Chapter Five - Tides of Dread

The first Savage Tide has already touched the mortal world, yet none who live today recall this terrible time of red ruin. It swept over an ancient city, transforming beggar and noble, merchant and thief, resident and visitor, one and all into feral, ravenous fiends. What took the ancients hundreds of years to build came crumbling down in a matter of days. When the final ripples of the tide faded, only ruins remained.

Now, after a thousand years, the hidden architect of the Savage Tide gazes upon new targets. This time, the doom will not be limited to one hapless city. This time, all of civilization is perched on the shore, blissfully ignorant of what the tide is about to bring in.

A Dungeon Magazine Adventure Path

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Chapter Five - Tides of Dread

Post by Trogdor » Mon Jan 06, 2014 4:09 am

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The Colony of Farshore has survived on its own for years, a secluded and struggling hamlet perched on the western shore of the tiny island of Temute. The island is dwarfed by the savage landscape across a narrow channel to the north, a landscape of rugged mountains, tangled jungles, and trackless swamps. This is the Isle of Dread, and its resources and hidden treasures are matched only by its peril. Yet for all these dangers, what may bring doom to Farshore is not an invasion of inhuman monsters from the mainland, but an invasion from all-too-human monsters from across the sea.

It's two days since the Sea Wyverns reached the Olman village of Tanaroa after their long trek across the Isle of Dread. There they were fed, rested, and cleaned in preparation for a journey to the Sasserine colony of Farshore on the small island of Temute, in the archipelago just south of the Isle of Dread.

The journey south and west from Tanaroa goes very smoothly, having a single stop at the Olman village of Panitube, on the southernmost tip of the Isle of Dread. From there, it's only a journey of a few hours by outrigger to the Island of Temute and the town of Farshore. For nearly six months this has been the group's destination - through weeks of planning, months of sailing, and then weeks more through the cruel jungles of the Isle of Dread. All throughout this trip, there has always been the question of what would be found at the end of it. Was Farshore still there? Was it thriving? Dying? No one knew, but everyone prayed for the best. Now, at last, the question would finally be answered.

As the outrigger canoes round their way into Farshore Harbor, it's clear that the town has thrived. It's relatively large, though all the buildings are relatively new, and mostly made of wood. It has a wall around it and at least a couple of towers rising above. There are docks, a few buildings recognizable as warehouses, a chapel - the only visible building made of stone - and many others that may be shops, homes or something else entirely. Given that it's only been a few years since the colony was started, it seems to have been coming along quite well.

What's more, and this is something that catches Daerith's eye immediately, the Blue Nixie is docked in the harbor. Much to everyone's relief, it's now a known fact that Lavinia's ship made it through the storm and safely to Farshore. What's more, that means that the lion's shore of the supplies that the two ships carried have also been delivered to Farshore. Despite whatever losses there may be in the supplies on the Sea Wyvern Farshore will have received a good deal of what it needs.

But the scene is not an entirely good one. For the Blue Nixie is not the only ship in the harbor. Standing right by one of the docks is a large ship flying the flag of the Crimson Fleet. Worse yet, parts of the town are aflame as the marauding Crimson Fleet pirates pillage the town. Farshore is under attack!
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Last edited by Trogdor on Mon Jan 06, 2014 8:36 pm, edited 3 times in total.

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Chapter Five - Raiders from Rat's End

Post by Trogdor » Mon Jan 06, 2014 4:12 am

Looking out of the outrigger canoes that they're traveling in, the Sea Wyverns see a terrible sight as Farshore is attacked by pirates. Screams carry across the smoke-filled air as cackling, howling men dressed in filthy armor and waving rusty, ragged weapons press the attack against Farshore's unorganized defense. Up the hill, several several buildings have been lit on fire and issuing from one nearby are frantic screams. Lying in the sand in front of another building is the body of a well-dressed man with a bloody wound to his chest, and a savage gash across his face. His body is surrounded by fragile glassware spilled from a case he was carrying. His chest rises and falls feebly, though for how much longer is uncertain.

Further south, a large band of filthy men are happily smashing in the windows of what appears to be a chapel. More pirates are busy trying to bash in the chapel's front doors with a heavy wooden beam. Terrified screams coming from within punctuate each of the ram's blows.

Nearby, a hulking half-orc with blotchy yellow skin and a leering toothy smile chases a red-haired young woman around a neighboring building shouting lurid propositions.

Deeper in the village, a group of young men armed with swords make a stand against what appears to be a pirate leader, a tall and dangerous-looking human who laughs as he deflects their attacks with obvious ease.

Finally, a group of colonists desperately try to extinguish a fire consuming a large building to the southeast, while others brave the flames to rescue its contents. More commotion can be heard from deeper in the village, but the thick, billowing smoke effectively masks what is transpiring there.

This is the situation into which the Sea Wyverns arrive. The Olman natives agree to drop them off wherever they would like, but are unwilling to participate in the fight. For the moment, it doesn't seem as if any of the pirates have noticed the arrival of the group from such an unlikely direction.
Here's a map of what you can see right now.
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Re: Chapter Five - Raiders from Rat's End

Post by mysticknight232 » Mon Jan 06, 2014 10:29 am

"The gods be damned" shouts Wavedancer as they round the bend and see the town they've longed to reach being raided by pirates.
Who's the more foolish, the fool or the fool who follows him?

