Chapter 1: Setting Out

The party members need not start the campaign knowing each other at all, though this is not prohibited or discouraged. All that is required is for the characters to be well defined, including a character back-story, and be fully equipped and low-level (1-3) when they start the campaign.

There are a few special notations that the game master needs to make before starting this adventure:

  1. Secretly assign Colors to each character, based on the Class to Color Table

    Class to Color Table

    Class Major/Minor Color RGB
    Ardent Soul/Magic —–Midnight #5533DD
    Artificer Magic/Life —–Persimmon #FF8833
    Assassin Soul/Life —–Smalt #3355BB
    Avenger Soul/Magic —–Navy #5533AA
    Barbarian Life/Soul —–Malachite #33FF88
    Bard Magic/Life —–Maroon #AA5533
    Battlemind Life/Soul —–Forrest #338855
    Cleric Soul/Life —–Cobalt #3388DD
    Druid Magic/Life —–Citrus #EEEE44
    Fighter Life/Magic —–Olive #88DD33
    Invoker Soul/Life —–Pacific #33BBFF
    Monk Soul —–Cerulean #5555DD
    Paladin Life/Soul/Magic —–Grey #BBBBBB
    Psion Soul —–Lavender #BBBBFF
    Swordmage Life/Magic —–Tawny #BB8833
    Ranger Life —–Green #33BB33
    Rogue Soul/Life/Magic —–Mortar #555555
    Runepriest Life/Soul —–Mosque #338888
    Seeker Life/Soul —–Avocado #33EE55
    Shaman Soul/Magic —–Indigo #8833BB
    Sorcerer Magic —–Blood #CC3333
    Warden Life/Soul —–Watercourse #33BB77
    Warlock Magic/Soul —–Eggplant #DD3388
    Warlord Life/Soul —–Jade #33BB99
    Wizard Magic —–Red #FF3333

  2. Secretly assign Colors to each significant magic item in the group
  3. Based on Character History
    1. Determine the appropriate starting position for each character - the Docks, or the Main Square, divided as evenly as possible.
    2. Secretly assign a Primary Virtue

The procedure for these steps are detailed in the Setup section.

Each of the characters either already lives on the human-capital island of Casaran, or has come here for business or to seek fortune to explore the world. They start appropriately equipped based on their back-story. Where appropriate, characters begin with an above average amount of starting currency. After all, they are extraordinary people. Besides, they will need it to stock up for a clandestine sea voyage. After they depart, they will have no need for money and will leave most (if any) remaining coin of it behind.

The Casaran Protectorate
A commonly available map of the Casaran Archipelago

Once the characters are setup, read the following:

Casaran. Archipelago. Kingdom. Island. Capital. Metropolis. An uneasy truce between magic and science - held together by the powerful King Leonosis. The power of lighting has been harnessed by both the mind and machinery. Fire was mystical, but now is a tool of industry - here in Casaran. We are now in a time of innovation, discovery, and prosperity - and people come by ship from all over the world to find their fortune - to study, to explore, and to transform their lives.

The capitol city is full of beginnings and endings and the endless in-between. From the din of the docks that never sleep to the shining magical towers sitting atop the islands central twin peaks: the massive white stone-and-mortar Spire of The King stands directly across from the architecturally impressive ironwork-and-glass steeple housing the Ministry of Magic and Science.

You know why you're here - this is where the action is. Whether you seek to serve the people, find your fortune, establish your name, or just survive from day to day - this is the place, this is the time.

Where do you start? You already know the most appropriate spot, don't you. If you're a cut-purse, you're skulking about near passenger ships that are unloading with passengers. If you're a sailor, you're tending to your ship. You are either in the City Streets or on The Docks. Choose now, and tell me where you are and what you're looking for. The story will catch up with you soon enough.

The party starts separated into two areas of the city - Hand each character a printed copy of either The Docks or the Casaran City Streets location information card.

Starting at The Docks

For the players starting on the Docks, hand them the appropriate information card and read:

You start the campaign on the Docks of Casaran - the busiest port in the archipelago. Every kind of vessel hauling every kind of cargo and passenger that exists is docked, docking, or departing here every hour of the day and night. There are high-borne here, there are criminals here. Pirates, brawlers, merchants, slavers, prostitutes, mercenaries, and missionaries too. But our adventure first starts with those in the city streets…

Those on the docks are “in park” while the main action takes place at the Ministry of Magic and Science - they do not receive an invitation. There is no need to separate the players during this period, as all information learned there is assumed to be transferred to the other members over time.

If the dockside players get restless, let them know that you have a few things in store for them soon

The players at the Docks need not meet each other prior to arrival of Emma Haller at this location.

Starting in the City Streets

For each player that starts in the city streets, read:

A messenger approaches you, and after confirming your identity hands you a folder sealed letter. The last thing the messenger says as he departs is “You'd better hurry and read it, even though they said you'd be here, it took me all morning to find you!”

If a player chooses to examine the letter before opening it, read:

The folded and sealed paper is of significantly high quality. On the front, your name appears in blue ink painted in fancy elvish script. By feeling it closely, you can determine that the message within is embossed, though you can't make it out just by feeling (even if you could, it would be only one half the message.) Any attempt to peek at the contents from the open sides fails - somehow the sides are invisibly sealed as well. On the back, the wax seal is unusually detailed and has a faint glitter in the sunlight.

