For the rest of the month I'm in adventure design mode, so I expect the players to stay on their best behavior and not read below the fold.
The PCs reach Treemast, where someone can make a TN 10
Lineage roll to have a place of accommodation set up for them – the more people
who make it, or the higher the roll, the better you should describe the place.
Since the party high Education person has been preparing for this journey for
some time it only makes sense that they have some contacts in their first port
of call. This is Grunner, a retired human ship captain. If there’s a Sailor in
the group he still owns a ship that will give them passage, if not he can point
them to a ship that will accept passengers and or crew (depleting some of the
coin recovered from the Nokken last session).
While in the city the high education types have a chance to
learn something about the aforementioned magic sword. It is Halthastor, the
wavecutter, and was designed, like many swords before it, for the Goblin Wars.
In addition to its other magical properties (supernaturally sharp, glows when
goblins are about) it also floats in any body of water no matter how much weight
is put on it. The last time there was a record of Halthastor it had been
wielded by a mercenary captain in the north some fifty summers ago. He was
defeated by a goblin host under the command of Zegor the Canny. Zegor was said
to have mad made allegiances with any number of foul water spirits, so he could
easily have been the one to set up the trap to remove a weapon that could harm
his allies. (This is here to emphasize the water magic nature of the campaign.)
The further analysis of the Chamberlain’s amulet, now that
everyone gets to see it, reveals the emblems of all of the five major houses of
Tarmalania. This will be important later when dealing with the peoples in the
Giant’s Shadow. An Education check TN 15 (with a knowledge of Tarmalania helping,
obviously) will also reveal on the back of the amulet a stylized map of the
city that, if properly read, reveals where the tomb of the lords is. This tomb,
by the stories, is said to house Varangan, another of the five blades. The PCs
might well do to acquire that before going forward.
Eventually the PCs get on their boat, the Silverymoon, and
begin their mandatory Travel component. The Silverymoon heads north, where the
PCs are supposed to make it to a logging settlement, Brindur’s Gate, where the
Silverymoon will take on wood and they will take the faded road west. The
coastline becomes ever more overgrown as they head north, with some remnants of
other locations long abandoned since without the western passages the land was
less useful and less reason to rough it out. The sea starts to get rough after
a week of travel, leading to Athletics (Endurance) rolls TN 5 to get any sleep
at all. The captain (or the Sailor PC) becomes ever more concerned about this
unnatural weather.
After two days of this, still several days from the logging
village, the PCs meet this session’s monster – a Draugen. It’s an ocean
dwelling giant, covered in seaweed that rides a half a rowboat. The initial
problems will not even be the giant, but the Athletics and/or Education competition
TN 15 to control the ship and try to escape. The PCs wills see that the thing
is huge and highly likely to not be worth fighting. They won’t really be able
to reach Brindur’s Gate – the better they do on the contest over three
exchanges the better they are able to position themselves in the escape
Final TN 0: Have key gear and supplies for 27 days
Final TN 5: Have key gear and supplies for 9 days
Final TN 10: Have key gear and supplies for 3 days
Final TN 15: Have key gear and supplies for 1 day
Final TN 20: All supplies lost, PCs have map, medallion,
Halthastor and key gear.
Final TN 25: all equipment and gear save map, medallion and
Halthastor lost; PCs at -5 TN due to no equipment where they would be logical.
Final TN 25: as 25, but PCs must make TN 5 Athletics checks
to survive to wash up on shore.
If they actually attack the Draugen it is TN 30, and best of
luck. If they do manage to injure the thing to the point where it falls back
(reducing the TN to 15 will do it. Water magic will reduce its TN by 5 or 10,
depending on how well the PC rolls, Halthastor gives another -5 TN with a hit)
it will slam its huge hands down when it dives, swamping the ship, damaging the
rigging and leading to a similar outcome as a full escape success. The sailors
will insist on dropping he madmen off and fleeing back to Treemast (Lineage 20
to avoid a mutiny – if they make that they get to Brindur’s gate and will be in
good shape gear wise for next session.
If the PCs actually KILL it they will make it to Brindur’s
Gate with a new Lineage Talent (Coastal Heroes), and will be in better shape
gear wise for the events of next session.
If in Brindur’s Gate a Lineage 10 roll will let them equip
themselves with ponies and supplies and give them semi-reliable maps to the
Slate Hills. The old roads are now logging trails, and those logging trails
peter out not too far from the city, but the engineering of the old roads
ensures that some echo of them remains to reach the Slate Hills, and the main
road has defendable waystations spaced a day’s travel apart to help defend
travelers from Goblins. That’s where the PCs will pick up next session.
Most likely, however, is that they end up in some form of
disarray, several days south of where they needed to be, sans most of their
gear. A TN 10 Education check of any sort will tell them that there are Goblins
in these woods, living in the and among the ruins of the human
settlements. Best to get a move on.
No comments:
Post a Comment