Dead Men Tell No Tales, SR
General Summary
The Party encounters beautiful sights on the way to Querra, but eventually arrive in the City. Denied entrance to the city.
A man recognizes Lance from a wanted poster "Alive" is what is written, but he doesn't care. This course of events leads the party to a man who claims to know the fate of Lance's old crew... and the location of their treasure. In desperate need of funds, the party must track down the treasure before someone else get to it.
Act 1:
The Group Travels to Querra
Fantastic view - Oceans, swamps, forests
A sea serpent, a giant tree, strange lights to the East
A dark and foreboding land with ever present storms to the West.
Deserts, ruins, and even a pyramid in the South
Turning around, see ice and snow in a relentless constant winter in the North
This is Kaldra in her true, unadulterated beauty. This is the world you have been brought into... and suddenly a strange feeling comes over the party
buzzing, crackling electric sounds, but no clouds or lightning
Air is very thin, but all of a sudden, thicker and humid
Gravity loosens its grip on the party
Then... voices.
"I'm coming for you next, just wait Justin! Sit down sweetheart, where's your bunny?"
Crackling continues getting louder until you finally see a spark come from the ground but arcing into the air. Then another. And another.
"I don't know where your car is, Justin - it probably fell under the seat!"
That's when something falls from the point where the arcs were hitting: A little toy car.
You hear a loud pop and more crackling - you look up to see a glimpse of EARTH - a mom struggles to get her children out of her minivan.
Then, just like that, the gateway closes, the crackling trails off and the voices get muffled until the only sounds are that of the nature around you.
Peter moves closer to the toy car as blue arcs jump a short distance around it. He looks up at the party, tilts his head quizzically, a look of surprise on his face. "W-what..." his voice trails off in bewilderment as his gaze shifts down to the car, then back up to all of you. "What was that...?"
The party let Peter the toy car and continued on.
The rest of the trip is uneventful.
---Querra:
Denied entrance at the gate - asked to state their business.
The city is larger on the inside than on the outside, and thriving. You hear the sounds of the ports in the distance, children laugh as they run through the streets and market where the adults haggle and exchange goods. The city seems like a paradise.
This is as good time as any to look around or get better gear, but you should definitely track down Queen Ellen as soon as you can.
You get the feeling Ellen will have someone looking for you...
Outside the Tavern:
"OY!" A steely voice spits out of nowhere. "Ye be Lance Mayr!" You turn to see a dirty man who is missing a few teeth, but otherwise looks rather menacing. "They be wantin' ye alive, but I be sure they makin' an exception for a filthy PIRATE such as yourself!" He pulls a sword in the middle of the street. He spits again. "What are you waitin' for, Mayr? Help from your friends? That's fine. I've got my own."
2 more men step out from behind cover behind you. You are surrounded.
The party subdues the attackers as guards arrive. After the fight, find the wanted poster - with a very accurate depiction, save for the hair. The contact claims to be at the Proud Pelican Inn...
Inside the Tavern:
The Tavern is full of people drinking and laughing, even at midday. Once the party walks in, however, the music stops and everyone turns to them. Sitting in the back is a man with his face shrouded in darkness, and his boots up on the table.
When the party approaches he barely breathes. When they ask him about the bounty, he finally speaks. "Had to get you here someway, Mayr. Besides, if you couldn't handle yourself, you wouldn't be the man I was looking for anyway."
----
"Oh I know you alright - you ran with Windrunner's crew a while back. He claimed you were as witty as they come and a good sailor to boot. I have something I need found - do it, and there's a handsome reward for you."
"The Lost Island of D'quan," The man says with a chuckle. "Legend says its on an island that only appears to those who are worthy of its secrets and guarded by a terrible curse. I have a ship waiting for you at the docks. Think about it."
"Find it once, I did. Lost most of my crew the first time. That's why I be needin' ye to get it for me."
Outside the Tavern:
Guards surround the man who you beat earlier. "Oy!!" one of them call to the group. "You see what happened here? Whats your business in Querra? Where are your papers? Move along."