If checked, the letter radiates magic, but does not radiate evil.

If a player examines the seal, check for easy local lore knowledge - if successful, read:

You recognize the seal as that of the Ministry of Magic and Science, located in one of the twin towers of Casaran.

When one character opens the letter, read:

This letter is an invitation, printed with very precise embossed letters and what looks like gold leaf gilding. It reads:

“Welcome to Casaran! Your name has become known to us at the Ministry of Magic and Science and we would like to invite you to come to the keep to become acquainted with our order. We're sure you'll find the experience enlightening, at the very least. We'd like to invite you to the Grand Gallery for the hearing today's petitions! You already know what an honor this is, so please don't disappoint us and be prompt. Just show this invitation when your arrive and you'll be escorted to your reserved seat. Your appointment is for seat [blank] and [blank].”

In the blanks are hand-written (in the same hand and blue ink as your name on the exterior) a number and a time. You realize that the time is only 15 minutes from now!

The Ministry Tower

As the first character approaches the Ministry Tower, read:

As you each approach the Ministry Tower, you begin to take in the scope of this technical achievement. It is made literally out of millions of shiny metal beams of all shapes and sizes, and thousands upon thousands of clear glass panes and polished chrome panels. You've never seen a building like this before. It seems both too airy to stand, and yet, as strong as forest made of steel.

As you enter from the street, you gauge that the tower is at least 200 feet tall and almost half that in diameter. It is filled with noonday sunlight streaming in the outside.


Easy skill checks will determine that the building would not stand purely based on contemporary construction techniques. If the characters check the structure for magic, they will detect that the joints and the glass radiate magic. Some of the joints are have stronger auras than others - the joints under the most stress.

After the characters have a moment to react to the venue, read:

You see a minor bureaucrat bearing the crest of the ministry over his left breast - he notices your invitation and reaches a hand out to you. “Let me see your seat assignment…. Ah, yes… balcony. Head up these stairs behind me, three flights and enter through the door on the balcony level. The seat numbers are well marked. You'd better hurry! The preliminaries are just about to start!”

The building is full of magi, officials, tinkerers, and ministry soldiers - so wandering off the prescribed path would be unwise

The staircase is crystalline and clear, and glows a very slight blue. It is a disorienting climb, as your mind wants to react as if you're falling through the stairs to the floor. But, the treads are solid as rock and you quickly make it up and through the door marked Audience Hall Balcony and find your seat.


The Ministry Crest

The Hearing of Petitions

Once through the door, you are silently greeted by another usher who motions to your letter, examine it and waves you to the middle row a seat right near the walkway. Most folks are already seated. You take your seat and notice the splendor of this chamber.

Again, ironwork, glass, and silver are the primary features of the walls - but all of the light streaming in focuses some 15 feet below and ahead of you. There is a large 30“ diameter dais holding a prominent judgment bench with a unique shape. It seats three judges (who are not yet present), with the center seat being about a foot and a half higher than the other two seats, though all of the seats are more than 6 feet above the platform surface. There several smaller beach-seats arranged at 45 degree angles across from and facing the judgment seats. The angle provides a partial side view of the events for the galleries.

There are numerous minor officials and court clerks scurrying about on the main floor and preparing for the day's cases. You notice magi robes, leather-and-metal smocks/coveralls, and formal royal vestments. You notice that one of the clerks is reading something out loud, but most of the audience isn't listening. You can't make it out, so assume it mustn't be important…

As everyone settles into their seats, you have a moment to take a look at the folks seated next to you.

Each player should now describe the physical attributes and demeanor of their character to each other - they may introduce themselves and hopefully discover that they may have some common history or interest…

You and your new acquaintances notice that sound is dying down and you can now make out what the clerk is reading:

” …and the petition - must be presented - by a person or persons - of appropriate station. Again, we remind you that No combat, magic or technomancy allowed in the audience chamber, on penalty of fine and imprisonment.“

There is a pause as the room becomes completely silent, then suddenly “All rise while the High Court of Casaran is seated!” Everyone stands while the three judges approach their seats. “The Ministry Judges for today are the GrandMagi Festosis the Wise…”

From the right comes an elderly human magi - bald headed with a long grey beard - his robe seems to shimmer and shift as he climbs to his seat.

“and the Artisan of Steam Dolores Cousin Tregoran III.” At the same time from the left, a heavily tattooed female dwarf, wearing a robe that seems to be leaking smoke or steam - small lights blink at her shoulders and a single curved metal shaft comes from someplace on her back to wrap around the top of her head and makes a downward-pointing peak on her forehead.

After they are seated, the last judge comes in - a young human male dressed as a royal of the kingdom - scarlet and white. “From the court of the all mighty and venerable King Leonosis- His third son, and guardian of the western reaches - Prince Astry!” He approaches from underneath the balcony and walks completely across the dais, greets each of the other judges then walks completely around the bench and up to his seat. He says to the room “Let the truth guide us!”

The audience repeats the phrase “Let the truth guide us!” and sits down as quietly as possible.

First Petition: Clemency

Read this:

“Calling Landgrave M. Cyril Smallman and his party. Please approach the hearing stands!”, the Baliff bellows.

