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Tyranny of the taken king

Chapter 1- risen
the party roll 1d6 each
The person that rolls the lowest gradually wake up to unknown voices. They only start with
the armour they’re currently wearing. The sound of the newly woken guardian and their
ghost wakes up the others causing the groups ghosts to say what happened. Two boxes full
of the weapons the players choose are to the right.
The boxes include:
A kinetic pulse rifle (6 magazines worth included)
An arc shotgun (4 magazines worth included)
A solar fusion rifle (4 magazines included)
A kinetic scout rifle (6 magazines included)
A kinetic sidearm (6 magazines included)
A kinetic auto rifle (6 magazines included)
A void bow (can only hold 1 shot at a time and has 20 magazines worth included)
A arc sniper rifle (4 magazines included
The group starts wondering off past the boxes hopefully following the path. After a while
they hear the cries of a fallen scavenging party. (consists of 1 vandal and 5 dregs) combat
begins.

After a few hours, the party find a broken tower. Deathwing-4 suggests they should rest for
the night. The party can either go to rest (long rest) or explore the area and find a small
hatch leading to an underground room they find scavenged remained of bones, armour, and
crates that they can only see with either a light source or Darkvision. The group only sees
blue dots luminating the other side of the room if they don’t have a light source or
Darkvision. combat (against 3 shanks, 5 dregs and 2 vandals) begins. After the combat
players do a dc 15 perception check to find either ether containers, 150 glimmer, 50 gold
pieces, tattered armour or 500 glimmer
Roll 1d8 to see what the players get if they succeed the roll:
1-2: an ether container
3-4: 150 glimmer
5-6: tattered armour
7: 500 glimmer
8: 50 gold/ weapon that requires attunement
If the party does go to the small room under the tower they head back up and finally take a
long rest. If the party just did the rest they can still explore the area and do the optional
encounter if they wish.

After the rest/encounter they head back off to easting. Deathwing-4 went up ahead to
check for danger (leaves the party to scout ahead). As the party walk towards the direction
that their Sherpa went, they see a creature (undetermined) they don’t yet know about get
warped/sucked (wtf did I write this like that) Deathwing-4 comes back and says that there is
a fallen camp up ahead and the fallen can be dangerous later on if they aren’t dealt with
and is confident they can take the fallen on. Okaskrin (captain), 4 dregs and a vandal are
clueless that the party of guardians are there. (surprise round) if they decide to deal with it
once they get better equipment they come back and fight the camp (with or without
deathwing-4)
Once the captain is killed they can search the crates. They find:
. a broken heavy shock blade (heavy shock blades deal 2d8 arc damage and require martial
weapon proficiency and a strength of at least 15 (weighs 14lbs.))
. 5 empty ether canisters
. parts of a scorch cannons
. 3 shock daggers (simple weapon that deals 1d4 arc damage)
. A medium-ish sized pouch containing 100 copper 40 silver 10 gold and 100 glimmer
. weapon parts beyond repair

The party goes back to easting


The party has a few days to relax. They can go to:
Armory/shop/blacksmith
The defeated beholder tavern
conclave base of operations/
a small storage room which only has a few crates full of ether canisters

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