Chapter 5: An Ocean Swell: Difference between revisions

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(Created page with "[back to Kings of Tyranny] This chapter details another mission that Godking Mangondulon will send the heroes on while the army of Gilgalon finishes preparing for its counterattack. Because of the heroes’ success as ambassadors to Lachonhet, Gilgalon sends them to Nausa, an ocean nation that exerts tremendous influence over the waters of the Great Bay. Upon arriving, preliminary negotiations seem promising… until the heroes realize that they ha...")
 
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=== Encounters ===
=== Encounters ===
A few skill challenge/non-combat encounters for players exploring the water park.
-Maybe a couple of carnival game type options?
-help a kid find their younger sibling that they’re supposed to be looking after
-somebody’s pet sea snake has escaped in the water park and they need help catching it
-a very large fish (ocean sunfish, maybe?) has gotten stuck in the underwater river and the party volunteers to help move it outside
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The heroes might be able to convince Milden to work with Gilgalon by promising Milden ongoing payments of amber.
The heroes might be able to convince Milden to work with Gilgalon by promising Milden ongoing payments of amber.
== '''The Trap''' ==
After the heroes have had some time to experience the city-state and meet individually with one or more Triumvirs, they are summoned to hold an audience with Triumvirate.
While this seems encouraging at first, after the heroes enter the audience hall, they see the Triumvirs sitting in their thrones, as is custom, and a great many witnesses gathered on either side of the hall.
A DC 20 INT/History or INT/Politics of Nausa check will allow a hero to realize that there are far more individuals in attendance than is typical.
The heroes are offered a chance to make their case before the Triumvirate, then use the following read-aloud text.
'''''Read Aloud:''''' ''Your pleas seem to fall on deaf ears and stony faces. The Triumvirs’ eyes and mouths tighten as a door bursts open from the side of their thrones and a tall, strong [[human]] marches onto the platform alongside them.''
''He holds himself in a proud, self-assured countenance that reminds you of Mangondulon, but this man is taller and narrower at the waist and shoulder. His gold-braided goatee elegantly frames a derisive sneer. A gold-and-ruby crown akin to a helmet rests above his brow, and his dark eyes sparkle like a snake’s. He wears a broad golden collar that fans out to cover his shoulders. Dinosaur-headed clasps hold a bright red cape in place. He is otherwise bare-chested, and he wears a matching leather-and-gold war skirt over his thighs.''
''The three Triumvirs bow. “Godking Assurgazzar, you honor us with your presence,” they intone.''
''Assurgazzar’s sneer deepens, creasing the skin around his mouth and eyes. “You see,” he says to the heroes, “There will be no arrangement between Gilgalon and Nausa. Your efforts are [[noble]], I grant you, yet futile. Gilgalon will fall, and you will not even be around to see it. Arrest these scum.”''
''The dozens of courtiers in attendance throw off their traditional Nausan robes, revealing that each one is fully armed and armored underneath. They are all wearing the colors of Assurgazzar: crimson and gold.''
If the heroes resist, then they must fight Assurgazzar and sixty Champions. All of the Champions are also equipped with manacles. If a [[Champion]] is grappling a hero, they may make another Grappling attack to apply manacles on a success. If the heroes continue to fight, Assurgazzar orders them knocked unconscious rather than killed.
== '''Trial by Teeth''' ==
If the heroes are aware of Nausa’s custom to allow a Trial by Teeth, they may choose to invoke this right. If they are unaware, then an NPC whom they befriended might visit them in prison and inform them of this, or one of the triumvirs with whom they had a good connection might publicly ask them if they wish to invoke the right.
However the right gets invoked, this will allow the heroes a chance to survive, and perhaps to even turn the Nausans against Godking Assurgazzar.
'''''Read Aloud:''''' ''[one of the Triumvirs] stands, their face [[grim]], and nods. “The ambassadors of Gilgalon have invoked Trial by Teeth, as is their right. The trial will be held on the morrow. Ready the Maw, and spread the word!”''
''On the following day, you are escorted onto a heavily guarded personal sailboat. Rolling drums mark your approach to the Maw, a large aquatic arena where criminals are given the chance to redeem themselves in blood and glory. A series of rafts, logs, and other flotsam bob and dip in the ocean waves. You are bade to disembark from your boat onto a large raft in the center of the arena, and your bindings are removed. This raft contains all of your combat [[gear]], as well as an assortment of any nonmagical weapons you could want.''
''Throughout the arena, you see a variety of larger weapons on other rafts as well: a couple ballistae fitted to fire javelins, a spiked ball suspended by ropes and scaffolding from a pair of rafts, and buckets of oil on one raft that might be set ablaze by the torches on another.''
''Then the sailors quickly maneuver their boat away from you, back to the perimeter of the arena. The perimeter is marked by enormous barges containing rows of risers, which are full of spectators eager to see the splendor of battle.''
''The largest barge contains a gilded box where the Triumvirs, Godking Assurgazzar, and their personal guards overlook the arena.''
