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 Casaran Protectorate.
    • Find a route and/or guide to Vuronu.
    • Finish supplying The Steadfast for the long journey.
    • Avoid capture by the Ministry.
    • Keep allies back on 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)
  • Privateers! : A Ship-to-Ship Pirate Battle [they're seeking a bounty on The Steadfast and her Captain.]
  • Danger From the Deep: In the last day's of the journey, and attack by a 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.
  • 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 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

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