"Always getting into trouble..." A familiar voice chuckles as you loot the man. "At least nothing's changed." You turn to see Captain Quill, the former captain of the guard from Gotha - the man who helped you take down Baron Strudwick and who put you on the scent of the Draconin. "Terbius and I had a little bet going... He claimed you'd spare that guy in the Tavern, I said you wouldn't. Looks like I lost."
Quill takes the party through the streets of Querra. "We're heading to the Chaos District," he explains, "The High Council here in Querra tolerates us only because the Queen is here, and they're debating whether or not to kick her out. They claim they don't want to make trouble for Inglaand, so officially, she's only here in mourning for His Majesty." He takes you through the city and to a large building, he knocks and a servant comes. "Jenkins, these are friends of..."
"I've been told," Jenkins replies as he opens the doors and you enter, "Welcome, kind sirs - is there anything you need? A change of clothes and a bath comes to mind..." he says, hiding a smile.
-----
"They've been expecting you," Jenkins explains, "Please follow me to the study." Jenkins takes you all to a room with several chairs and couches, along with tons of bookshelves. As soon as you enter, you see several other men in the room as well as Queen Ellen. "Your Highness, may I present..."
The Queen immediately recognizes you and smiles. "The Heroes of Gotha," she says in relief. "I did not believe you would survive Helena, but I did have hope. It's a relief just seeing you are well, let alone coming to my aid once again..." She smiles and nods slowly in your direction. "These are the men I've been telling you all about," she says to the others. "Jackson, Issac, and Lance, may I present Trell Reigngold, Galvin Ross, and Timothy Braxon."
The men take turns shaking your hand and exchanging pleasantries, then Trell speaks up. "The matter is straightforward, but also delicate. We come with news from Lond - Hyde has infiltrated William's circle of trust as Grayson is slowly being pushed out. The Regent has set a date and William continues to wage war with both Span'ce and Bartlow."
-------
Trell - "William took the horses, the siege equipment, and his most trusted men with him to Lond. Once there, he was made Acting King, and he assumed command of the Army. In order to gain favor with the people of Lond, he's continuing the war - but now its more like a massacre. My Lady, as much as it pains me to admit it, William has the upper hand. We'll never gain anything if we do not have an army."
Galvin - "What about the Thieves Guild here in Querra?"
Quill - "Terbius and his bandits can help us, but they can't fight a war."
Queen Ellen - "Then we'll have to raise one, won't we?" she says solemnly.
Quill - "My Lady, how would we even do that quickly? Many men will fight for you on merit alone, but not for long. We need a paid military!"
Trell - "He's right, and I know many men that will join if the coin is right."
Quill - "And you can't spend any funds from Inglaand; William will be watching too closely. We need another source of income..." he looks at you knowingly and nods to the Queen as if to say "tell her".
----------
Queen Ellen is lost in thought for a moment, then she comes to. "I'm not too keen on the idea of using cursed treasure to pay our men," she says, "but I suppose beggars can't be choosers..." she sighs, "Timothy, please go with them - your knowledge of the ancients may be useful. Meanwhile, Trell, Galvin, I have a job for you..."
The party is joined by Braxon.
----------
Meet back with the man who asks for 80% of the treasure. You need cash, he needs the treasure. Haggle.
Man gives you a note with a riddle:
"Either come or go but do not stay,
Abyssal doom to all who play,
Start at the dock, greed in your heart,
This broken vessel shall rip you apart.
Carlos D'quan"
"We searched the entire bloody island, but not a treasure in sight. The curse was takin' me men and so I decided to find someone else to get it for me. Good Luck, Mayr - Lord knows ye be needin' it."
Dock 7
Go to ship at dock 7 - ruffians all over the ship, save for captain Cliff Whitehead, who seems to be a well-off man.
Act 2:
Travel to the Isle of D'quan. Appears at midnight. Sparks, buzzing - just like on the mountain. The island is surrounded by crystal clear water riddled with shipwrecks. Its full of a thick jungle from the outside - a small clearing can be seen in the middle, however, with buildings in it. An outcropping has a dilapidated guard tower and on the beach you see an old dock that's not quite big enough for the ship.
take a boat to shore
Dock shows signs its maintained by someone.