A well-dressed, tall, middle-aged humanoid with green skin, large pointed ears and prominent facial tattoos (a Githzerai) quickly enters the dais, alone - after placings a parcel of notes on his seat he remains standing and starts speaking immediately…

“My lords, today I speak on behalf of myself - or more precisely, I plead on behalf of my son, Martine absent because he is imprisoned on Glupe by the Guild Magi now for 99 days. I am here to beg for your wisdom and mercy to grant him clemency.”

The Price responds, “Yes, Landgrave, because of your holdings in the protectorate you may make a petition before this body, but only one, so make your best case. I see from these documents there seems to be little doubt of his guilt. The Magi have little patience for those who steal their precious toys.” This comment made Tregoran suppress a slight giggles and seems to have somewhat disturbed Festosis, but he nods obviously.

“Yes - he stole the archmage's staff - that is true. But please, if I may beg your indulgence while I explain the circumstances…” He goes on for several minutes with a boring story about a teenage romance, something about a prank perpetrated by a manipulative supposed girlfriend, and the desire to show his magical prowess by stealing his master's magic hat, and how it all backfired with some magical accident involving thousands of self-animated brooms and massive flood damage to the magic chambers of the main keep. Then some useless detail about his falling from 30 feet on an external stairway when attempting to avoid capture by the guards. “These last 99 days in prison has burned some sense into Martine. He has learned his lesson and is willing to work off the damages and reparations done to Glupe Keep.”

With more ceremonial blah-blah-blah he finally stops pleading, bows his head and says “May the truth guide us.”

The prince speaks again: “Any questions from the judges?”, looks down to both sides and then adds “I didn't think so. Time to vote.”

  • Magi Festosis takes the lead and covers his eyes with one hand, but puts the other hand out.
  • Artisan Tregoran III looks over at the mage, and then covers her ears.
  • Finally the prince looks also to the wizard, and crosses his arms over his chest.

The Landgrave looks very unhappy at this result.

A clerk approaches the mage with a small scroll, which the Festosis unrolls and writes something on. Then, the clerk then carries it to the artisan who nods, and scribbles on the same note as well. Finally the clerk takes it to the prince, who looks at it and yawns. He stamps it with something heavy and hands it back to the clerk to be read to the court aloud.

“In the matter of the Clemency request for Martine Smallman, son and heir of Landgrave M. Cyril Smallman the petition is DENIED! However…” The audience's “ooh” reaction stalls the clerk only a second, who then speaks forcefully: “HOW-EVER! the generosity of the court will not be denied! Bail is granted and set at 50,000GP. If the Landgrave agrees to pay today, a writ of release will be issued.”

The audience and the petitioner are all stunned. 50,000gp is a small fortune. He gulps audibly and creaks out “Yes… yes… Thank you… thank you…”. A ministry guard quickly arrives and leads him from the court.

Second Petition: Research Grant

After the players have a few moments to discuss what they saw, read:

“The next petition is for a research grant. The presenter is Count Archibald Q. Starkey” - another member of the aristocracy. You can't swing a cat without hitting one here. He's presenting the head of the research effort: Professor E. Humphrey Egars a artificer of some renown for inventions surrounding water and electricity.

The long presentation, including many drawings, charts, and graphs describes a three year project to build a machine to control the weather for the Island of Casaran. The request is for 100,000GP to fund the creation of a working prototype.

There is a lot of cross examination by the Magi and the Artisan - with the prince again looking bored during the entire procedure. Eventually he calls for a vote:

  • The Artisan of Steam votes quickly by putting both hands up, cupping her ears forward.
  • The magi covers his eyes without even looking at either judge. This obviously frustrates the artisan.
  • Noticing this impasse, the prince becomes suddenly more alert, seeming to delight in playing the tie-breaker in this vote. After waiting a short while to watch the ministry members squirm a bit, he eventually puts his hands out, palms up.

Professor Egars is delighted! Again a clerk runs from judge to judge - this time starting with Tregoran, then Festosis and lastly the prince. And the result is read to the court … blah blah blah … “The reasarch grant is approved! However! The money will be distributed over time, and a member of the mages guild will make regular inspections of the project and provide the ministry with progress reports.”

Professor Egars is so excited he can't keep control over all his scrolls and books - he stumbles from the dais walking backward, awkwardly bowing and retrieving the items that keep escaping his grasp.

The Petition of Emma Haller - Rescue Mission

More murmuring by the audience as the change in petitioners happens. The players should be piecing together the voting grammar and demeanor of the judges by now.

After giving the players a few moments to chat, read:

As a handsome, rugged, middle-aged man dressed as a ships-captain approaches the dais with a simply-dressed, bespectacled, young woman with her long brown hair walking closely to his left, the bailiff calls out: “The final petition for this morning's session will be presented by none other than the esteemed Captain Damien Blythe, twice decorated former commander in the Casaran Royal Navy. He is renown in our company. This day he is presenting Emma Haller, daughter of the Professor Professor Thomas Haller (deceased). Ms. Haller is requesting the Ministry to finance a combination rescue and research mission to the far reaches.” At the mention of the reaches, there is a short gasp from the audience. Emma sits down as Captain Blyte strides forcefully toward the bench.

“Prince Astry! Delores! Festi! It has been some time since I've seen each of you. I come before you on a matter of great urgency and ask only that you don't let any past slights between us influence your judgment in the matter of Emma's request.”

He pauses looking from judge to judge, with the mage and the artisan obviously suppressing some discomfort - but it is the prince who speaks: “Damien! You wouldn't happen to mean something like how you mysteriously came into possession of one of my navy warships and made it your own? You renamed her, what… The Steadfast, isn't it? No. That won't have ANYTHING to do with my judgment.”