''The Triumvirs stand, causing the roll of drums and the murmur of anticipation to die down to [[silence]]. “People of Nausa!” they declare. “The ambassadors of Gilgalon have chosen the path of heroes! By invoking Trial by Teeth, they declare that they believe themselves favored by the gods. Should they survive, they will be honored as mighty champions, their sentence repealed, their rivals banished from our fair state, and their requests reconsidered. Should they perish, then our guest, Godking Assurgazzar, shall become our permanent ally. Ambassadors, have you any words?”''
After the heroes are given a chance to address the crowd, the Triumvirs, or Assurgazzar, then proceed to the following read aloud text.
'''''Read Aloud:''''' ''“Let the trial begin!” the Triumvirs declare. The drummers take up another beat, this one a slow and ominous march. Other servants tug on ropes around the arena, tilting large barrels over and pouring large quantities of scarlet liquid into the water. The blood immediately causes the arena to take on a coppery smell.''
''Moments later, a dorsal fin the size of a small sailboat parts the waves. The Trial by Teeth has begun.''
The heroes must fight a '''Megalodon.''' This is beyond a deadly encounter and is likely to [[kill]] one or more heroes. A TPK (total party kill) is not out of the question in this encounter.
However, the heroes can use bold strategies and clever tactics to deal tremendous damage to the Megalodon. The Megalodon is not smart and will readily stumble into each trap if properly baited. Each of the oversized weapons can be used to devastating effect as detailed below.
==== Ballistae ====
A creature may spend 1 AP to place ammunition into a ballista, and 2 AP to crank the ballista so that it is ready to fire. Ballista bolts can be used independently as javelins, and there are piles of 10 ballista bolts throughout the arena.
Firing the ballista costs 3 AP, and deals 4d10 sharp damage on a hit.
The ballista has 12 AR, 7 REF, and 12 FORT. It has 30 HP and DT of 12. After the Megalodon is hit by 2 or more ballista bolts from a single ballista, it will prioritize destroying that ballista.
==== Oil and Fire ====
Heroes may drop the oil in the water and then light it, or light it and then kick it into the water. Either way, the oil is flammable even while in the water and spreads in a 15 ft radius from its point of entry into the water. Lighting the oil on fire costs 1 AP if the heroes have a lit torch.
There are 14 barrels of oil.
Creatures or objects that start their turn in the fire or pass through it during their turn are subject to the following attack:
+4 vs FORT. '''Hit:''' 4d6 fire and Burning 1d6 until submerged in non-burning water. '''Miss:''' ½ damage and no Burning condition.
==== Spiked Ball ====
The spiked ball is suspended above the water between two rafts. These rafts are weighed down on their far sides, allowing them to float flat while holding the heavy ball between them. Both of the rafts are slightly submerged due to the weight, so a hero standing on either of these rafts is at least ankle-deep in water. The ball is suspended by two ropes that crisscross underneath the ball, forming an X. Cutting a rope takes 2 AP. Cutting only one rope results in the ball tipping over and smashing through one of the rafts holding it up. If two heroes cut two ropes at the same time (using the Reactive Strikes option to do so), then they may drop the ball directly into the water. If the Megalodon is underneath the ball when this happens, it takes 6d10 sharp damage and 6d10 blunt damage, and it is Stunned on its next turn.
==== Reactive Strikes ====
Each hero also gains a special ability for the extent of this combat, allowing them a chance to strike at the Megalodon as it swims past them.
'''Duel:''' By spending 1 AP, a hero may “prepare” a specific action, such as a weapon attack. When they prepare an action, they must pick a specific trigger, such as the Megalodon being within 5 ft of them.
If the effect triggers, then the hero may take their action by spending Reactive AP equal to the action’s normal AP cost minus 1 (since they already spent 1 AP preparing the action). However, if the effect does not trigger, then at the start of their next turn, the heroes do not get to carry over any Reactive AP, as they were prepared to utilize that AP for a specific action.
==== Rafts and Flotsam ====
Each raft and floating structure has the following stats. For the purposes of any environmental effects, rafts and other structures have [[Initiative]] 0.
AR 11    REF 8    FORT 11
'''HP''' 10 per 5 ft square (max 100)
'''DT''' 10/fire
=== The Trial’s Resolution ===
The trial will either end with one or more heroes victorious over the Megalodon, or with all of the heroes dead.
If one or more heroes is victorious, then the Triumvirate proclaims the ambassadors of Gilgalon the right and just heroes of the sea. Assurgazzar and his troops are exiled from Nausa, and the Triumvirate enters a formal alliance with Gilgalon.
{| class="wikitable"
|
==== '''Party Advancement''' ====
Each hero levels up from level 9 to level 10.
Each hero gains +1 Fame.
|}
Alternatively, if all of the heroes were killed in this encounter, then allow the players to make new heroes that serve Mangondulon’s war effort in some other way. They might be soldiers, diplomats, or anyone affiliated with Gilgalon or Lachonhet.
If the players make new heroes, they should be Level 10 and have 2 Fame each. Proceed to Part Three with these new heroes. Assurgazzar achieves total control of the sea. This causes problems for the heroes in Part Three of this campaign, as detailed in the “Brazodir’s Sea Dominance” sidebars in Chapters 6 and 7.

