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Journey Through the Teeth
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Disclaimer
This
Adventure serves as a world set-up for a longer sea-based adventure
that I have been writing for the patron for the last month. Since
March has been rather quite I needed something to get out and this
is that. While “The Remains” is firmly White Box, “The Teeth”
is system neutral and can be readily plugged into any system that
you feel appropriate.
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Adventure Background
Trade
between the Western and Eastern Holdings of the Lummin Empire is
tightly controlled through the Golden Tradeways. A causeway along
the warm currents of the ocean's mid-lines that is patrolled by the
Empire's Navy. For years smugglers and Merchant's down on their
lucnal use.k have search for other options to get their goods
between the Holdings, however, the Northern and Southern passages a
semi-regularly frozen to solid ice and hold the dangers of the
mystical Albatross.
Now
though, a Pirate name Bulis thinks he has discovered a way. Through
an island chain known as the Teeth. Legend has it that the two two
jagged islands that make up the teeth are in fact the remains of a
long dead primal dragon. Other legends claim that the area is awash
in Outsider energies. Bulis cares little for legends, if he can
successful navigate the Teeth he'll be a rich man and able to
retire, his name living on in the annuals of infamy. For that he
needs some brave souls ready to brave the seas with him. He'll need
those brave souls, for all the legends are true and more besides.
The Teeth are a place where time, space, magic, and Other things all
co-mingle and cross.
The Teeth
Several
days out from la-Port-du-Cull the Pirate vessal you have all been
hired on has come in sight of the “Teeth”. The jagged mountain
islands jaunt threatening from the cold ocean like the the teeth of
some great beast. Dark clouds swirl in the sky ahead threating a
storm, but Captain Bulis assures the crew that the Teeth are always
a place of dark clouds and choppy waters. “All will be fine for
any able bodied man with his sea legs!” the captain can be heard
assuring any frightened crew-men.
Referee's
Note
The
deck of the ship is wet enough from the violent waters to
require checks for normal movement in the choppy seas. Should
combat, through mutiny or other action take place and attack or
defense action would be negatively affected by any who fail such
a check.
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As
the ship approaches the Teeth roll a d20 should the result be under
a 15 roll a d6 and consult the table below (adjust accordingly for
system of choice):
D6
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Event
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1
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Maelstrom
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2
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Outside Attack
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3
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Nothing
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4
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Harpy Attack From Teeth
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5
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Siren Attack
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6
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Teeth Attack
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1.
Maelstrom – The
Ship is caught in a Maelstrom. Any keen-eyed player will be able to
see that the maelstrom is not natural but supernatural in nature. In
its center is a giant beak, similar to the kind that is typically
found on squid. In truth, the maelstrom is being created by a giant
squid who is twirling its body and hoping to catch and eat any who
get sucked into its maw.
2.
Outside Attack – A
Portal to the Outside opens above the ship spewing forth a small
horde of Outsiders (approx. 2d10).
3.
Nothing – The
ship encounters no problems and continues along the choppy waters
until the next roll blissfully unaware of the dangerous nature of the
Teeth.
4.
Harpy Attack from the Teeth – As
the ship nears the Teeth a horrible screech pierces the sky and
echoes between the Teeth. A moment passes and the screech is answered
by another louder cry. Within moments the sky grows dark as dozens of
forms break from the Teeth and shoot into air. With the flapping of
dozens of wings and the sound of bestial throats harpies descend on
the ship and grab any unwary crew-men before breaking off into the
clouds. Any crew taken are soon dropped … their heads' missing.
5.
Siren Attack – From
the rocky shores of the Teeth, a beautiful song goes out, soon all
the go – male and female – are under a strange trance and the
ship begins to list and buck wildly in choppy waters. If no one is
able to gain control of the ship it will crash violently into the
rocky shores in 1d6 rounds. A mental check or save is needed to
overcome or resist the call of the sirens. If the sirens are located
and physically engaged they will retreat and not bother the ship
again this trip.
6.
Teeth Attack – The
Greatest legend is true. As the ship passes through the teeth a great
bellow erupts as if some great god has awoken. The sea begins to
shake violently, large waves crashing against the ship causing crew
and cargo alike to crash and slid. Soon tooth other rocky teeth
emerge and then another set and another. After a mere minute the
hinges of a jaw snap forward revealing the maw of a beast as large as
an island if not bigger. The wave roil larger is ancient, bat-like
wings snap out from under the frothy waters. The beast takes a breath
in drawing the ship down its maw.
There
is no easy win for this scenario, should the players manage to escape
the ship they will essentially be shipwrecked in the middle of
untraveled ocean. However, it is also possible to create and have an
interesting “bio-crawl” adventure within the belly of the ancient
beast either destroying it or escaping it with their ship intact (ala
Jona and the Whale).
The beast could also be played as highly intelligent and possibly
curious of these tiny beings it has no knowledge of, bartering the
players' lives for knowledge of the world in the 10 million years
since it first fell asleep.
Through the Teeth
Should
the ship make it successful through the teeth the players will find
nothing but clear skies and easy sailing for the next three weeks
until the port of A'Jur'al is reached on the southern coasts of the
Eastern Lummin Holdings. While A'Jur'al pays its tithe to the Empire
it is known to have a lag port and will make an ideal port of call
for an illegal trade route.
Once
A'Jural is reached Bulis will gladly pay the players for their
troubles as well as offer them a permeant place on his ship. If the
players should decline the offer he will accept but warn them that
the route is his secret and it would be in the players' best interest
to allow it to remain so. Never-the-less, information on a non-Empire
shipping lane is valuable information and could net the party a very
large amount of funds. Bulis will, however, have his revenge, and the
players should soon expect a price on their heads.
Josh:
ReplyDeleteSorry it's taking me so long to get the T&T book in the mail to you. I haven't been able to swing by the post office this week like I had hoped. Rest assured, it's on the way soon!
No problems, man!
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