The captain's demeanor loses some of it's bluster as he continues: “You all know the history of the events that transpired between Professor Haller and myself … how that tragically ended with me helplessly watching my best friend die. It is that long friendship and his family that brings me here today. It seems we're not yet done with Thomas' legacy. But I am out of place speaking to the court as I am not the petitioner - please - please let me present Emma Haller who has some new information that will be of great interest to the court.”

Emma stands up. You notice now that she's not quite as simple as you presumed. It takes a moment, but you realize that she's wearing a lightning-glove the mark of an apprentice artificer, used when fusing small bits of metal.

“Thank you for hearing my case today. Though you may know much about my father, his inventions, and his studies - you probably know little of my twin brother, James Haller and he is why I am before you today. James is a researcher, like our father, but instead of magic and machinery, James preferred to study living things. I haven't seen James in several months, which normally isn't unusual for a botanist - until three days ago, when I received a sealed letter delivered by Uncle Damien. With your permission, I will read it now…”

Give a copy of the letter to the players.

Read the letter:

James' Letter

The Letter

The letter is dated two hundred and forty days ago.

“Dearest Sister,

If you are reading this note, something has gone very wrong with my latest enterprise. I know you have always been so giving whenever I have asked anything from you, and I've most often been the recipient of grace rather than the giver, but I have only one more thing to ask of you: Please take father's journal, enclosed, to the Hall of Magic and Science in Casaran. It is all of his research on Vuronu - they will know what to do with it.

I fear this will be the last favor I ask of you and I will never be able to set the balance equal. Sis, I know if I told you of my attempt to visit the island mentioned in dad's studies to conclude my research, you would have talked me out of the journey - told me it was too dangerous and how you couldn't risk losing us both. That is why I arranged to have this package delivered to you after so long. Honestly, I expected to return by now. When you get this, I should have been home almost two months - plenty of time to recover this and take you to dinner to regale you with tales of my adventure.

Yes. You would talk me out of it. But, the reward seems so great that I did not chance telling you. I am so sorry.

So - I will tell you what I wanted to say - the cuttings that are said to be from Vuronu indicate a soil so rich that flora grow to gigantic proportions. This has created such wonders of plants and insects and animals as have never seen by human eyes. Our understanding of nature must advance!

I simply must go.

Just glance through the pages of this journal, and I know you will understand why…

A Brother's Love Forever,
James”

At the mention of the name “Vuronu” the female judge winces noticeably. Emma holds up a large leather book in her other hand: “This is the lost research journal of Thomas Haller, and I know you want it's secrets! I'll give it to you, if you finance my mission to go to Vuronu to rescue my brother. We will bring all of his research home to the ministry as quickly as possible. And I'll chain him to some table, or wife or something so he never leaves again!”

“How touching…” Delores spits out. “She leave many things out - doesn't she, Damien? I'd like to call a few witnesses for additional testimony. I call Craftmaster Savannah Feldying and Admiral Develyn Simcocks!”

The Craftmaster fills in some detail. Apparently James' came to the artificer's guild with Damien in an attempt to get funding for an expedition to Vuronu and was rejected because the mission was folly as Vuronu did not exist. The Admiral made corroborating statements that all attempts by the navy to locate the island have either failed or were lost in the attempt. “If James is lost, it is on your head Captain Blythe!”

Damien protests “I thought James abandoned the mission after your rejection! I advised him to heed your warning. When he delivered the journal to me a few months later with the sealed letter he convinced me that he was joining some harmless local research into the Sargasso sea. Giving me the journal seemed to be the signal that he accepted his father's loss… everything. If I'd known…”

Emma interrupts - “No! Damien's not a fault. The guild willfully ignored the evidence of the existence of Vuronu and its secrets to bountiful life! LOOK!” Emma produces a series of wonders stored between the pages of the journal. “Have you ever seen a beetle this size and color before? What about this leaf - ” she unfolds a giant leaf ” this page describes its Oak as being 500 feet high! What about this rat-hair? The length of a dagger, and just as sharp! And then there's -“

Festosis shouts loudly over Emma “THAT IS QUITE ENOUGH, child. We know this journal. Everything you've shown us has been easily be explained away, or is an outright forgery! Your father's research was always on the the razor's edge. Some would say he was overzealous! You'd better watch out, or you'll be cast out of your profession for being too radical, just as he was.”

The prince continues, “It seems you've got two critical judges here that need convincing - but I must say that you haven't provided the most important testimony we need to consider your request… Why do you think your beloved brother is still alive? Even if Vuronu did exist, contains all the wonders you say, why should we fund a rescue mission when he himself wrote you goodbye note that leaves us with your father's lost journal?”

Emma thinks carefully, and reluctantly answers: “My dreams.” This immediately earns distaianful “harumphs” from the lower judges, but the prince raises his hand to keep them from speaking further. The court becomes silent while Emma continues.

“James and I are twins. We've always been able to communicate emphatically - we always seemed to know what the other was thinking - at least when we were in the same room or experiencing the same things. But for months now, I'd been dreaming almost every night that James was reaching out to me - wanting me to help him in some way. I know this sounds crazy, but I don't usually remember my dreams. But these visions seem real to me and I always remember them in the morning as if I'd lived them. And they've been getting stronger these last few weeks. He is clearly alive and needs my help! On the night I received the letter, James told me that he would guide us to Vuronu - The Island of Life!