Latest revision as of 14:59, 10 June 2024

[back to Kings of Tyranny]

This chapter details another mission that Godking Mangondulon will send the heroes on while the army of Gilgalon finishes preparing for its counterattack. Because of the heroes’ success as ambassadors to Lachonhet, Gilgalon sends them to Nausa, an ocean nation that exerts tremendous influence over the waters of the Great Bay.

Upon arriving, preliminary negotiations seem promising… until the heroes realize that they have walked into a trap set by Godking Assurgazzar himself, who has already secured an alliance with Nausa.

The heroes may learn that Nausa has a long-standing custom: Trial by Teeth. While the heroes face certain execution at Assurgazzar’s command, they can invoke Trial by Teeth to face a megalodon instead. If they are victorious, the Triumvirs will be honor-bound to release the heroes and may even side with them instead of Assurgazzar.

War Council

Having returned to Gilgalon and received a hero’s welcome, the heroes will debrief with Nergal, who will relay the more technical information of Lachonhet’s agricultural capabilities and commitments to Mangondulon. Provided that the heroes were at least partially successful in Lachonhet, they receive the reward promised by Mangondulon.

Then they may have a few days to relax or pursue downtime activities in Palask. After this point, Mangondulon will summon the heroes to another war council.

Mangondulon expresses his gratitude to the heroes for their efforts in Lachonhet. Depending upon their level of success, Gilgalon is either no longer at risk of famine if the heroes convinced only the commoners or the Cheran, or now has a year-and-a-half surplus of food if the heroes managed to convince both Lachonhetan parties.

Given the heroes’ success in Lachonhet, Mangondulon asks the heroes to serve as emissaries to Nausa as well.

If the heroes can convince the Triumvirs of Nausa to form an alliance with Gilgalon, the godking explains, then Brazodir’s capacity to wage war from the sea will be greatly reduced. The challenge, however, is that Gilgalon cannot offer to protect the Nausans, as the aquatic nation is already well-protected and more competent on the sea than Gilgalon. The heroes are charged with evaluating the Triumvirs of Nausa and find something that Gilgalon might reasonably offer in exchange for Nausa’s cooperation.

