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The Umathelan Campaign by Nick Davison Campaign background Location As a starting base I'm using the non-Gloranthan City of Santon. This contains some nautical NPC's and some stuff about the drug farweed. I have placed the city on the southern Pamaltela continent in Umathela and eventually I hope to move them to mainstream Gloranthan locations.
The Crew The original crew of the Black Pig consisted of one third Dormal sailors, one third Wachaza marines and one third Tskanth pirates. This allowed players to have a choice of cults and allowed rivalry and even intrigue between the cults. The rationale is that the Pirate Captain operated a Dormal/Wachaza crew and then found a boatload of Tskanth adrift after a ship wreck. He has allowed them to join his crew but didn't trust them and would not leave them alone on the ship. The PCs have now left the Black Pig and crew a Sambuk which was formerly a Fonrit naval vessel. They are the Captain (a female elf who worships Dormal), five Wachaza marines, two Tskanth pirates,a shipwright slave and a ludoch mermaid. Hissinga was washed overboard from an Elf ship and rescued by humans, Codpiece got drunk in Santon and missed his ship, Horace was acting as a marine escort on a merchant ship and finished his contract. Scar killed a fellow pirate in a brawl and was 'asked to leave' his ship. Da Marco is a young rebellious noble who has run away to sea to seek his fortune. Rutan is a Wachaza sailor from Fonrit. Khaleem the Hideous is a blue skinned Veldang slave skilled in carpentry and craft. The last two characters had fallen foul of the evil Fonrit confederacy were drugged and cast adrift in a leaky rowboat. They joined the other players in the middle of a naval battle.(see 10 below) Rhyll was an out of work Wachaza marine seeking adventure. Silver Spray is a ludoch mermaid who worships Triolina (see Sub campaign details) Walker is a Keet who was stranded an island on which many of the crew were also shipwrecked. Scenarios so far. 1. Hissinga goes ashore for recruits and hires the above after a pub brawl. Some elf haters picked a fight. 2. An impressed farweed dealer hires the Black Pig to pick up some cargo from Reamrha. His rivals ambush the beach landing of farweed and are beaten off. The PCs actually ambushed the ambushers in the sand dunes because they arrived a day early due to a following wind. Someone poisons the drinking water on the outward journey. 3. The PC's are hired to burn down a warehouse in revenge. 4. An anonymous person ( Alchemist ) hires the Black Pig to obtain tree sap from a magical tree on a nearby island. While the party barter with the Hermit of the tree they are attacked by Broo. These have been sent by a broo shaman with the same idea. The broo used primitive canoes hollowed out of tree trunks. 5. The Black Pig is hired to intercept a rendezvous between two ships transferring farweed. They successfully defeat the first crew and assume their identities. The second ship arrives and the crew instantly attacked them. (Its has already been taken by pirates). The pirates are massacred by the PC's. The ships healer leaves the ship in disgust at the next opportunity. The PC's now had three ships. One (with grateful rescued sailors) is sent off to trade on their behalf. Another has its identity changed to the Flying Elf and is used by the PC's. The Black Pig provides crew for both the other ships and continues to operate with an NPC captain.