PLEASE! In the name of this great hall, which my father's technology help build - help us rescue James and recover the secrets of Vuronu that he has unlocked. Do not abandon him again!”

With this final emotional burst, Emma falls silent slumps back into Damien, who holds her up and adds “I will lead the expedition, and we'll take my ship. We only need some supplies, some specialists, a few soldiers, and financing - the details are all in the petition. May the truth guide you.”

“What nonsense” leaks from the mouth of the magi and the Prince casts a wary eye in his direction. “Let's vote.”

All three vote rapidly, without even considering the votes of the others: Closed eyes, closed ears, closed heart.

The paperwork is eventually handed to the bailiff. “The request is denied with prejudice so the petitioner, Emma Haller and her patron, Damien Blythe are hereby enjoined from attempting the described rescue forthwith!”

“We are in recess for one hour. All stand as the judges exit!”

Emma weeps openly as her captain gently ushers her into a side chamber that you judge to be near the staircase you climbed to get here. </WRAP>

The waiting room is just under the transparent staircase and easy to approach. Emma and Damien are present while she attempts to deal with the emotional devastation of losing her father, helplessness at being unable to rescue her brother, and the insults hurled at her and her family by the justices.

Besides Captain Blythe and Emma Haller, there is a young sailor here, who runs out of the side chamber just after the party members enter.

The Damien wants to help her put together an expedition aboard his ship Exploration Vessel: The Steadfast. Any party member that shows compassion is invited to join the crew as a specialist - if they identify a specialty…

They all agree to meet at the docks - Pier 39 - in one hour.

The party members can customize their equipment in that hour, but not do any serious shopping. Selling their goods at steep discounts because of haste and not having time to shop for special items - just the basics. While they are figuring out how to equip themselves…

Meanwhile, at the Docks

As promised, now we turn our attention to characters starting at The Docks to see a little action.

To those who start at The Docks, read:

It's mid-afternoon at the docks of Casaran, and there is a lot of activity about. Plenty of work and trouble to find - but, the entire area is patrolled by Ministry guards and soldiers, so you'd better watch your step!

  • The players here choose from the encounters at the docks

    For characters that start this campaign at The Docks of Casaran, there as a set of short 5-15 minute mini-encounters to keep them engaged while the party is shopping after The Petitioning. These can either be assigned based on the stated actions of the characters, by a perception skill check:

    DC Mini-encounter Opportunities
    0 A Lucrative Hour's Work Unlimited
    10 A Sailor's Life for Me Unlimited
    15 Hulk? Loot! 2
    20 Drunken Noble Yacht 1

    The Opportunities column states how many different characters my chose this encounter. These mini-encounters do not grant experience points.

    To resolve: roll a Perception skill check - character may opt to “take 10” instead of rolling, and include all appropriate bonuses/penalties, for all characters at the docks. In roll order, each player chooses from the table any option that has a DC equal to, or lower than their roll, and still has available opportunity slots.

    Run the encounters in increasing DC order, starting with A Lucrative Hour's Work and ending with Drunken Noble Yacht. If, after hearing a lower-DC encounter description, a character wants to do that one instead (and there are still opportunity slots available) they may do so. This may free-up opportunity slots for lower-rolling characters to upgrade their choice - this is allowed as long as the selection is qualified.

    Once all mini-encounters are completed, return to the main story thread: Chapter 1: Setting Out which will flow into the Trouble on Pier 39 encounter.

    Each encounter will take place on the Pier 39 map, so place it out now.

    Pier 39

    A Lucrative Hour's Work

    At a little after 2pm, a loud voice rings out from a burly man walking along the docks:

    “I need strong backs to express load a ship! 10 gold for an honest hour's work. No wussies or whiners!… One hour of insanely back-breaking work for 10gold! Follow me to berth A on Pier 39… Be there in 5 minutes, or don't bother coming at all!”

    He repeats the hawk two more times as he rapidly heads toward his dock.

    The man is Frances Conbay, Boatswain of Exploration Vessel: The Steadfast. He has little time for chatter, as he has “a ship to get loaded and not half the time needed to do it!” The player needs only show up at the appointed place within the time limit in order to get a job loading goods onto the ship. When he returns to the ship at 2:10pm the boatswain will gladly show that he has the money to pay everyone who has arrived if they work the full hour.

    All of the characters that choose this encounter arrive at The Steadfast at approximately the same time.

    To those who choose this path, read:

    As you head up Pier 39, you see several ministry soldiers wandering the berths, looking somewhat bored, but well armed.

    You arrive at berth A to a nightmare of activity. People are madly throwing goods and herding animals and the like onto the deck of a mid-sized ship, with the markings “The Steadfast.” The Bo's'n notices you and shouts:

    “You lot! I saw you on the docks. You have five minutes to prove you're worth the money! Get loading!”

    Place only the blue-tokens/figure from the Pier 39 Encounter Map on the table now and add the character's tokens/figures as well.

    pier_39_setup.jpg

    This is a single skill check, DC 12 vs. the player's best of Fortitude or Reflex. Give the player a chance to increase his chances of success by improvising some clever method to more quickly load the boat of supplies, weapons, or livestock, which will improve the roll by up to +2.

