The Forest Beneath

The party will start on the The Pride of Lucrum, a trading vessel travelling between Salva, and newly-freed Mimsam. Each member of the party is loosely aware of each other, but likely do not have any close connections.  

The Pride of Lucrum

 
The Pride of Lucrum is a piece of junk. It's an old Imperial warship (those of you familiar with history would reckon it's from about the 4th decade of the war or so). All the guns have been stripped out, of course, and it's more replacement parts than original at this point. But, it is home. Its large size, dependable mark-3 plasma engine and hefty hull makes it the perfect candidate for long-haul trading voyages across the Blue. Trading between the Empire and the Free Worlds isn't strictly legal, mind you, but neither government has recovered enough from the war to really tighten its borders.
  As skyships of this type are less developed than ones in the modern day, more people are needed to crew them. Roughly 20 people, including the party, make the Pride of Lucrum their home.
Give the party some time to interact with each other. A few small scenarios are:

Interactions

Maintenance

A small malfunction somewhere needs fixing, nothing too severe but it keeps happening. The Captain really needs to get this stuff fixed, permanently.

Mealtime

The food aboard the ship is servicable. It's made of cheap stuff, and stretched out to last the long voyages, but it's not awful.

Distant Skyship

Another skyship is spotted in the distance. Possibly an Imperial scout, but it's hard to tell at this distance. Still, all hands on deck until it receeds over the horizon.
  Once the party has gotten some comfort in where they stand in this world, it is time to disrupt it.  
The first indication below decks that something is wrong is the sound of creaking metal. The pipes and ducts inside the ship always groan, but this is... far worse. Topside, it's easy to see the trouble that the Pride of Lucrum is in. A storm. Not a windstorm, that might blow her off course and add a handful of days to your travel time. Not even a chaos storm, a thunderstorm that mixes with the depths gasses to create flashes of acidic hail, green flame, and brackish lightning. No, the storm in front of you was the pinnacle of natural disasters a skyship could face: a vortex. The enourmous funnel of depths gasses is hours in front of the Pride of Lucrum, and already anyone above deck can feel the tug of the wind trying to drag them down to their deaths.
  Let the party work to try and save their skyship, but, in the end, it is futile. What is more important is getting the party inside one of the Emergency Bouys, small chambers with heat-based survival bouyancy. It is sealed against the Depths, and in theory, should get the party back above the Depths where they can potentially be rescued. In practice, that is not what happens. The proccess of getting into the Bouy should be dramatic. The ship should be coming apart around them, toxic gas leaking in from cracks in the hull, and the party should have to abandon people who are still on the ship. Maybe one or two NPCs makes it out with them, but it should be clear that not everyone managed to escape the disaster.  

Adrift in the Depths

 
Outside the viewing port of the tiny life-raft that you have managed to escape to, the storm continues to rage. It is hard to see through the sickly greenish-yellow of the clouds that surround you, but the flash of vibrantly blue lightning and the shaking that courses through the hull of the Bouy are more than enough to tell. But, slowly, the mayhem fades. You even have a moment to breathe a sigh of relief. This old bucket is still functional, and you're steadily rising through the acid clouds, and back to safety.
  Let the party react to what just happened. People died. Their ship is destroyed. Prompt the party, if needed, how they feel about that. Then introduce some small problem. What exactly doesn't matter, because, in the middle of solving it, a bigger problem will emerge. A Caeligo, that has confused the Bouy for its prey.  
There is a sickening thump of something wet slapping against the hull of the metal coffin you are trapped in. There is a moment of silence. Maybe it wasn't something to worry about. There are things down in the Depths that aren't dangerous, right? But then there is the dreadful screech that echoes inside your skulls. There is another thump, and the bouy is wrenched to the side. And then there is a crunch. A sound of tearing metal. Through the window you can spot it. Caeligus' Doom.
  There are several things to do, all at once. For one, the bouy is no longer stable, so have the players make checks to stay standing. NPCs that the party may have should make these too, with 2-4 dice. On a failure, take one Bashing damage. NPCs might suffer worse wounds, instead. (See Badly Injured NPC below)

Interactions

Patching a Leak

The Caeligo has torn a hole into the hull of the bouy, and toxic Depths gasses are hissing into the cabin. It needs to be patched, quickly. There are tools for such a task stored inside the bouy, but doing so might lead to burns from the acids. Let the player(s) roll Soak to try and prevent 2 Lethal damage. NPCs that are told to help just take the damage.

