Adventure: Wreck ashore (El Jefe judging) (Finished)
Originally posted by Salix:
Wreck Ashore
Started at 08-18-05 11:38 AM by Someone
Visit at
http://www.enworld.org/showthread.php?t=144616
I include a map with the location of Orussus, Gotian and Seawell. Expected time travels and costs (passage, inns, food, etc) would be:
Gotian: Walking: 15 days, at least 45 silver coins each. By sea: 10 days, 5 gold coins each.
Seawell: Walking: 10 days, at least 3 gold coins each. By sea: 5 days, 25 silver coins each.
THE ROAD NORTH TO SEAWELL
The group finally arrived at one crossroads. The man that walked with them, a short scholar in his way to Gotian, warned them that the town of Seawell lies just north of there.
So the next two days they continue their way north, following the coast. At your right there´s a never ending beach that at some points have devoured the road, and at your left the land becomes pogressively flatter, and only groups of trees and sand dunes break the horizontal monotony.
SEAWELL
Finally, Seawell. There´s little to describe: you only see a large and well built wooden palisade that would be better described as wall. It hides the buildings inside, but you judge that the entire village can´t hold than two or three hundred people
There are indeed guards on top of the palisade. Once you get near it, you see that the road leads to a gate just wide enough to let a cart pass, built into a small fortified tower no more than 12 or 13 feet high. The gate is open, and beyond it the village seems normal.
NPCS Jeff and his brother in law (apparently a plus one)
At least two of the guards are fairly comical:
[Stop! commands the guard, a wiry man clad in an old chainmail. Before you can ask why, he disappears from sight, but you can hear the conversation going on behind the wall:
Jeff, you have to come. There are people at the gate.
It´s sergeant for you. What´s the matter? Are they lizardmen?
Stop that crap, you´re my brother-in-law. No, but they got an orc.
Seconds later the sound of metal announces another man, most probably the mentioned Jeff, who´s coming through the gate adjusting his weapon´s belt. He looks surprised.]
The sun shines over you, and you are starting to get hungry, but fortunately the major is easy to find even when he´s not at home but at the port. The port is really just a beach where small fishing boats of many colors bleach under the sun, open to a small bay; currently empty of ships- protected by a natural breakwater. Some guards patrol near the water.
NPC Major Wil- he runs Seawell
The major turns to be a tall and strong man with a wrinkled and tan face covered by a bushy beard, who´s working in his nets and smoking a pipe. His name, as you learned earlier when you were looking for him, is Wil. You tell him what´s brought you to Seawell, and he nods.
Wil looks at the fisherman, turns to you again and then continues: We think something must be wrong, but we can do little. The marshes are dangerous for peaceful people like us, and our militia is needed here now that the lizardfolk are growing restless.
The Kojars live at the lighthouse, they are fine people, honest and hardly. Says Wil. They come once in a while, if they need something they can´t hunt, fish or craft there, and yes it´s a good place to start asking. But I wouldn´t go unprepared, unless I wanted to end in a cocodrile´s belly.
Maps are useless. Much of what lies north of there floods in winter and spring, reshaping the whole land. Now it´s dry, but that doesn´t make thing less dangerous. You´ll need a boat or else a good guide, and won´t reach the lighthouse in under two days, that´s for sure.
"Did the missing ships carry weapons? maybe the lizards got them from a ship? He continues asking the mayor questions: "Do the ships come near land on the way to here? I think we have to find out if they where attacked by ships of men on land..
"How long ago did the ships start getting lost? and how long ago did the lizardmen started making trouble?"
I don´t know for sure, only a handful of them stop here looking for fresh water replies Wil. But it can´t be more than a couple months ago, maybe.
RELATIONS WITH THE LIZARDMEN
The lizardmen have been always a trouble. And sometimes they get their claws on a good weapon or a metal shield, but now they are a real pain. We now have raids at least twice a week, and they start coming in groups larger than just two or three. And everyone packs a steel javelin or a good shield, since, well, a couple months ago Wil seems puzzled at the revelation, too.
NPC-RODAC WILL HIRE HIS BOAT OUT TO ADVENTURERS
That same afternoon the party finds an available boat and his owner, a small fisherman called Rodac and agree on a 2 silver pieces per day fee (plus the food*) for leaving tomorrow. You spend what´s left of the day doing your business **, and sleep on Rodac´s home; it´s a small house, but he´s single since his wife died a couple years ago and his children already grew up and left the village and you can understand why: it´s a boring place in the middle of nowhere.
One of them turned to be a witch comments Rodac. I think that came from her mother´side. They said she was ´charming´, and they were quite right: she was able to make a man do what she wanted just speaking some funny words. I´ve not seen her for a long time, I wonder where she is.
The next day, when the sun is already hurting Hulgyr´s eyes, Rodac leaves to prepare the boat, and soon you´re on your way. It´s a good change of pace, after ten days walking to have a rest and let the wind shower you with froth, and you wonder how a ship could sink in these waters.
Elbereth Sound Bay
It´s not that difficult says Rodac. The waves are small because the Elbereth Sound bay is small as bays go and closed by those islands the fisherman points north, to some barely seen land resting on the horizon. But is also shallow, and dangerous, because you just need 7 feet of water to drown a man, and every rock bottom is a danger. See those white patches of white water? There are reefs there. Unless you´re a very experienced captain, you´ll use the normal routes, and only when you´re sure. That´s why they made the lighthouse: there´s a particulary difficult pass over there, and it saves a lot of time.