6. The PC's enter the contest of the Sea Goddess, Sensu in the City of Santon. Events included swimming, mast climbing, combat, carving a masthead and a boat race. Hissinga wins. 7. A merchant hires the Flying Elf to investigate the mysterious sinking of a ship which he had hired and if possible recover its cargo. Hissinga and Codpiece dive down to the vessel which is riddled with holes. This was caused by a giant sea dwelling woodworm. This defenceless creature is killed by the dynamic duo but its blood attracts sharks. Fortunately demoralise spells cause them to retreat. The cargo (arms for Orlanthi fighting against Fonritian invaders) is recovered. Some money is spent careening the hull and buying new ropes and sails for the Flying Elf. 8. Jan, an initiate of the local knowledge cult, brings news that a mysterious shell island has been seen to the NE of Reamra. The crew of the Flying Elf investigate and board it. The island is protected by a wailing sea song which attacks the players. Wax ear plugs nullify some of the effects. Other defences include a strange floating ball which fires javelins, three spirits (of merman , a troll and an Orlanthi), and a shark headed gorgon which rips off Codpieces left arm. The party penetrate to the lower level and Hissinga uses a small water elemental to remove a magical air bubble and a silver disc from underwater cells. 9. Someone makes a night attack on the Flying Elf at the quayside in Santon with burning barrels. 10. The merchant (Pigo) hires the ship to deliver arms to Orlanthi in the coastal village of Vilmir who are fighting Fonrit invaders. Hissinga meets some Elvish allies of the village who provide warning and harrass the Fonrit column.The party help defend this village against Fonritian troops. They subsequently defeat a Fonritian naval vessel which planned to make a landing with marines. However Vilmir falls after a night attack and they help some of the survivors escape. 11. Hissinga sells the Flying Elf and now sails in the captured Fonritian ship. She wishes to capture a spirit in a newly acquired (empty) spirit storage crystal. The new ship anchors at the Haunted Cliffs and a party is sent ashore to explore. They find a caves, secret passages and many spirits haunting an abandoned village. Eventually they stumble upon a band of smugglers hidden in one of the buildings. They are forced to retreat after a tough fight. They subsequently discover a temple to Arin (The smuggler cult) and loot some hazia from the building. Their ship is attacked by the ghostly crew of a spectral ship. 12. They arrive at a nearby village just in time for the local harvest festival and return to Santon with a cargo of grain (and hazia). Hissinga holds a contest to decide who will receive additional training. Di Marco wins and Rutan comes second.Their ship and many others is confined to port for the Typhoon season. Hissinga sells much of the hazia to Velyns henchman, Roreld. It later emerges that Roreld died some weeks earlier and they lose half of the payment. Most of the players are arrested after a barfight and then fined. 13. Hissinga captures a drug dealer and interrogates him. He learns of the location of Drago's warehouse.The party attacks the warehouse and seize a large amount of hazia. An enemy leader escapes using a smoke bomb. Khaleem discovers two pools of water with holding timbers infested with shipworm. An inspection reveals all three ships associated with the players have been affected. 14. The priests of Sensu foretell that the edge of a Typhoon will hit the harbour at Santon. The players flee to Vullen and seek a local pilot to lead them upriver to safety. Hissinga discovers the missing Vellyn who is lying low in the town. They sell him the hazia. 15. The players ships are relatively undamaged and decide to take advantage of lucrative trading opportunities. They set off to Fonrit. On the way they are attacked by a giant Octupus and large scaled mermen. A landing party also encounters a giant crab. 16. While moored at Vilmir a ship rounds the headland. While they are distracted a group of sailors attack from the dockside. In the combat that follows the crew are demoralised by a unearthly wailing from the sea. The other ship starts to weigh anchor but is attacked by a Sea Serpent. The latter morphs into a mermaid who introduces herself as Silver Spray. It emerges that they have been attacked by worshippers of Uralog, the Sea Ghoul cult. 17. Leaving a small party to repair the captured vessel (It had been damaged by the huge sea serpent) they sail on towards Fonrit. Silver Spray (and her dolphin) accompany them. On the way they investigate an island. A large Undine attempts to drive them towards the rocks but Hissinga and Codpiece leap over the side and join Silver Spray in destroying it. They are attacked by Scorpion men (that are hidden under water) while investigating the wreck of a weird ship constructed from a long sea shell. 18. The landing party are forced to retreat to the jungle when they are cut off from their boat by another group of Scorpion Men.. On the island they team up with others who have been shipwrecked their previously a couple of Tskanth pirates, two Fonrit marines and a keet (duck). Their ship sails off. Hissinga and Walker investigate the vessel on the beach at night. They explore inside and discover weird machinery, crews quarters and stores, all of which are covered in dust.
