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Session 1

Players on a ship the Storm Witch, hired as body guards

Ship crashes, storm of ‘epic’ proportions

Storm caused by unknown reasons

Ship is crashed, needs to be repaired – rest of the NPC crew dies

Needs three parts

Rope to fix the sail

Wood to fix the wheel

Wood to fix the rudder

Wood found together

Ship Details

Small armory

Small treasure room

Session Two - Prep

Harpers Quay

Harpers Quay is a small pirate haven at the end of a long river that cuts through semi
thick jungle. The island is temperate like the swamp islands near it, being humid and teeming with small
animals. The Town itself is relatively small. As you enter into a thicker part of the river you take note of
two tall guard towers with men standing in the top. When your ship enters they lift a torch into the air.
As you enter the city you see a portly man standing on the dock. He’s dressed is worn clothes, that seem
like they were once extremely nice. On his hip is a thick short sword and a pistol. He wears a wide
brimmed pirate hat. He stands with several other individuals, watching your ship as it drives into port.

“Aye, who are ye and what do ya want? Arriving in the Quay without sending word first isn’t the
friendliest thing to do, so make it short and sweet”.
Cedric Duststone is a 50 year old. He has short, curled, auburn hair and green eyes.
He has rough, sunburned, chocolate skin.
He stands 177cm (5'9") tall and has a round build.
He has a round face.

Oliver Drake is a 26 year old male human innkeeper.


He has short, straight, black hair shaved on the right side and brown eyes.
He has rugged, dirty, white skin.
He stands 182cm (5'11") tall and has a round build.
He has an oblong, ugly face.
He has a piercing on his lip and a badly done piercing on his right cheek.
He openly worships Torm, God of duty, loyalty, obedience, paladins. (Lawful Good)
He hates fair play.
He is very optimistic.
He considers everyone else as idiots.
He sets up local dance clubs.
He intermittently misquotes proverbs.

He is in dire need of some medusa blood.

Session Two Notes

Plot Hooks

Oliver’s medusa blood – x amount

Young Red Dragon 10k

Drow Ship - 7500

Torok’s posting
In Orcish "Kinsmen, brothers, tribless and exiled, I call upon you. Your time for honor,
glory and redemption comes. We will bathe in blood and feast on the flesh of the weak.
Gruumsh will guide you to me. And Shargaas will guide our path." Along the bottom there's an
emblem crudely drawn. A skull with a crescent moon through it.

Session Three notes

Blackwater is a large port city. The coast is lined with docks and each dock is either unloading or loading
new ships apart from two docks. The city is spread along the coast, covering a fairly large size. There are
people bustling about, and a vibrant fish market right off of the docks. You know blackwater to be the
hub of two large mercantile families, along as the supposed base of a pirate gang “The Continuum”

These ruins are covered in old long rotten bones and chests. Most of the houses and towers that would
have been a fairly large city is now long rotten. You see signs that a group of individuals may have been
camped here, however they are no longer around. There are several crates and chests lying around
what seem to have been their generalized common space.

Chest loot; bag of holding immovable rod

Spell scrolls – 5

Session 4- Illsaveyll grows up

Last session the party found themselves being hired by the merchant’s guild in blackwater, to defeat a
young red dragon that had been harassing their ships for the healthy reward of the dragon’s horde and
ten thousand gold pieces. After finding what seemed to be an abandoned, or otherwise destroyed Drow
encampment based in island ruins, the party anchored their ship and sat forth to defeat their quarry.

After defeating a stone troll and experiencing firsthand how annoying the regeneration ability can be
you ascended the mountain that the dragon had made its home. After a lack of breath weapons and
interesting uses of bard spells, you defeated the dragon and set out with its horde in tow. You now find
yourselves standing at the entrance to what was a dragon’s cave at the top of the mountain. What
would you like to do?

On the way back from defeating the dragon, you encounter a turbulent storm. As the sun begins to set
the warm orange glow on the horizon slowly darkens as familiar clouds settle. A few moments after the
sky is forced into grayness, the pattering of heavy rain begins to splatter Thebus.

>Make a perception check to bait them into thinking it’s the Kraken

>Illsaveyll is gone
>She isn’t on the boat and no one has seen her

>After an hour or so of extremely heavy rain, you see standing at the bow of your ship a cloaked figure
looking out onto the ocean.

>Upon inspection, it’s an older Illsaveyll, seemingly 16, or 17 years of age – given she’s elven so this is
magnified-

>Halfway lore dump

She thanks them for saving her from the scourge, explains that she doesn’t know exactly what
happened to her when she was still a child. All the she knows is that she was captured from the feywild
and forced into captivity by the Drow. She realizes now that they took something from her, but she isn’t
sure what it is in order to obtain an ancient spellbook called “Vecna’s Arcana” Doesn’t understand most
of the spells inside, but it’s giving her more spells.

Shawn item>Combat>Cabal’s Ruin

A dark black cloak, with a lush dark purple interior. You swear you can feel the faintest bit of energy
when you touch the inside.

Wonderous Item,

Dormant State

Cabals Ruin has 5 charges and regains 1d4 charges at dawn.

When the wearer is targeted by an enemy’s spell, they can use their
reaction to have the cloak swallow part of the spell. The cloak gains a number of charges equal to the
spell level of the triggering spell. The wearer is still subject to whatever effects the spell would normally
inflict on them, but any damage to be taken is halved. The ability cannot be used again until they finish a
short or long rest

When the wearer hits with an attack, they can choose to expend any
number of charges from the cloak, dealing an additional 1d6 lightning damage per charge expended,
which is inflicted on the target of that attack. If the attack strikes multiple targets, the wearer must
choose one target from the group to be subject to this damage.

Huff item>Combat>Titanstone Knuckles

Wonderous Item, Attunable

Dormant State

The wearer’s strength score increases to 22 if lower.

Three times per day, you can use your bonus action to make an offhand
punch. This punch does 1d8 + STR, and the target must make a DC 13 Con save, or be rooted until the
end of their next turn

Greg item>Utility/Combat>Whisper
Wonderous Item, Attunable

Dormant State

The wielder gains a +1 to attacks with this weapon

Whenever a creature is struck with whisper, they must succeed on a DC


13 saving throw or be frightened for one minute. On a success they are immune to this condition for 24
hours.

Hunter item>Utility>The third eye

Wonderous Item; Attunable only by a spellcaster

Dormant State

A black metal band that holds a single dull red stone in the center. If
gazed into for too long you fear that something is looking back out at
you.

+1 to any ability score

Once per day, if within 120 feet of a casted spell, you can open the third
eye. The spells target forcibly swaps to you. If it is a damaging spell, you
take half damage and make no saving throw. If it is a Charm, Fear, or
stun you are unaffected. The spell is absorbed by the eye and charged.
Once charged, you can expend the charge to cast the spell at it’s lowest
castable level. If you don’t expend the charge for seven days, you can
add the spell to your list of known spells using a diamond worth 500
gold pieces.

Awakened State

Charges and spells held increases to 2

+2 to any ability score

Exalted state

Charges increase to 5

Set any single ability score to 24

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