At the same time, you watch the land parade at your left. At first sight, is sandy, arid, and very flat, but there are numerous groups of trees growing tightly in the places where the land is raised only a couple feet, and bushes cover most of what´s left. And sudden movements betrays the presence of many animals, and some of them must be quite big.
The sun sets and Rodac refuses to continue. It would be dangerous to in the dark. We´ll continue tomorrow affirms, and carefully runs aground the boat. At the light of the dying sun you see a sandy beach, and beyond more marshes. ***
NPC ORGANIZATIONS-JAVECARS
Wilhem: You recognize the term jav-car. It´s really javecar, in turn a deformation of an elven word, hav´caaren. It originated in an elven rebellion you don´t remember what kingdom, where the elves organized allied with a foreing army, and organized themselves as small war parties; that war was famous by the atrocities commited by all parts. The javecars were unscrupulous individuals who sold the elves equipment and supplies, and now the term applies to those that commerce with bandits, humanoid warbands, etc. As you can imagine, most of them are the worst kind of scum that walks.]
DANGLING PLOT THREAD-TWO GROUPS OF LIZARDMEN? LOCATION 1.5 miles south of the lighthouse, looks like it gets marshy before the beach
As Eroin advances, the lizardman retreats. "We not attack... town!" replies. "The ones over there do, with YOUR metal, jav-car, killers! We live we always, hunting!"
With that, the lizardman turns and runs inland, towards a small lake.
THE LIGHTHOUSE
But it´s when it has declined and dyeing the sky in pink when Rodac says: We´re arriving pointing at a tower, about 50 or more feet tall, barely visible. And for the look of it, you won´t arrive before the night falls. Rodac makes an effort, but when he and Wilhem are unable to see beyond their own hands he admits defeat and looks for the nearest beach.
Roddick and Eroin can see the lighthouse, just two miles ahead. And no light shines in the dark.
That same day, by midday, you arrive at the lighthouse. No sign of life can be felt, and in fact black patches around windows betray a recent fire.
(the lighthouse is rather typical: 60 feet tall, round plant, no addicinal buildings. There are windows, but they are too small for a Medium size creature to pass through. The only way in a is a sturdy wooden door, left ajar. You are 100 feet from he lighthouse or so.)
You go around the small promontory in which the lighthouse stands; it only takes half a minute. There´s nothing strange that you haven´t seen before, except that you notice now the slight smell of rotten meat that comes from within once you´re next to the main door.
The sturdy door opens, and you see a narrow spiral staircase going up. Naturally, you can´t see beyond the first steps, but you can feel something wrong in the air, beyond the sad abandoned state of the building. The smell of death may have something to do with it.
[ooc: The building is quite big, and it would take us very long to explore it room by room. Post how you´re going to explore the lighthouse -like if you´re going to spend a lot of time searching, etc- and things like your marching order if you think t would be needed.]
Few steps after starting to climb you find a door, while the stair continues twisting up. It leads to a somewhat large, slightly circular room: the last remains of a table and hooks for cloaks are here, smashed and half burned. The rest of this level continues the trend: a kitchen, with a stone oven, and a table turned over smashed pottery, fallen from destroyed shelves. Another room, probably devoted to storing, but now a ruin of broken and burned wood; other one, very small, contains just four holes that sink in the floor, covered with a cloud of buzzing flies.
Having found nothing else, the group moves carefully upstairs. The next door opens to what was a workroom: some tools and pieces or iron and glass lie in the floor; there´s also a large and heavy table and tool racks. Almost all of it has been destroyed. Opening the other doors you find some bedrooms; also burned. One of them had a shelf with some books: Wilhem picks the stabbed remains of one of them, and reads a bit about astronomy and the positions of stars. The last room contained a sofa, some chairs and a small table. Eroin lifts one of the chairs and finds a small bag with some wool and knitting needles.
The smell of rotten meat is becoming stronger, and just five or six over the second level you find a corpse. Now it´s just a skeleton, torn by the scavengers and wild animals you know well live in the marshes; it´s impossible to know just that he (she?) was quite tall. A broken sword lies at his feet. Beyond that, you find the rest of the Kojars. Three other bodies lie in different bedrooms, burned or just covered by discarded clothes and stripped of flesh by the carrion eaters and maggots. On other, you can still see the tethers that tie the hands to the bed.
Finally you arrive at the end of the stairs. It´s open to the air, with just a roof over it, and it´s covered by shattered glass. One of you pick a piece of it, and it gleams and sparkle with the sunlight. At the room´s center lie bended pieces of copper that were the lighthouse´s lamp.
You have a good view of the marshes from this point, but still you can´t see nothing out of the ordinary from this vantage point, even when the sun it still on it´s highest point.
AFTER LEAVING THE LIGHTHOUSE
You leave the lighthouse, some of you thinking that Oren was very lucky of having fled. After that, you follow the coastline, crossing through sand dunes, small bays and one or two lone promomtories. The march is accompanied by the monotonous rithm of the crashing waves.
Some hours of march after, the sun sets and night falls. You ready to prepare the camp, and thankfully nothing hostile jumps on you. Eroin, however notices something. At first, you think it´s a star, but soon it´s evident it´s a large fire. You estimate you´ll arrive at the location where it´s burning tomorrow at noon.
The Brigands camp wasn’t far at all from here. They killed the pirates and found their device for making false lighthouse signals.
DANGLING PLOT LINE- THEY STOPPED THE PIRATES, BUT WHO WAS BEHIND ALL OF THIS
The following are representative images of the terrain that Wreck ashore was set in (submitted by Someone):