: Guards atop the walls
- 16-20: Guards identical to the ones at the main gate with ones Archer guards
- 20+: " " every 60 ft
Port
The port is vast and has 3 major docking points. There are 3 ships currently docked.- The Scarred Hulk – An old, weatherbeaten ship with a severely beaten, nearly unrecognizable Dwarven figurehead. The ship is actually sentient, but is so gruff and old that it rarely speaks, and then only if it has something worth saying.
- The Century Hawk – A crappy looking cargo skiff with a charismatic captain and an unkempt Tabaxi first mate who speaks no common. The captain claims the ship is fast but his boasts make no sense. A second inner hull allows goods to be smuggled in secret compartments.
- Vannivar – Has a reputation for being cursed, but her captain and crew are affable and well-liked. Of course, they’re the fifth crew in as many years, but it’s probably a coincidence. Pirate vessel with an expanded bilge used as smuggling space.
Plot type
Chapter
Parent Plot
Subplots
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