Scaring off the Caeligo

Caeligo are drawn to magical energy, but they are wild beasts. Loud noises are the best thing at deterring them, which either Academics or Enigmas could be used to recall such information. Other things might be fire or heat, electricity, or other clever uses of magic. If using damage, the Caeligo has a Soak rating of 4.

Badly Injured NPC

If the party has any NPCs with them in the bouy, one of them becomes badly injured from hitting his head against something when the Caeligo struck the Bouy. They are unconcious, and bleeding heavily from a head wound. Medicine is required to stabilize them, or they will die.

Minor NPCs

Phellie Elphias

The newest, and youngest hire of the Pride of Lucrum. Thin and lanky.
Trait:
Eager to please
Sorcery:
Mindblood
Want:
Wealth and adventure
Flaw:
Timid

Galisus Stannis

The resident 'surgeon' of the Pride of Lucrum. Greasy-black hair and beady eyes.
Trait:
Likes to eavesdrop
Sorcery:
Lightblood
Want:
More power in the crew
Flaw:
Vindictive

Cacistus Gaius

The Captain of the Pride of Lucrum. Portly, and greedy, but treats his crew well.
Trait:
Wears glasses he doesn't need to seem smarter
Sorcery:
Waterblood
Want:
Enough money to retire
Flaw:
Takes many risks

Camilia Ingnus

A hardy woman, and the first mate of the Pride of Lucrum. Takes no shit.
Trait:
She always wears gloves
Sorcery:
Earthblood
Want:
A ship of her own
Flaw:
Gets offended easily.

Aerlius Gaius

A slightly hunched, grey-haired old man. Expert Navigator.
Trait:
Mostly deaf
Sorcery:
Songblood
Want:
Peace & Quiet
Flaw:
Very very grumpy

Bruccia Ulpius

A young woman with burn scars over half of her face. Cheif engineer of the Pride of Lucrum.
Trait:
Mostly mute
Sorcery:
Flameblood
Want:
Enough money to heal her scars
Flaw:
Very risk-averse

The players should be successful in scaring off the Caeligo. However, the damage to their Bouy means that it is no longer rising. It has lost too much heat, and instead, they party will start to fall. Remind the players, if neccesary, that the common belief is that there is nothing beneath the Depths. That they will fall forever until they suffocate when the air in here runs out. Prompt, if needed, how each character reacts to being faced with certain, slow, death. NPCs that are still concious are distraught, with specific responses ranging from anger to despondancy.  

The Evergloom

 
But you have only been falling for under an hour when something changes. The window of the Bouy brightens, slightly, and the dark, yellowish-green of the toxic clouds fades. Any who rush over to look out see, stretched out below them, and endless, dusk-drenched forest. It is larger than any island any of you have ever seen. The trees look older than the oldest building on Ilysium. And the ground - for there is ground below you - is rising up to meet you quite quickly. You might want to brace.
  The Bouy crashes down into the Evergloom, the endless forest of monsters and elves and eldritch gods that lies beneath the entirety of the Blue. The crash is not incredibly severe, as the Bouy was not in freefall, but it does still pose some threat to the characters. Players should roll Soak against 3 Bashing Damage. Any NPCs should just take the damage. The NPC with the head-wound, if still alive, will take 3 Lethal damage, due to being unconcious.  
The crash of your bouy has disturbed the ancient forest you've landed in. Broken branches, torn bits of huge, thick, glossy leaves, and upturned soil marr the area around you. The forest itself is... alien, though in this world, the word for that would be 'elven'. Surreal, in its size, in the age and unfamiliarity of the plants you can spot. Even those of you who might have grown up on a tree farm would be hard-pressed to identify anything you see in detail. And then there are the sounds. Whereever you are, you're certainly way off the map.
  Stepping out of the wreck of their bouy, the party is faced with the ancient forest, and, nearby, the crash site of the Pride of Lucrum. Prompt the party for perception checks (Alertness/Awareness+Wits), and add more detail with more successes, though everyone should be able to see the flaming wreck of the skyship. What happens next is somewhat more free-form. If the players do not want to search the crash site, instead drive them to find cover with an approaching storm.  