    On success read:

    “Nice work!” shout's the Bo's'n. “Keep it up!” and he quickly turns his attention to other matters.

    Have successful characters record the +10 GP for completing this encounter now, as things will be getting kinda hectic soon…

    On failure read:

    The Bo's'n shouts criticism that is quick and biting: “Wussy! Here's a copper. You can go now.” He disdainfully flicks a coin your way.

    While you're putting the copper away, you see him staring at you and stroking his facial stubble. “Wait a minute. At least you're imaginative. Would you care to sign up? You might not be a strong back, but we also need clever ones. Come on board and talk to Bones about a possible position for our next journey. You'll need to decide quickly, though…

    If a failing character decides to take them up on the offer, have the character join the group of adventurers having the “A Sailor's Life for Me” encounter (even if this character's perception skill check didn't qualify for that encounter.)

    A Sailor's Life for Me

    Read this to everyone on this encounter except those who failed “A Lucrative Hour's Work”:

    Posted on the entrance gate posts to Pier 39 is a hastily scrawled note, written in common and dwarvish:

    “Join a the crew of the legendary exploration vessel The Steadfast on her next great adventure. A full share for each crew member, and a double share for specialists. Inquire at berth A before 2:30pm today and have your duffel with you! Ask for Ricven Gemviper.”

    If not already done, place only the blue-tokens/figure from the Pier 39 Encounter Map on the table now along with those of these characters.

    pier_39_setup.jpg

    If any players continue with this encounter, read:

    As you head up Pier 39, you see several ministry soldiers wandering the berths, looking somewhat bored, but well armed.

    You arrive at berth A to a nightmare of activity. People - some obviously seamen, others seem like adventurers, are madly throwing goods and herding animals and the like onto the deck of a mid-sized ship, with the markings “The Steadfast.” As you approach a crewman stops briefly and asks “What can I do for you lot?”

    The crewman is very busy, and grateful for the break, but will only answer two questions total before the Bo's'n shouts at him to “Stop yer baliwikin' and get back to work!”

    When the crewman asked about the open positions or Grimviper in particular, read:

    “Bones is in the port forecastle - you'd better hurry though - I hear the open positions are mostly filled!”

    You scramble up on to the deck of the ship and have to step around dozens of crates, barrels, and cages waiting to be shuffled down into the hold. They seem to be in an awful hurry to leave soon.

    You enter a doorway under the front-deck of the ship directly into what is obviously the ship's surgery - filled with various glass vials and flasks and a large number of nasty looking knives, needles, and saws. There is a particularly impressive looking two-handed axe hanging on the wall, and below it almost the same size, is a red-headed and bearded dwarf, in a white smock that is covered with blood, who is madly sorting items and stacking small crates.

    He turns to look at you and shouts “More candidates! It's getting a little late for this, don't you think?” - you quickly notice that he's talking to no one in particular with that last comment.

    “OK. I'm the ship's surgeon, Master Grimviper. Here's the deal. We're out of time, and recruiting isn't usually my thing. So - you have one try to impress me. Show me what you can do that will make you invaluable to this journey.

    This much I can tell you: We're going to an unexplored island, which may or may not even exist, on a mission to save someone very dear to us, a relative of our captain.”

    “OK. You have 5 minutes. Go.”

    • This is a single skill check, DC 15, against the skill of the players choosing in an effort to impress Ricven “Bones” Gemviper ((...)). Skills not common amongst the existing crew members roll at +2 - these include Arcana, Diplomacy, Dungeoneering, Heal, History, nature, and Religion - though this list is NOT revealed to the characters. A clever demonstration also gains a +2 on the check.
    Ricven "Bones" Gemviper

    Ricven “Bones” Gemviper is the dwarvish ship's surgeon aboard Exploration Vessel: The Steadfast.

    Tactics: “Bones” is primarily interested in healing the crew of it's ills, not inflicting them, and so avoids combat unless combat would reduce the number of injuries he would otherwise be treating after a battle…

    Steadfast Surgeon

    Level 2 Skirmisher

    Medium natural humanoid (dwarf)

    XP 125

    HP 38; Bloodied 19

    AC 16; Fortitude 14; Reflex 14; Will 12

    Speed 5

    Initiative +3

    Perception +2

    Low-Light Vision

    Standard Actions

    m Greataxe (weapon) • At-Will

    Attack: +7 vs. AC

    Hit: 1d12 + 3 damage (crit: 1d12 + 15 damage).

    M Mobile Strike (weapon) • At-Will

    Attack: The Steadfast surgeon can shift 1 square both before and after making this attack; +7 vs. AC

    Hit: 1d12 + 3 damage (crit: 1d12 + 15 damage).

    M Leaping Fury (weapon) • Recharge 5 6

    Attack: The Steadfast surgeon jumps up to his speed before making this attack, and this jump does not provoke opportunity attacks; +7 vs. AC

    Hit: 2d12 + 2 damage.

    Death's Ward (healing) • Encounter

    Effect: Touch (dying creature); Next 3 saving throws vs. Death receive a +5 bonus. Rolling a natural 1 always fails.

    Minor Actions

    R Emergency Healing (healing) • At-Will 1/round

    Attack: Ranged 10 (targets one ally); +7 vs. AC

    Effect: The target regains 5 hit points and can make a saving throw.