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Re: Chapter Five - Raiders from Rat's End

Post by mackaber » Mon Jan 06, 2014 3:01 pm

"Well I be damned!" Berek exclaims as he takes note of the chaotic scenery.

"There, that one!" the Dwarf calls out. "Looks like he's the leader. I say we take em out first!"
Any word on how far these indivdual events are located from us? We could move from closest to furthest. Do the numbers on the maps represent the events in action?
Big Pimpin...

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Re: Chapter Five - Raiders from Rat's End

Post by Trogdor » Mon Jan 06, 2014 8:40 pm

Oops, when I cut and pasted the map, I missed cutting and pasting the description of the map. Here it is.
Looking out at the various problems, the Sea Wyverns can see that the various trouble spots are anywhere from about 60 to 400 feet from where they can most easily make landfall on the docks.
Here's a map of what you can see right now. Note the scale on the bottom right of the map.
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The following dangers are visible, as shown by the numbers on the map.

1. Burning Building: Frantic screams can be heard coming out of these buildings. Between smoke and flames, the inhabitants of the building don't have much time.

2. Dying Man: A man seems to be bleeding out his life on the ground near the docks. Before too long, he'll clearly bleed to death - that is if a ruthless pirate doesn't show up sooner and finish him off.

3. A Threatened Chapel: Some pirates seem to be trying to break into a chapel, one of the few sturdy buildings you imagine would be used as a shelter by the townsfolk. There are clearly people holed up inside.

4. A Merry Chase: An ugly pirate can be seen chasing a woman around some of the buildings of Farshore. One can only imagine what will happen when he catches her.

5. A Pirate's Defense: Several men with swords have surrounded a pirate, who seems to be making short work of them. It's only a matter of time before they're all dead and he can move on to heaven knows what.

6. Another Burning Building: On the far side of the fighting, a few townsfolk can be seen furioiusly trying to save the contents of a burning building. It's impossible from this distance to tell what's inside the building. But clearly the locals consider it important.

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Re: Chapter Five - Raiders from Rat's End

Post by Vardaen » Mon Jan 06, 2014 10:55 pm

Daerith points at the near point of the shore, "<Olman> Land us there! Hurry!" Even as the boat is moving to the shore he starts shouting orders out. "Fin, help the wounded man and meet up at the temple.(2 & 3) If you can protect Chanur from fire first, that will help!" He leaps from the boat into the water on the shore pressing up casting a spell on himself and the group to make everyone even faster than normal. "Chanur, Avner, Amella, Tavy, Urol, you save those people in the fire, and start putting the fires out! (1)" He looks at Berek and Wavedancer, "You both, get in the thick of it, put down the pirates, and then meet up at the temple. (5&3)" He looks at the man chasing the girl and draws his blade, "I'll catch up with you all at the temple!" Then he races off at a blinding pace to put down the man giving chase to the girl (4).
I think that might work best, unless someone thinks they are better at something else go for it.

Haste on the Group (Serpents First)

Can we get a Pro Energy on Chanur before he goes to save people from the fire?
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Chapter Five - Raiders from Rat's End

Post by veritas » Mon Jan 06, 2014 11:05 pm

Fin glares at the sight of the flaming town, but turns his gaze briefly on Wavedancer after his comment.

"Watch your mouth, Elf, lest the gods refuse to aid you next time I try to heal you."

Daerith quickly takes charge and Fin nods assent.

"On it."
Use the wand of Protection From Energy on Chanur (protection from fire) and heal the guy bleeding out when able.

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Re: Chapter Five - Raiders from Rat's End

Post by mackaber » Mon Jan 06, 2014 11:28 pm

Berek magically hastend up breaks through the smoke and fire to confront the pirate looking to be the leader. The Dwarf smiles grimly as this man might actually pose a challenge in a one on one fight.

As he approaches a man falls dead to the pirates blade and Berek calls out a challenge as he bashes his axe against his shield:

"Ey scum bag! Ye looks like ye'd be more handsome one head shorter! Shall I do ye the favor!"
Berek will deal with 5 and then move on to 3.We should also instruct the captain and his men to move on to 6 once they took care of 1
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Re: Chapter Five - Raiders from Rat's End

Post by mysticknight232 » Tue Jan 07, 2014 9:17 am

"Apologies friend" Wavedancer has time to say to Fin before they get ready to land. "With all we've been through in the Fogmire, this is the most unexpected site possible, save for Farshore being gone completely" he concludes.
Who's the more foolish, the fool or the fool who follows him?

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Re: Chapter Five - Raiders from Rat's End

Post by Trogdor » Wed Jan 08, 2014 8:20 pm

It's decided. The group will split up, the better to handle the individual threats. With a few helpful spells cast, the group quickly splits up into four groups and rush off to their various tasks.
I'm going to split the thread up now into several combat threads. Don't be surprised if your combat starts on a round other than 1. I'm taking into account movement time. Haste helps a lot with that. But because of the smoke in the air and your general unfamiliarity with Farshore, you can't run.

Also, by sending the NPCs away, you can take care of the burning building. There will be no chance of failure for that. But it will take the NPCs the whole combat to deal with that.

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