Encounters

Thunder Wraith

The Thunder Wraith is a ghostly entity drawn by the magic of the player-characters. It feeds primarily on electricity, and is most visible (and vulnerable) during the rumble of the thunderstorm that it brings with it. It can reach right through armor and tear at flesh with its claws, eagerly tasting the magic-laden blood that it draws. It is entirely immune to the sparklocks or rifles that the party might have with them, but is particularly vulnerable to the steel blades they might have.
The thunderstorm that has been rumbling on the horizon has continued to draw closer. It almost feels like it is following them, even as they search for a cave or some other wreck to hole up in until it passes. Brackish lightning strikes a tree some miles away, and yet the peal of thunder that follows still shakes the earth. (Test Recognition) As the rain starts to fall (those who succeeded) know that you are not alone. But it is already too late.
If the party has NPC companions with them, one should fall to the first attack of this creature.
(NPC's name) cries out in shock and pain, and as you all look to him, a strange, spindly, clawed hand protudes from his chest. It's red, and dripping. No. That's their blood, showing where an otherwise invisible creature has skewered them. (NPC) falls to the ground, right as another rumble of thunder reveals the shadowy form of what killed them. It licks its fingers of your companion's blood, and then fixes its single, glowing eye on (select a party member) as it fades back from view.
If not, just give a brief description.
Another flash of lightning, and another rumble of thunder distract you from your task. (Pick the party member with the most successes of Recognition from before), you see a figure, thin and made of smoke and shadow, with one, single, glowing eye focused on (pick another party member). It raises its thin, spindly hand, its fingers like needles, and rushes towards them, even as it fades from view once more.
The Thunder Wraith is almost entirely focused on the feast it has in front of it. It will continue to maul the dead body of the NPC until disturbed, at which point it will try to retaliate. It cannot truly be killed, only dissipated, so it does not flee. Still, it will try to keep its opponents on their toes, changing targets randomly and never staying in one place for too long.
When killed, the thunderstorm still rages, and the acid rain that falls can be a large obstacle. The party may be able to determine that the plantlife is particularly resilient to the acid, and can use that to protect themselves.
Stats:
Initiative: +4
Attack Rating: 4, Damage: 3 L
Defense Rating: 6 (2 during Thunder), Soak: 1
Health: 5 levels

Elven Treasure Hunter

The Elven Treasure Hunter is an elf that roams the wilds, looking for wrecks to salvage for rare technology and resources. This is the first one they have found that is 'fresh', so to speak, and they do not know what to expect. They are very cautious, moving slowly and carefully. Skyships are thought to be creatures that defied the gods, and were punished for their insolence. The people that sometimes survive the crashes, those are more akin to the accursed that have meddled too much in affairs beyond their control. When appropriate, have the party make Alertness checks to notice them.
The wreck of the Pride of Lucrum is a mess. Large pieces were shorn off by the winds and tossed about, and then they fell through the highly acidic Depths. So much is unrecognizable, but there is some to salvage. None of the machinery is functional, but some of the goods that she was carrying survived. Though, linens, metals, and wood are probably not much help, the food you can scavenge is vital.

When the elf is inevitably forced to interact with the party, they try to be as threatening as possible. They rattle their tail-spines, hiss, and gesture with the tooth-tipped spear they use as a weapon. If fought, and wounded in any way, the elf will flee, and not return. However, the party can 'barter' with them, offering something that they have already scavenged (or one of their weapons), and the elf will consider helping them in other ways. It does not speak their language, but if the attempt is made to communicate with magic, they will grow hostile again and try to flee. Instead, crude communication could be made through drawings, and the elf will try to tell the party that they are cursed.
The creature in front of you, once they stop crouching down behind rubble and wreckage, is almost similar to a human. Almost. But, the closer they get to the light of the fire, the more monstrous they appear. Horns curl out from their head, thick and razor-sharp at the tips. A tail swishes back and forth from behind them, blade-like spines rattling the whole time. And their legs, their feet, are all... wrong. Backwards. Animalistic. What initial glances might have thought was a face is actually an intricate wooden mask, of some kind of bird-like creature. From behind it comes a sharp hiss, and the creature - whatever it is - brandishes a spear at the closest individual.
Stats:
Attack Rating: 3, Damage: 1 L
Defense Rating: 3, Soak: 1
Health: 6

Possible Assistance:
- Directing them towards the Shrine.
- Giving them warnings about predators.
- Trying to get them to get rid of anything overtly magical.

Whichever encounter the party faces, it should put them in a state of uneasiness. The Thunder Wraith easily killed one of their companions, and the storm that followed was harsh and unforgiving. The elf might have helped them, but they were afraid of something about the party, and certain that they were doomed. Regardless, let the party have some time to catch their breath. They might make a small camp, or just find a spot to sit down for a little while. Prompt the party, if needed, how they feel now that they're not dead, as previously thought, but still lost somewhere entirely elven. Once some calm has been achieved, pull them onwards with an vague sense that they are needed somewhere.   Use a Recognition, then Comprehension, and then Obstinance test. The first indicates how well the members of the party are able to tell that they are all feeling the exact same pull. The second indicates how well the members of the party understand that the feeling is pulling them to a specific place, and there is a larger purpose behind it that they can just barely glimpse at: they are wanted. Obstinance lets the players resist, but only mostly. Instead of walking willingly into the ruins, those who have successes in Obstinance will be wary, and able to stop and check their surroundings.  

