Chapter One: Landfall

C

hapter One deals with the parties journey to Falcon Rest and the aftemath of the Naralax's attack upon the ship, the party will need to secure the Dock area so that the crew can regroup and setup a base camp before pushing futher into the city.

 

ACT 1: Arrival

This act begins with the journey to Falcon Rest use this time to get the part acquainted with crew members and become used to the ship instil the ancient and organic feeling of the ship be descriptive of how it changes to match what players ask of it, within reason.

 

Infuse the people with the excitement of new adventure and hope, the settlers will be excited but at the same time slightly nervous.

 

It has been two days since you met with the esteemed Mr. Edwards in the city of Corinth, each of you met under different circumstance and you now find yourselves stood on the docks looking up at the wonderous sight of the Naralius.

 

Sleek and organic in shape, its bone like structure is warm to the touch and veins of purple energy pulse beneath its service, no sails adorn it and it float some 30 feet above the water. A faint hum reaches your ears as you stand staring at this wonder of age now gone.

 

As you make your way up the rope bridge that has been secured to the dock you see the looming shape of “Mr. Edwards” a very well dressed minotaur who looks at you like a farmer appraising it prime cattle before market.

 

“Welcome to the Naralius!” His voice is deep, rich and you can feel its lower pitches reverberate in your bones. “You can leave your belongings on the Deck for now, Master Ebok will show you where you will be sleeping once we are in the air.”

 

At this point the party have time to get to know one another and talk to Nuk Edward before starting the journey north, there are several other characters on deck including Ebok Tarn, Alisa Thenala, Tamsyn Rosa see the notes on the website for details about these characters.

 

Once the players have finished introducing themselves and talking to those on deck the Thenala will prepare to set sail by linking with the Naralius.

 

Alisa the ship’s symbiont strides towards the middle of the deck to the railed of area, she pauses closing her eyes and you hear the hum of the ship increase. The deck in front of her shifts and warps opening up to reveal a glowing purple mass of energy, tendrils begin to snake out from the mass wrapping around Alisa, slowly she is lifted up as more and more of the tendrils wrap around her.

 

She seems perfectly at peace a small smile upon her calm face as the tendrils pull her in to the purple orb and she sinks out of sight as the opening closes behind her. With an increasing pulsing hum the ship lifts into the area, picking up speed as it climbs and soon you are racing across the sky the sea waves crashing far below, and the city rapidly disappearing behind you.

 

The journey to Falcon rest is uneventful the party will have chance to mingle with the other members of the ship’s crew except for Alisa who will not emerge until they make landfall.

 

The quarters they are given are oval and well adorned, beds are unlike anything the characters will have slept in before comfortable and with silken sheets and blankets, the interior of the ship is similar to the outside though here are decorations and trappings of human kind, one thing of note is that nothing is “Fastened” to the ship.

 

Light is given off by milky white orbs that appear every now and again that illuminate when some draws near providing a warm light like day light.

 

The doors of the ship are formed from an opaque membrane that parts when current resident commands it, provided they carry the orb they are given by Ebok.

 

Ebok will provide food and drink for the party and all other crew members, apparently, he is quite a talented cook and provides a variety of dishes other the course of the voyage.

 

During this time, the party can encounter Lady Marisa she is polite and friendly though always maintains her dignity and sense of nobility. She is more than willing to answer questions if she is not busy with other affairs, Nuk will always hover nearby.

 

ACT 2a: Attack at Falcon Rest

The Journey to Falcon rest will only take a day the party will arrive early on the next morning as the sun rises. As they approach the ship will be attacked by “Naralax” and it will come crashing down near the docks in the ocean, survivors will attempt to swim to the docks others will make it to the sure, those swimming for the docks end up being captured by the kobolds that run the area.

 

If the party swims for the docks they will immediately start the dock adventure, otherwise they encounter Ebok on the shore tending Alisa pale body, she is still breathing but it is very shallow, he will explain that she will not die unless the ship fails to repair itself, several settlers sit behind her in a group looking soaked and bedraggled.

 

He will tell the party that He saw Nuk swimming for the dock with Lady Marisa on his back. He will ask that they make their way out to the dock and look for them and any other survivors, one of the settlers has managed to salvage a small row boat that he has been using to bring survivors in out of the sea, it lies nearby where he is sat resting. There are several guards here as well, but they look pretty much done in at this point. Tamsyn is nowhere to be seen.

 

ACT 2b: The Docks

When the party arrive at the docks, they will find a Guard standing in front of Nuk who is led on the floor soaked in blood and unconscious. The guard is keeping a band of kobolds and an orc away.

 

The Docks themselves are being used as a base camp for a kobold tribe, most the buildings despite the debris and dirt are in good condition, however nearly every item of furniture and door has been broken or has rotted.

 

During there exploration the party will encounter patrols space them out as need there are x in total each is listed bellow.