19. Hissinga and the others recce the island. They encounter a giant boar and some more scorpion men on the beach. At one stage Scar becomes stuck up a tree and decides to jump down into a war net. He lands heavily when it emerges that the net is held by an elf, a duck and a one armed man. The three Tskanth celebrate their High Holy day in a private ritual. They return to camp bloodied but without any lost limbs. 20. They are contacted by Silver Spray and arrange a joint attack on submerged caves beneath the cliffs. They lower themselves down the cliff on rope and swim into the tunnels. In the final assault the Scorpion Queen powers up her bodyguards with rune magic's, and summons an undine and a whirlpool. Walker the Keet distinguishes himself while others are knocked down at his side. The Queen transforms herself into a seagull and escapes. The humans destroy her egg chamber which is above water. The grateful Prince rewards them by gifting them a horn with which to summon ludoch aid. 21. With help from the mermen the strange sea shell vessel is floated off the beach. Hissinga and Walker experiment with it. They are able to get light, open the iris window, float and submerge and an air supply. However for some reason they cannot move it backwards or forwards. There are also some subplots, one of the people killed in the brawl was the brother of Black Jake an infamous pirate, someone nearby Reamrha is conducting piracy and even taking isolated crew members from ships who land at the island, and there is a local legend of lost underwater city!
Encounters at sea/onshore Sea serpent, Giant Sea Spider, Malasp Mermen, a School of flying Bronze Fish, an intelligent Giant Turtle, a giant merman, a Giant Crab, a Wild boar, a Rock lizard, a sandbank, Yssabau mermen, a geyser, an octopus, a ghost ship, a large Undine, sea ghouls, scorpion men and several large bats..
Sources Runequest Strangers in Prax Tales of the Reaching Moon (Issue 10) - Sea Special Gods of Glorantha Elder Secrets Griffin Mountain/Island The Gloranthan Bestiary The River of Cradles Sun County. Vikings (The Barran bit in SIP is very useful because it contains a ship plan, ideas for shipborne NPCs, monsters including octupi, nereiads, sharks etc.) AD&D Pirates of the Fallen Stars The Murky Deep Beacon Point Ships and the Sea Islands of Terror Sea Devils Evil Tide Night of the Shark
Golden Voyages (Al Qasim campaign) Corsairs of the Great Sea, City of Delights Land of Fate Other RPG's Sea Kings of the Purple Towns - Stormbringer Sea Law - Rolemaster Swashbucklers - GURPS Adventures on the High Seas - Palladium Sailing on the Seas of Fate- Elric Pilots Alamanac - Harn Sea Lords of Gondor (Tolkein's Middle Earth) Pirates of Pelargir Historical Pirates - David Mitchell Pirates - Fact & Fiction Ships and Seafaring in Ancient Times - Lionel Casson The Lost Wreck of the Isis - Robert Ballard The Dictionary of Pirates - Jan Rogozinski Fiction The Sea - Angelo S Rapport South Seas - Donald Mackenzie Classic Sea Stories - Leopard The Dolphins of Pern - Anne McCaffrey The Roof of the Voyaging - Garry Kilworth The Princely Flower - Garry Kilworth Eaters of the Dead - Michael Crichton HP Lovecraft - The Haunted of the Dark Playing Aids Figures Celtic Myth - Fomorian Sea Devils Grendel - Swamp Creature, Quayside, barrels etc Harlequin - Saracens (for Fonritians), Sea Trolls Ral Partha - Sahuagin (Malasp), Sea Trolls Redoubt - Pirate figures RAFM - Water Elemental Merman Ale - Caledonian Brewery Sea Cults (and other useful material) Dormal Gloomshark Wachaza Magasta Arin - Smuggler Cult Uralog - Sea Ghoul Cult Inner Knowledge of the Sea Gods - What the Mermaid Priestess says Map of the Oceans Prospaedia of the Gods Zola Fel (Sub) Campaign Background Location A grouping of coral reefs and sandbars on the borders between the Marthino and Maslo seas. The character(s) Silver Spray is a Ludoch mermaid initiate of Triolina, the Mother of Life. She belongs to a Ludoch tribe which includes worshippers of several cults. Adventures 1. Silver Spray goes on patrol with Codscale, (Speaker to the land). They are ambushed by Malasp mermen hidden in kelp. 2. While on another patrol she and Grey Fluked Wisdom (Leader of the shoal) fight a shark and view a sandfall. 