Jungle is thick and near impossible to traverse.
Wreckage of The Good Disgrace:
Find the captain's cabin.
Room has a broken desk, some tattered furniture, several barrels of something liquid and a weapons case.
Lone dagger in the case - it looks like a torture device with a serrated edge and prongs coming off of it. (History Check/Per Roll? - its a ceremonial weapon) MAKE SURE YOU TAKE THIS WITH YOU.
Behind the dagger there is also a note:
"Shame for shame, you're twisted with lust,
Our path just beginning so search on you must,
Unique, it is, this blade I have found,
Too bad its place is on hallowed ground
Hidden inland a town you will find, cursed they were with a greedy mind
Carlos D'quan."
Town:
village is abandoned - no signs of people, even remains.
Town Hall, several houses, gardens, and a church - looks abandoned.
Loot:
Gardening equipment
rusted tools
book on the ancient temple.
Lookout comes running through the jungle - another ship has appeared on the far side of the island. So far, they have no knowledge of your presence, but its only a matter of time before they send a shore party and find you.
Church:
Lined with torches, pews, and an altar up in front.
filled with skeletons - bodies of people sitting on the dimly-light pews and in praying positions - they died in prayer.
eerie fog creeps through the church
Candles and torches wont lit - look like they've been doused with water shortly before your arrival.
On top of the altar there's a small slit, just big enough for a blade to slip into.
When the dagger is put into the slot, you hear something rumbling. The front of the altar opens to reveal a messaged carved into the stone with a knife:
"No mercy, no justice, no warning - despair,
O how the curse just hangs in the air,
Return all who seek this dark gold
To simpler times, like in songs of old,
Hear the music pipes create - spell the sound of your own fate!
Carlos D'quan
More rumbling from the walls around you. The doors slam shut and the sconces all light in unison. The rumbling reveals an old organ in the back of the church. On each of the keys, there are carved letters of the musical alphabet - A-G in 5 octaves to make the whole keyboard. Four slashes are marked at the bottom of the note - so four keys should be enough to trigger whatever mechanism is holding the door shut.
Suddenly several slots in the walls above the altar open and hundreds of deadly spiders come pouring into the cathedral!
Puzzle completed:
-compartment with a map opens in the organ
-Doors open
-Read the note:
"Where you go you Cannot see,
Even now you stArt a plea,
Save your Venom for another course,
The rodents fly causing grEat remorse.
Carlos D'quan"
Act 3:
The Cave:
The cave has stairs cut in it, descending down into a dark cavern.
The room you come to is a large circle, with a compass inscribed on the floor. Each of the locations of the compass have a letter on a tile that can be pushed in. Push the buttons in order and the door will open.
Treasure:
A large room filled with gold, jewels, and other trinkets - enough wealth to put any king to shame. Chests upon chests of loot that would make you richer than any one man on EARTH let alone Kaldra. Skeletons scattered all over the room - there was some sort of battle here. (Tactics check) A skeleton sits with his hand pointed deeper into the tunnel, his pose sends a chill up your spine.
"Well, well, well," A familiar voice echoes into the cave. Behind you stands a man Lance recognizes: Cap'n Charles Windrunner, his old captain. "Looks like me new first mate was right about you, Mayr!" His men come in to the room, including the man who hired you. "Ye know how hard it was gettin' another ship full of nit-wits to come here without tellin' 'em what for? But it paid off didn't it? Ye found Cap'n D'quan's lost treasure, Mayr. Congratulations. Too bad the boys and I'll be takin' it from here. Rope 'em up men!"
FIGHT!
Suddenly, Peter's tugging on Isaac's leg calls his attention. It's then that he hears a clicking noise from deeper in the cave. Suddenly it dawns on him - the scattered skeletons turned on each other and then stopped to fight something else - the commotion of their infighting must have awoke something deeper in the cave.
Then he sees it - a 10' long SCORPION!
"Kill it, men! Don't let it scare ye off of my treasure!!" Windrunner bellows.
Taking the time to make their escape, the party rushes out the door as Jackson throws an ax at the device holding the door open, trapping Windrunner and his first mate trapped inside.
Report Date
08 Jul 2021
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