If Nausa agrees to deny Brazodir access to the seas, then Mangondulon is willing to offer the following, but requests that the heroes start negotiations as conservatively as possible:

  • Monthly payments of amber
  • A cut of the food that Gilgalon gains from Lachonhet
  • Gilgalonian dual citizenship for any Nausan sailor and their family

Mangondulon also allows the heroes some leeway to come up with similar suitable rewards, but retains the right to overrule an agreement that the heroes make in his stead if it falls outside of the above terms.

As was the case with the mission to Lachonhet, the heroes receive 1 Fame upon accepting this quest and another Fame upon completing it. They also receive 2,500 amber upon completing the quest.

Setting Sail

Having accepted Mangondulon’s new assignment, the heroes are given a day to tend to whatever matters need tending within the city. Then, the next morning, the heroes depart from Palask on a single-masted trireme manned by twenty-four rowers and a captain.

Gilgalonian sailors are not naturals at sea the way Nausan sailors are. The rowers have the stats of Soldiers with +1 in Vehicles (Water). The captain, a gruff cerovran with an eyepatch and a broken left horn, has the stats of a Veteran Soldier with a +2 in Vehicles (Water). The captain is named Trast. If the heroes ask, Trast will tell stories of great beasts that he has fought at sea, including a mosasaurus that bit off Trast’s left horn and gouged his eye.

Random Encounters

The following section describes a list of environmental hazards and combat encounters that the adventurers might face when traveling in the Great Bay north of Gilgalon. It is assumed that the heroes will travel by boat, but once they arrive in Nausa, the heroes might venture outside of the city to adventure underwater. As such, the section below offers random encounters for both ship travel and underwater exploration.

Ocean Travel Encounters

Some events on the environmental hazards table have variants when the adventurers are traveling underwater.

Environmental Hazards

1d6 Encounter
1-3 Temperature Drop
4-5 Strong Winds/Ocean Currents
6 Hurricane/Extreme Pressure

NPC/Creature Encounters

The table below primarily describes encounters that are suitable for ship travel or underwater travel. However, a few of the encounters are only suitable for ship travel. If the adventurers are traveling underwater, roll 2d4 instead of 2d6.

2d6 Encounter
2 Dredgers
3-4 Omerfosh
5-6 Plesiosaurus
7-8 Merfolk Scouts
9-10 Small Island (Cannon Crabs)
11-12 Unusual Ship

Environmental Hazards

Temperature Drop

Cold temperatures can be quite dangerous when in and around the water. Though the times where the temperatures are near-freezing are rare near the surface of the water, winds above the surface or deep currents below can still drop the temperature very low, and the effects can still be dangerous.

Each party member must make a DC 10 END check. On a failure, that adventurer suffers Fatigue. Any adventurer wearing wet clothes that are not waterproof gains a -5 penalty to the check.

Strong Winds (Sailing)/Ocean Currents (Underwater)

Strong currents in the water push the party off-course. The party’s travel pace cannot exceed 1 mile every 4 hours. Each hour, each PC makes a LUCK check. If the average is below 10, the party is diverted completely off-course.

Hurricane - Sailing

Your ship must pass through a hurricane or ocean storm. Your pace cannot exceed 1 mile an hour, and each hour, each PC makes a LUCK check. If the average is below 10, you run into flooding, falling debris, or conditions too difficult to travel in. If the average is below 5, the ship is heavily damaged, and the party must find a place to dock within 24 hours or face a shipwreck.

Extreme Pressure - Underwater

The party winds up far deeper underwater than intended. Deep below sea level in the ocean, the tremendous water pressure is enough to cause serious damage. Each party member gains the Shaken and the Sickened conditions. For every hour that a party member spends Sickened in this way, they must make a DC 16 END check, gaining Fatigue on a failure. To remove the conditions, the party must return to shallower waters.

NPC/Creature Encounters

Dredgers

The party encounters 2d4 Dredgers. If nobody in the party passes a DC 16 Percieving check, the party is unaware of the dredgers when they attack.