3. Silver Spray is sent with Ice for a Heart (a Wachaza initiate) to locate and ally with a neighbouring group of Sea Elves (Murthoi). They encounter a giant oyster guarded by a giant crab, some zombies in the hold of a recently sunk wreck, and a conger eel before exchanging gifts with the sea elves. On their journey back they encounter a group of Malasp attacking a ship with a Sea Serpent. They attack from behind and speak to the Captain of the Black Pig who rewards them with some bottles of wine. 4. A group of harpies attack a family of mermen sunbathing on a shoal. Silver Spray drives them off with her captured Malasp crossbow and spells. 5. Silver Spray and Sea Anemone (A Triolina initiate) are sent to harvest rare seaweed which can be used to produce a healing paste. On the way they encounter a Dolphin trapped in a fishermans net. Sea Spray calms the Dolphin and they cut it free. The Dolphin befriends them and subsequently helps them tow back seaweed to the tribe. Before reaching the seaweed they encounter a ship. Approaching underwater they discover that clinging to nets and ropes alongside are Sea Ghouls. Silver Spray and Sea Anemone defeat four but are forced to withdraw when more appear from the other side of the ship. 6. Silver Spray and her friendly dolphin patrol nearby where they encountered the sea ghouls. She spots the same ship approaching another moored in a harbour and turns into a Sea Serpent to attack it. After defeating them Silver Spray speaks with the crew of the other ship who reward her with a pearl. The crew ask her questions about mermen. 7. She agrees to accompany them on a journey towards Fonrit. On the way they investigate an island. A large Undine attempts to drive them towards the rock but they destroy it just in time. The party approach a mysterious ship which is wrecked on the beach. They are attacked by waterbreathing Scorpion men. Silver Spray fights one in single combat and is saved by two ludoch mermen who approach at high speed. 8. The party defeat the Scorpion Men but are then separated when a large force splits the shore party from the ludoch. Silver Spray and the other mermen are forced to retreat to deep water. It emerges that the two mermen are a Prince and his bodyguard who were out hunting when their tribe were attacked and captured by the Scorpion Men. They prevent the players ship falling to the Scorpion Men but return to Silver Sprays tribe to get reinforcements. 9. On the journey back they encounter a shoal of bronze fish but dive down to avoid them. They are also unexpectedly attacked by some Malasp who emerge from hiding in clump of stinging Sea Anemones. The Malasp seem have coated themselves in a salve which gives temporary immunity to the poison. Silver Spray captures a shell containing this ointment. 10. On reaching Silver Sprays tribe they drive off more Harpies. Silver Sprays Runepriest transforms into a seabird and tracks the harpies back to their eyrie which is on top of a column of rock. He also discovers a sea cave which seems to have a staircase leading upwards but can go no further. Silver Spray and others are sent back to the Island of the Scorpion Men to rescue the imprisoned mertribe and secure help from the humans to destroy the harpies. 11. The returning mermen contact the marooned via flashing signal and then Mindspeech. A joint attack is arranged on the caves beneath the cliffs where the scorpion men are holding the other mermen. The raiding force then splits into two. Five mermen swim into a fully flooded tunnel. Silver Spray, the Prince and his bodyguard lead the humans into a partially flooded one. They lead the initial attack into the flooded tunnels followed by swimming humans. Later the tunnels become too shallow and the humans take the lead. In the final struggle the imprisoned mermen are freed and the Scorpion Queen escapes.
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