Icarus88

They Came from the Deep adventure synopsis

Dec 12th, 2016
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  1. Players team:
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  3. Mogrun - leader of the Nagoon darfellan
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  5. Alderman Alfred Godwine - Alderman of Pelican's Watch
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  7. Ulfrid Canniwane - Historian who served in Detavian navy, obsessed with the history of the ocean
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  9. Sveitus Nerie - Great One of Merlander
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  11. George Woodsley -
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  13. Geoffery Cross -
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  15. Timothy Raleigh -
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  17. Abigail Jones -
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  19. Varis - magical ring that speaks to players, currently owned by Cpt
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  21. Maximus - send Varis ring to a one Barbara
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  25. Enemies:
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  27. Papni Larth - member of the Council of 16 of Merlander, swore fealty to Thrane
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  29. Lubek Brann - Selachian chief working for Brotherhood of the Crashing Wave
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  31. Igrub Dooten - Goblin first mate of Lubek
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  33. Eldritch the Wave - lowest ranking member of the 5 leaders of the Brotherhood of the Crashing Wave
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  35. Pierre Dubois - one leader of the Crashing Wave
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  37. Leandra Mallus - one leader of the Crashing Wave
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  39. Kane Szar - second in command of the Crashing Wave
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  41. Thrane Wexley - leader of the Crashing Wave
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  43. Jack Endlor - Devil contact for Cpt
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  45. 1. Players are hired by Alderman Alfred Godwine to investigate and search for the missing villagers of Pelican's Watch. Players head toward the last known location of the villager's disappearance and hunt for clues, eventually finding the small empty boat of the fisherman outside a small cave. Some darfellan are found skulking around the ship, but quickly flee when they spot the adventurers (or if the adventurers sneak up on them they are heard speaking in Aquan, where they mention Chief Brann's sahaugan and seafallen (make sure to mention the symbol of Brann, a shark jaw over a large seashell) taking the fishermen to Hadrid's Rest). The darfellan attempt to jump into the ocean, but if they are caught they can speak common and reveal all they know about Brann and the location of the fishermen. If they are killed players can find a journal in the ship detailing a strange man by the name of Froeb who told the fishermen of great riches in Hadrid's Rest. Players make their way to Hadrid's Rest (after getting its location from Alfred Godwine or another villager) and fight through Brann's sahaugin and seafallen to find a strange altar adorned in bizarre runes alongside many ritual items. Froeb is at this altar, performing a ritual. He mentions the name Sureen before attacking and a necklace with the same runes, now glowing, is on his person. When the players return to the village they find that all the missing villagers have returned, not knowing anything of what happened while they were gone.
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  47. 3. Alfred Godwine feels something is amiss with the returned villagers. He asks the adventurers to find his old friend Mogrun, one of the darfellan, to identify just what the runes on the necklace mean. He isn't sure if Mogrun is still alive, but he knows that the darfellan tribes know and honor the names of each of their kin, even long dead. The adventurers travel to Mogrun's tribe, the Nagoon. On the way the group is assaulted by bizarre cultists wearing blue robes. Players find Mogrun is the chief of the Nagoon, and he examines the necklace, telling the adventurers that these are the Marks of the Deep. Used by aboleth, krakens, and lion turtles they usually hold extremely powerful rituals. This one being the ritual to transform those that submit into Deep Scions. He also claims that there is a mark of a name here, Sureen. Mogrun urges the players to return to Pelican's Watch with haste, as there is no doubt that the villagers have become Deep Scions. Just then a group of the blue-robed cultists attack the darfellan tribe. The leader reveals that they are the Brotherhood of the Crashing Wave and claim to serve Sureen. On the way back the players spot a flaming shipwreck just off the road. On investigation the players meet Lubek Brann and his crew who, likely, beat the players. (If the players somehow manage to kill Brann during the fight his first mate Igrub Dooten takes over the band and seeks revenge on the players).
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  49. 4. Players awaken in Brann's fortress, the Razortooth Hold. Stripped of all their equipment they must devise a plan to escape. Luckily, Brann's men are supposedly mostly out on an important mission, leaving only his underlings and slaves in the fortress. Players can escape and work their way through the fortress to find an exit or, if they fail to do so, are eventually fed to the sharks. If players escape they end up having to fight through a mostly submerged cave full of drowners. If they do not, Igrub Dooten returns and they are dumped into the water full of sharks, with no gear, and must survive. Either way the players eventually reach shore. If the players reach shore after escaping they can freely go on to Pelican's Reach to inform them of what they have learned. If the players escaped the sharks, when they land they are chased by Brann's hunting parties and must get some gear and fight through them. Somewhere here reveal Brann as a member of the Brotherhood of the Crashing Wave.
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  51. 5. Players arrive back in Pelican's Reach to find they are just a moment too late. The deep scions are slaughtering those in the village. The players must rush to save who they can. After the scions have been dealt with Alfred Godwine, who has killed one, meets up with the players. He claims that the scions have declared the world will drown and no one can stop it, Sureen has risen once again. He doesn't recall the name but believes he knows someone who might, a historian living in Dragondale named Ulfrid Canniwane who once served alongside him in the Detavion navy. Players arrive in Dragondale and locate Ulfrid, who informs them of Sureen's identity, being the only survivor in a convoy attacked by the dreaded kraken. Ulfrid knows of the Crashing Wave as well, informing the players that they worship the mightiest of the monsters of the sea, a trio of ancient krakens known as the Trident Concordant. However, this is all the information that Ulfrid has. Ulfrid thinks he can find more, but he would have to leave Dragondale and head to the great libraries of Detavion. He says the party can come with him or stay in Dragondale to see if they too can find any new information. If players go with Ulfrid they will escort him there over a series of encounters. If players stay, they can find random work via a one off, ending with the Brotherhood of the Crashing Wave being spotted. Advance to 6a or 6b depending on which path.
