====== Chapter 2: Steadfast ====== ==== Plot Outline ==== * What has gone before * An unlikely assortment of strangers end up joining an rescue mission which begins with a harrowing escape from local authorities * Goals * Locate and reach the Mystical Island of Vuronu * Sub-goals * Learn more about Vuronu (building fear and suspense) and the NPCs. * Visit at least two more islands of the [[Location:Casaran]] Protectorate. * Find a route and/or guide to Vuronu. * Recruit [[Pierre Kairau]] on Glupe. * Finish supplying The Steadfast for the long journey. * Avoid capture by the Ministry. * Keep allies back on [[Location:Casaran]] informed of the quest's progress, just in case. * DM/Story advancement * Disclose the rescue plan, and the nature of Emma's visions. * Seed feed of Vuronu - corruptions in the journal and the stories from their stops. * Encourage the use of each character's best skills - giving them a chance to develop some team rhythms. * Characters gain one level. * How this chapter ends * A betrayal leads to a crash-landing on Vuronu. ==== Possible Skill Challenges ==== * Find information about Vuronu at each stop * Failure leaves information for the Ministry Pirates to track them. * Restock The Steadfast * Failure increases prices, leaves them without several important stocks * Find a guide or navigation device to reach Vuronu * In all cases Pierre Kairau joins the party, but failure means the he starts further down his "madness" mode... * Dead Calm or Sargasso Sea? ==== Possible Combats ==== * Avoiding arrest at port (due to failed Get Info challenges) * [[Encounter:Privateers]] : A Ship-to-Ship Pirate Battle [they're seeking a bounty on The Steadfast and her Captain.] * [[Encounter:Danger From the Deep]]: In the last day's of the journey, and attack by a [[Monster:Hull Cracker]]. * Fighting only the tentacles (unless someone gets in the water.) * The tentacles focus on the masts, steering wheel, and Pierre Kairau * The squid is attempting to steer the group away from Vuronu. * [[Encounter:Collision with Destiny]]: The final night of the journey is a betrayal - everyone has been drugged and the ship is being piloted by a dominated Pierre. * The party can wake up and fight a boss-combat in an attempt to wrest control of the Steadfast away. * Pierre's skills have been significantly augmented, and he's using dominated crew members to defend him. * The number of rounds it takes to stop him determines how terrible the crash is. * How much food * How much equipment (weapons, armor, tools) * How much repair must be done (weeks or months or a lost cause.) ==== Pierre's story arch ==== * He's a bard - he knows many songs to relax the party. He's a pretty good cook too. * Use his skill to encourage intra-group talk over meals. * Share some [[Location:Casaran]] history, legends of Vuronu, etc. * "Vuronu! My wife and I went there a few months ago, I returned here to get certain items not available there - mostly refined metals, potions, and magic-tooled implements. Lucky you came along - I was just about to set about looking for passage..." * I vision filled lie. He is partially dominated by Sinusovo - though he has been to the island, he was never married and was sent out to bring more visitors. * To accomplish his mission, he will poison Cookie and take his place as Chef (after he has built up lots of trust.) * On that fateful night, he will add sleeping potion (DC 30 vs. Fort) to the evening meal... * Pierre dies either in the combat for control of the ship, or is impaled by a breaking mast when they run aground against a great rock. ==== The Creature ==== * The [[Monster:Hull Cracker]] was inspired by the [[http://www.wizards.com/dndinsider/compendium/monster.aspx?id=3756|Scyllan]] and the [[http://www.wizards.com/dndinsider/compendium/monster.aspx?id=391|Roper]].