    M Healing Word (healing) • Encounter

    Effect: Close burst 5 (targets one ally in burst); the target spends a healing surge and regains an additional 1d6 hit points.

    Triggered Actions

    Second Chance • Encounter

    Trigger: When an attack hits Steadfast surgeon for dammage.

    Effect (Immediate Interrupt): The attacker must make a new attack roll and use the new result.

    Other Powers

    Ritual: Gentle Repose (healing) • Daily

    Action: No Action.

    Requirements: Requires 1 hour of uninterrupted time and 10gp in components to complete.

    Effect: 1 (adjacent corpse.); Quintuples the time the corpse can lie dead and still be affected by Raise Dead or a similar ritual. Gentle Repose also protects the corpse from being raised as an undead creature for 150 days.

    Skills Insight +7, Heal +10

    Str 17 (+4)

    Dex 11 (+1)

    Wis 13 (+2)

    Con 14 (+3)

    Int 13 (+2)

    Cha 9 (+0)

    Alignment unaligned     Languages Common, Dwarven

    Equipment greataxe, scale armor

    On success, read:

    “Very nice. Very nice, indeed. Congratulations! You'll join the crew as a specialist, and will receive a double share of our profits. We'll sort out meaningless titles and responsibilities later. By the way, call me “Bones” - everybody does. Now quickly stow your gear and figure out how you can help get us underway five minutes ago!”

    Character gains occupation: Crewman, Medium Exploration Vessel

    On failure, read:

    “Umm. Not so much. But we're short handed and can't be picky. For now, you're on as a standard share crew member. You'll have plenty of chances to prove yourself as we go. Drop your gear here and get loading supplies from the dock! If the Bo's'n asks, tell him I approved you. Hurry!

    Character gains occupation: Sailor, Medium Exploration Vessel

    Hulk? Loot!

    While looking around the dockside to see what is going on, you cast your view out into the harbor and across the various nearby piers. A certain rather large shape catches your eye, at the northernmost berth of Pier 39. There is an obviously abandoned ship repair project and you can see sizable hole just above the waterline on this side. If you could get out there from this side, the soldiers on the pier would likely not notice. Who knows what might be inside.

    The character(s) must now find a way to the hole in the side of the ship on northern side of the hulk docked in berth G (point it out on the map.) Obvious options are to steal or rent a dingy for 1 GP.

    Once the character enters the wreck, read:

    This ship is a wreck. It has clearly seen better days, with evidence of ship-to-ship combat as well as a checkered past shipping questionable cargo, including something humanoid - you see shackles that have clear signs of blood.

    There is a lot of detritus to sort through, but you set to work looking for overlooked treasures. This will take awhile…

    If there is another character already here, also read:

    While investigating a particularly promising pile of trash, you hear someone else rummaging around on the other deck. Probably another scavenger.

    The character may make one skill check, either against perception or dungeoneering, whichever is greater. After making all adjustments, look up the loot using the following DC table. Only the highest-value item will be found by each character. If there are two characters with this encounter, and they choose to meet one another and team up, give each +5 on their roll as they can coordinate their search not covering duplicated areas. “Take 10” is not permitted for this check.

    DC Loot found
    0 Nothing but trash
    8 * A rusty weapon (5gp value)
    12 10GP in coins
    15 A jeweled necklace worth 25GP
    20 * A non-magical item worth up to 100GP
    25 * A level 1 non-wondrous magic item
    30 † A glowing gem, hidden beneath a floorboard ((...))

    * Search the DDI compendium for appropriate items.
    † There is only one of this item. If two searchers roll this result, they must resolve it themselves. There will be no re-rolls or other items found.

    After all rolls are resolved, read:

    You hear something noisy going on over on the port side of the ship - on the pier. You stash your loot and take a peek.

    This encounter ends as Encounter: Pier 39 starts…

    Drunken Noble Yacht

    You've fine tuned your senses for anything out of the ordinary, anything special that might provide opportunity for insight or personal gain. After searching the docks for the better part of an hour, you've spotted it!

    Stumbling into the docks area is a drunken noble. Disoriented while he squints at a paper he holds in his hand, looking up at the various piers. He's mumbling “Pear 37…. Sphere Thirty… Eight…” and he falls flat on his face just as you get close enough to almost catch him.

    Luckily, no Ministry soldiers or guards have spotted him yet.

    • The noble ((...))is inebriated nearly to the point of blackout and is looking to get back to his personal yacht, docked in berth B of Pier 39.
    Drunken Noble

    Medium Human

    • Armor Class 15 (breastplate)
    • Hit Points 9 (2d8)
    • Speed 30 ft. 1/2 while drunk.

    STR DEX CON INT WIS CHA
    11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)

    • Skills Deception +5, Insight +4, Persuasion +5
    • Senses passive Perception 12
    • Languages any two languages
    • Challenge 1/8 (25 XP)

    Gear The Drunken Noble is carrying nothing of value. It seems he was already robbled blind earlier.

    === Condition ===
    Inebriated. All d20 tests are at disadvantage. Attacks against the Drunken Noble grant Advantage.

    === Actions ===
    Tipsy Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

    === Reactions ===
    Drunken Panic! When attacked or frightened the drunken Noble moves 30' in a random direction. Impact with any object, obstruction, or change in altitude will result in appropriate damage and end movement.