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  53. 6a. Players arrive in Detavion and Ulfrid immediately decides to travel to the great library. Upon arriving, however, they find it is closed. The guards reveal a strange magic or demon is working within the walls of the library and the various Templars from the Magi Collective there confirm it. Players can meet Grand Marshall Wulfram Montgumery here. Players must figure out a way to get inside the library and clear it of it's threat, which is a strange fey that conjures creatures from the various books of the library, sometimes summoning them from the pages and sometimes creating them from the physical book and typing itself. Once it is clear, Ulfrid can get to work studying and the players are free to roam around Detavion. A week passes and Ulfrid finally comes across the information he seeks. An old book states the Trident Concordant was once defeated by a great army of powerful adventurers, most of them were felled but few survived. They were unable to kill the krakens, but managed to send them into a great slumber from which they might never awaken. The krakens, Sureen, Khallath, and Naumaera, were forgotten to the years. However, it would seem that the leader, a powerful mage by the name of Braccus Moore, drained the krakens of much of their power and put it into a ring, known as the Ring of the Deep. Braccus split the ring into three parts and carried them into distant lands. Ulfrid is sure that the Brotherhood of the Crashing Wave must have retrieved one of the three pieces and that is how Sureen has been awoken. If the Brotherhood manage to retrieve other pieces of the ring and awaken the Trident Concordant fully the consequences could be astronomical. The party absolutely needs to find some way to find the ring before the cult, but they have much less information. However, the players have one connection to the cult left. Lubek Brann. Try to get the players to make the connections, if not Ulfrik can give more and more suggestions.
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  55. 6b. Players stay in Dragondale and look for information. However, there doesn't seem to be much to be found. A few townsfolk heard vague rumors about blue robed men wandering out of the tanner's cottage at night. When players investigate they find not the Brotherhood of the Crashing Wave, but a bizarre group of tanners who call themselves the United Tanners Tanning Tabernacle. The UTTT have been meeting lately because their tanning has been at risk due to the rise of a bizarre wolf that seemed to control the water. If players choose to investigate they will eventually find that it is Marghor, a Werewolf Alpha, has gained this power after killing a member of the Brotherhood of the Crashing Wave. Eventually Ulfrid returns to Dragondale with the same information he would get from the library.
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  57. 7. Either way, the players must eventually return to Razertooth Hold and find Lubek Brann. The players must assault the keep, fighting through his sharks, sahaugin, seafallen, and various underlings. Eventually they must fight Igrub Dooten. After defeating him, Lubek Brann flees in his ship. However, the Nagoon arrive and assist the players in a chase, eventually following Lubek into the True North Keep
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  59. 8. It seems that the Brotherhood of the Crashing Wave has made their home in the True North Keep. Players must investigate, fighting through the cultists and meeting Leandra Mallus, Thrane Wexley, Pierre Dubois, Eldric the Wave and, shockingly, Kane Szar. These three head the Brotherhood, but leave the killing of the party to Lubek Brann, who arrives on the back of a Colossus Crab. After the hard fight against Lubek and his crab mount the players find that the cults quartet of leaders have fled, but they do uncover the information left behind in the fight. The location of two of the three pieces of the Ring of the Deep. One is in the cultists control, held firmly by the leaders, recovered from . The other may be located in the legendary Merfolk city of Merlander. Ulfrik suggests asking the Nagoon for assistance, hearing they are assisting the people of Pelican's Watch with their rebuilding efforts.
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  61. 9. Journey to Merlander, trying to convince the Council of 16 to reveal the location of the Ring of the Deep. To do so they must win over the opposing Council members, and discover that Papni Larth has already sworn fealty to the Trident Concordant after being contacted by the Brotherhood of the Crashing Wave. Players must rush to stop Papni from handing over the second part of the ring to the Brotherhood members. Once they do, and recover the second part of the ring, they are approached by the most elder of merfolk, the Great One known as Sveitus Nerie. Sveitus Nerie understands the peril the surface world faces but unfortunately does not know the location of the final part of the ring. However, he does know the location of the great Braccus Moore's resting place, and reveals that Braccus himself decided to become undead. He sealed himself away in his tomb, but he awaits the day when the Trident Concordant awakens.
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  63. 10. Players arrive in Laurelwood with preparations to travel deep into the Trestar forest in order to find the portal to the Feywild where Braccus' tomb lies.
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  65. 11. Entrance to Feywild, finding Braccus' tomb but must battle through Fomorians where the portal opened
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  67. 12. Eldritch the Wave leads the cultists into Braccus' tomb. Players must battle his traps and undead guardians as well as the cult itself
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  69. 13. Players finally meet Braccus, who knows exactly where the last piece of the Ring of the Deep is located. He knows how to stop the Trident Concordant if he has the ring, but with one piece in the cults control and the other is such a dangerous place it will be difficult. However, players must travel to the Doomed Glave and recover the piece
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  71. 14. Pierre after coming through the portal back to Asteris
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  73. 15.
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  75. 16.
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  77. 17. Leandra fight. Betrayal time!
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  79. 18. Ring in Brotherhood hands
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  81. 19. Kane fight
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  83. 20-A. Thrane fight
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  85. 20-B. Sureen fight
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