The Ruin

 
As the feeling like a thread attached to your heart grows more and more taut, the trees around you thin. You emerge in a clearing, with scarce bits of stone rubble that break through the barren soil. A single structure remains, a set of pillars in the very center of this clearing. There is where you need to go. There is where you need to go. There is where you need to go.
  Let the party investigate, if they had enough successes in Obstinance, or head over. In the center of the ruin is an altar, one of simple black stone. When the first person touches it, a red beam of light shoots up into the sky. The ground shakes, and a creature claws its way up through the soil.  
The beast that emerges from the ground is unlike anything any of you have ever seen. It is writhing, open wounds. It is dripping blood. It is tendrils and limbs and eyes where there should not be. It stinks of death, so heavy in the air that it hits you like a wave. In one of its.. hands, if you can call it that, is a flaming spear. It points it at each of you in turn, the blade at the tip easily as thick as your arm. "Only one of you is WORTHY." It exclaims, and then without warning, it swings its spear in a wide arc to cut through all of you.
  Harbinger's Initiative bonus is +5   The Harbinger of the Scion is there to try and find the perfect champion to send back up to the Wilde Blue. This is a test in many ways: endurance, physical skill, creativity and intelligence, and resilience against the eldritch. Each round, have each player roll a Sanity check. If they fail, they can permanently burn a point of Sanity to pass instead. They may not use Willpower on these rolls. If they choose not to, the Harbinger acts through them on their turn. If they are reduced to one point of Sanity, they have the option on their turn of either ending their own life or submitting to the madness and going fully insane. Either way, the character is unplayable for the remainder of the fight.   The Harbinger makes two attacks each round: one with its spear, and one with its limbs.
  • Spear: Attack Rating: 6, Damage: 6 L
  • Grasp: Attack Rating 4, Damage: 0; The world around the fight changes to match the worst fear of the person hit.
  • The Harbinger does not bother trying to defend against the party's attacks, if anything it relishes them trying to hurt it. It has a Defense Rating of 0, a Soak of 4, and 12 health levels. Significant damage sent its way causes it to chuckle, compliment the individual, and then focus its ire on them. Similarly, using Sorcery against the beast is desired, and effective.   Once the beast is defeated, or when only one character remains, the beam of red light pulses and everything goes still.  
    "You have done well to bring me these champions. I will do great things with them. . . . . Unless... You do not see the value in our alliance?"
    Respond cruelly to any attempts to speak in character.
    "Drop the act. You and I both know what you are capable of. And yet you wish to play pretend, as if you were as weak and feeble as the puppets you pull around on strings."
    Kill a character of someone who attempted to speak in character.
    "There. Now there's no distraction. Now you can speak to me as an equal. These are tools. We could do much with them, but they are not what's important here. We are. We could shape this world into something so much greater than it is. All you have to do is relinquish control. Cede them to me. And marvel and what we will do."
      If someone takes the bargain, narrate their character's actions as they look over their hands, disregard their companions, and walk into the beam of light. Narrate them appearing on an island in the Blue, glancing around. It's almost like they stare right into the eyes of the player who gave them up. And then they smile. And... Scene.

    Comments

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    Apr 8, 2023 23:15 by Dr Emily Vair-Turnbull

    This is such a cool meta idea for a one shot. I love it.

    Emy x
    Explore Etrea | Reading Challenge 2025
    Apr 9, 2023 04:28 by Griclav

    Thank you! The meta aspect of the Wilde Blue isn't something that comes up often in my writings, but I'm a really big fan of it. In-universe, the Wilde Blue is still a fictional world. It exists only in the mind of its Creator, and there are several entities (mainly deities) that are aware of this fact. Some lesser creators select and manipulate characters in this world, who become "god-touched" (The players and Player-Characters, respectively). The Old Gods, one of whom speaks directly to the players at the end of this one-shot, resent both the Creator and the players for the control they have over what they see as "their" world.

    Apr 9, 2023 14:53 by C. B. Ash

    This is an amazing setup for a one shot! Well done!

    Apr 9, 2023 18:06 by Griclav

    Thanks! I am slightly kicking myself because I made it a generic article and not a plot, so it's technically not viable for the competition. I might make a duplicate to submit, though.