    “Waitaminute, sonny boy!” Trigger: If quoted any regulation or protocol within earshot, for one round the Drunken Noble will shake-off the Inebriated effects to address any legal or logical fallacies in the cited ordinance. Effect: Drunken Noble gains a free action and one temporary HP (ignore Inebriated condition.)

    Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

    Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners.

    Drunken Noble
    Drunken Noble


    Source: [Modified] 5.1 SRD (D&D 2014) - Available under the Open Game License

    Examining the paper the noble was attempting to read will reveal this fact. He is carrying no cash or valuables (he lost it all drinking and being robbed at the pub he is returning from.) The mission is simple, return the noble to his ship and loot it/collect a reward.

    As soon as the character takes the noble under their arm and heads for Pier 39, read:

    As you start to drag the limping, mumbling, singing, and barely awake noble up the long pier, you notice a suspicious looking Ministry Soldier a few yards front of you, blocking the way with his arms crossed.

    Place two suspicious Ministry Soldiers on Pier 39 between the entrance and berth B. The first mid-way up the main section, and the other just before the fork for berth B. These represent two separate skill checks that the character must pass to successfully get aboard the noble's ship alone with him.

    Check DC
    First Soldier 12 vs. Bluff or Diplomacy
    Second Soldier 14 vs. Intimidate or Streetwise

    Player creativity should be encouraged by providing +2 bonuses for each compelling, clever ruse attempted, up to a total of +4 per check.

    If the first check fails, read:

    “That doesn't sound right.” he holds out his hand. Suddenly, he looks right passed you: “You wait here a moment.” He then walks briskly passed you, almost dumping the both of you into the drink. “Don't you move!” you hear him bark with his back to you ask he moves briskly away. He is completely ignoring you for the moment as a small boat approaches berth C.

    If the first check succeeds, read:

    The soldier grunts, and waves you on through, almost ignoring you as something in the area of berth C gets his attention.

    The character's next roll will start at +2 because the first guard signaled his approval with his hand-wave.

    Now you approach the next guard - who is at the entrance to berth B, with your new-best-friend's ship docked beyond.

    This guy is tougher, bluffing and diplomacy won't work. Something a bit trickier or impressive is required. Again, may add up to +4 based on new tactics (may not use the same as for the first soldier.)

    If the second check fails, read:

    “No, I don't think so. He gave me specific instructions, and you weren't in them. If you hand him over to me and leave, I might not arrest you.”

    Two obvious options are to hand over the noble (skip to “Hand him over” below, or attempt attempt to push the soldier into the water - which if it fails will result in entering combat. If it succeeds, the character will have just enough time to loot the ship (skip to “Loot the ship.”) Other options are left to the DM, but there are only a few minutes left and the character can not return to the docks on foot at this point. Resolve only three more actions before the soldier is ordered to the center of the pier as part of the Trouble on Pier 39 encounter. Once that encounter starts, it is too late to loot the yacht.

    If the second check succeeds, read:

    “Certainly sirs!” he snaps. You quickly step by, well as quickly as you can given your cargo.

    You drag him into the yacht and set him down on a chair carefully - and he immediately falls asleep. So much for a voluntary reward. You're sure he meant for you to just help yourself…

    Looting the Ship

    A ruckus of some sort has started outside on the pier - you hear what sounds like men running in armor - but you can't really tell because you're madly searching the ship for something of value. You don't have much time - just a quick search and you should leave.

    Roll once against best of Insight or Theivery and collect indicated loot from the following table. The character may not “Take 10”, and there are no cleverness bonuses.

    DC Loot found
    0 5 GP
    10 * A Weapon or Armor worth up to 10GP
    12 A 35GP value bracelet
    15 * Any non-magical item up to 100GP in value
    20 * A level 1 non-wondrous magic item
    25 Burglar's Gloves ((...))
    30 Robe of Eyes ((...))
    and roll again, ignoring this result

    * Search the DDI compendium for appropriate items.

    Once loot has been resolved, read:

    Nice haul! Time to go outside and see what's causing all the racket.

    Hand Him Over

    If the character transfers the noble to the guard and turns to leave:

    As you head back toward the dock, you see the way ahead is blocked by several people arguing, and the guard you encountered before is in the thick of it. You decide to duck into one of the other berths until you can determine what's really going on.

Meeting at Pier 39

The encounters at the docks are complete just as the first group is gathering at the entrance to pier 39 at the appointed hour.

As the main group gathers at pier 39, read:

It's been an hour, and you can see Captain Blythe and Emma Haller approaching the docks. They seem to be in a bit of a hurry, with Damien looking back behind them with a worried look on his face.

Trouble at Pier 39

Begin the Encounter: Pier 39, where they party must fight their way to The Steadfast and successfully cast off to get out of the range of Ministry small arms…

Flight of The Steadfast

After boarding the ship and cutting the lines, it turns out there's no time for even a short rest as it is time to start the Encounter: Flight of The Steadfast, which is a high-seas chase skill challenge for an additional 250 XP and an opportunity for you to experience the players' styles, and to learn about each characters attributes and skills.

Completing the Flight of the Steadfast, provides an excellent opportunity to end/break the play session. There is now time for an extended rest, and character accounting: Healing, leveling, etc. The characters should begin Chapter 2: Steadfast completely rested and healed.

Note: Ricven "Bones" Gemviper, the steadfast ship surgeon, can heal mortal wounds.

chapter_1.txt · Last modified: by 127.0.0.1
 
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