The Rock of Bral: Crown Jewel of the Tears
After escaping the Neogi, the party find themselves docking at the Rock of Bral. Captain Bellweather needs them to follow up on a rumor of a shopkeeper buying out the competition at bargain prices.
Plot points/Scenes
Bellwether bellows out, "Commander Zaufanie, take charge. Spell casters are to be relieved in 6 hour shifts. Head to Bral. I am retiring to my cabin and I am not to be disturbed."
The party enters down time. Zaufanie can answer questions, though the crew is somewhat aloof and strange, being enchanted animals.
After 24 hours of travel time, the party will arrive at Dragon Rock and dock. Bellwether will yell out, "Commander, take charge and give out the officer assignments. I'll be in my cabin. I am not to be disturbed."
Zaufanie will issue the following orders:
- One must find a cheap fighter for the ship.
- Gunners must get more ammo and weapons.
- Helmsmen needs to find a place that sells Rejuvenation Potions
- Deck Officer (Captain) needs to find new cartographic tools and star charts
- Boatswain needs to find repair supplies and conduct repairs.
Backdrops
Locations
The city of Bral is massive and the party does not have clearance to get out of the Lower City. Thieves and pickpockets are rampant in the lower city.
Threats
The party can encounter the following:
1d12 Encounter Roll
2 Thieves, 1-8. Encountered in the pursuit of their vocation. Half are ruffians with a bandit leader. The rest are thieves. There is a chance that they are leaving scene with loot. One thief is a burglar or cutpurse; six or more have made a major heist.
3 Priest, 1-10. Priests are Acolytes stat block. Randomly determine alignment; good priests will sermonize the party and ask for contributions, evil priests may be looking for human sacrifices.
4 Rakes, d4 + 1 young gentlemen swordsmen. Rude, aggressive, sarcastic. Each is a fighter.
5 Drunks, d4. 1 in 8 are exceptional individuals. Initial interactions will indicate how the drunks approach the party. (Hostile drunks pick fights; friendly drunks hail their new found "friends.")
6 Magistrate's Watch as appropriate for this part of city. Refer to Chapters Seven through Nine. 30% chance of mistaking party for criminals and attempting an arrest.
7 Beggars, d2. If PCs give alms, 0-9 nearby beggars take note and flock to the benefactor. There is a 30% chance that a beggar is a thief of d4 level who attempts to pickpocket a character. Beggars also sell rumors.
8 Peddler. The random PC is accosted by a shouting vendor selling worthless junk. If the PC buys, 0-5 nearby peddlers notice and assault the character.
9 Pickpocket. A Random PC is the target of a thief of d6 level. Use standard thief abilities from the DMG to determine skill of pickpocket.
10 Harlot. A random PC is loudly propositioned by a lady of ill breeding and repute. 1-3 ruffians are on hand to "protect her honor."
11 Ruffians, d6 +4. Shady characters will attack the party with clubs and knives, intent on killing and robbing the PCs. The ruffians are of level-0 to F2 (d6-4), 30% chance of a fighter of d6 level.
12 Special. Refer to the chart below.
1 d8 Special Encounter Result
1 2d4 Ogres pick a fight with a random PC.
2 A press gang of d6 + 6 ruffians shanghais the PCs. 10% chance that a mage of d4+2 level assists.
3 Brawl. A fight spreads into street and involves the PCs. Watch arrives in d4 + 1 rounds.
4 A 1 d4 Giff playing with a wheellock pistol shoots a PC. The Giff think it's hilarious.
5 Screams from nearby house. The PCs find a mind flayer and d4 bodyguards. The mind flayer is about to dine on a human ...
6 A random PC steps on the tail of a lizardman. The lizardman backhands offending character in anger.
7 A Band of d4 + 6 drunken soldiers of the Bralian Regular Army stumble down street. Trouble.
Related Characters
Related Locations
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