 

5 x Kobolds - Reward: 150XP

3 x Kobolds + 1 Inventor - Reward: 125 XP

6 x Giant Rats - Reward: 150xp

 
 

Encounter A: The Dock

As soon as the party arrive the orc will tell the kobolds to kill everyone except the "Noble" since he is to be delivered to the "Boss".

 

The kobolds are armed with bows and daggers, they will attempt to shoot the party at a distance were possible, retreating if they get to close, there are four in total and the orc will walk off once combat commences heading back in to the dock area.

 

Once the encounter is over the guard will borrow the boat to take Nuk to shore then he will return with a small group of defenders to hold the area while the party move through the docks cleaning out the kobolds and returning any prisoners. As the docks are cleared the guards will spread out posting groups to retain control of the dock area.

 

Experience: 100 XP

Treasure: 15cp 6gp

 

Encounter B: The Warehouse

The large warehouse is the place they saw the orc disappearing into while fighting the kobolds, it has a stone walls and wooden slatted roof. The doors have long since rotted and fell of into the street, inside can be found more kobolds and the Orc from earlier.

 

The Kobolds in this area will always attempt to keep the player’s at range fleeing if they get low on health, if it looks like they will lose the fight they will flee to the nearest location that has reinforcements.

 

The Orc will fight till the last once in battle, preferring to go into melee, he will charge the weakest looking member of the group eager to quench his blood thirst.

 

Experience: 200 XP

Treasure: 65 sp

 

Encounter C: The Harbour Master

This small cottage and attached warehouses used to be the office of the harbour master it has been taken over by a kobold sorcerer and his followers, they have take Tamsyn Rosa hostage, though she has allowed it hoping to learn more from them she could easily kill them but wants the party to rescue her so that she can reward them and gain their trust.

 

The Kobold guarding her will immediately call for backup when the party enter, he will rush to the room of the sorcerer at this point.

 

Experience: 275 XP

Treasure: 15 gp, 12 ep, 13sp

 

Encounter D: The Stables

The stables are now overrun by giant rats that have been tamed by the two kobolds that reside here they have also laid several bear traps in the stables are hidden under the straw and also in the long grass in the area. They can be spotted with a DC10 and disarmed with a DC 10.

 

The wagon in this area is intact and quite serviceable. The cage in this room contains one of Lady Marisa servants, the other lies dead in the back room where the rats have chewed on her. The kobolds here will attempt to run behind there rats and shoot the party at ranged before fleeing towards the Inn.

 

Experience: 150 XP

Rewards: Cart & 37 cp

 

Encounter E: The Inn

The inn is currently being used as the head quarters for the kobolds in this area. Inside is the leader, and a kobold inventor it will hand back and attempt to pick off the weaker members while hurling traps and devices as it can. The leader will single out the strongest member and engage him hoping to kill him quickly.

 

Lady Marisa Ashwood is being held in the cage in this room she is half a sleep after being drugged by the kobold innkeeper to keep her quiet, they are waiting for an envoy of Naralax to arrive to take her away.

 

If question the kobold will tell the party about the Boss and the rest of the city including its tribes of orcs, gnolls and goblins. He knows little of the boss as he has never met him, he does know that he is a huge dragon of some age.

 

Experience: 350 XP

Rewards: 2,000cp, 400sp, 30gp, Black Velvet Mask stiched with silver thread (25g), Embroider Silk Hankerchief (25gp), Copper Chalice with Silver Scrollwork, Golden colored cloth vestimatents, 1 x Healing Potion.

 

Encounter F: The Gate

When the pc investigates this area, they will have arrows rained down on them from above the walls are some 80 feet tall here and any attempt to climb them is met with more arrows. If they can get in the arch without dying the portcullis is dropped effectively sealing of the city from them. At this point they will have to retreat, or risk being slaughtered.

 

A frontal attack is obviously a no go, and this will lead into the next mission they must undertake.

 

Encounter G: Haunted Storage

This area is not a combat encounter, but the area does contain a single haunt that moans and skulks about, it can not be damaged and does not attack. The storage area contains food and rations for about 20 people for three weeks, it is slightly stale but more than passable considering the current predicament.

 

ACT 3: The Laughing Goblin

Once the party have secured the docks the guards will have arrived gradually ferried over from the crash site. Ebok has arrived carrying Alisa and Nuk is now conscious although severely injured. Marisa has set people to work clearing out the inn making it a suitable base camp and guards are being set up as patrols in the area. Tamsyn has cast a wizard lock on the portcullis to prevent it being opened from the other side and the PCs are welcome as heroes and receive much praise from both Tamsyn and Marisa.

 

At this point the party can discuss what they have learned with each other and the small council that has formed, they are also told to bunk down in the taproom for now as they have take over the beds for the sick and injured. Ebok can be found nursing Arisa in one of the upstairs bedrooms, she will not recover for a few days.

Plot type
Adventure - Rescue Mission

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