If the party examines the contents of the dredgers’ stomachs after killing them, they find 1d100 amber in valuables and equipment within the stomach of each dredger.

Omerfosh

The party is attacked by an Omerfosh. For a party with more than four adventurers, the party is attacked by two Omerfoshes.

Plesiosaurus

The party encounters a group of 1d6 Plesiosauruses. Party members can make DC 20 Animal Handling checks on each plesiosaurus to attempt to catch them. Otherwise, they defend themselves from any attacks and flee from the party after an attempt to catch them has been made.

Merfolk Scouts

A group of merfolk scouts greets the party. They are not hostile, and will gladly point the party in the right direction to travel towards Nausa, or any other nearby aquatic destination.

Small Island (Cannon Crabs)

The party’s ship passes a small island mostly populated by large crabs. If they attempt to dock or set foot on the island, they are attacked by a number of Cannon Crabs equal to the number of party members plus two.

Unusual Ship

The party spots an unusual ship sailing ahead of them. Roll on the table below.

1d6 Unusual Ship Encounter
1-3 The party encounters a ship of pirates and dinosaur hunters. They attack the party, in the hopes of stealing their valuables. The crew of the ship consists of ten Hunters.
4-5 The party encounters a damaged merchant vessel that requests aid in returning to shore. If the party agrees to help, they will be rewarded with 1200 amber worth of trade goods upon arrival at the nearest port.
6 The party encounters a Stone Ship.

Nausa

Once the heroes reach Nausa, they will have some time to explore the city-state.

City Beneath the Waves

The city-state of Nausa, deep within the eastern gulf, is, at first glance, a small port attached to a few coral and avadrium spires peeking through the crests of the waves. Below the surface, however, massive towers stretch up from the sea floor, with smaller buildings anchored to the outside. The central spire is reinforced with avadrium, and contains within it a large shaft containing a lift that is used for transportation from the port to Nausa’s depths.

Within the spires, land-dwellers can move freely, though the pressure required to keep the water out often gives visitors a strong sense of claustrophobia. The exterior buildings, however, are frequently fully underwater, and accessible only to the aquatic residents of the city.

Despite the unusual environment, Nausa’s many attractions do draw many visitors to the city. The underwater water park and the large opera house made from a kaijan-sized conch shell are popular destinations for tourists arriving to the city.

Arriving in Nausa

Read Aloud: The water splashes against the docks as they float, anchored to tall coral spires that emerge from the waves. The spires are rough and winding, grown around kaijan-sized coral that may still live within the walls. In the center spire, a large set of avadrium doors open into a large shaft leading down into Nausa. Metal stairs encircle the edges of the shaft, descending into darkness below. In the center, an attendant waits to operate the imposing avadrium lift for important visitors and cargo.

As the lift begins to descend, it feels as though the air is pressing in around you. Though the tunnel is watertight and full of air, it does not quite prevent the feeling that the water is pressing in around you. The deeper the lift descends, the dimmer the light from the surface gets.

The Avadrium Lift

The entrance to Nausa consists of a straight, avadrium-reinforced shaft within the central coral spire. Within the spire is an avadrium lift, maintained by the city’s head engineer. The lift is operated by an attendant, who can also provide the party with information about destinations within the city. The attendant can suggest inns, taverns or restaurants, and other interesting destinations within the city, as well as answering simple questions about the culture and religion of the city.

NPC: Head Engineer Gurdin

If the adventurers inquire further about the operations of the lift, they might meet with the head engineer, a river dwarf named Gurdin. Though he is somewhat limited in what he can tell them about the operations of the lift as a matter of national security, he can offer the party advice about Triumvir Lirra. She used to be one of his apprentices, before her psionic abilities strengthened, and she has always been excited at the prospect of learning new things.

Religion in Nausa

While the city-state of Nausa has few large temples, small shrines are exceedingly common, and it is difficult to find anywhere in the city that does not have at least one minor shrine within sight. The vast majority of the shrines are dedicated to the kaijan Jiruk, a prominent figure representing protection, strength, and honor in Nausa’s religion.

The religion of Nausa has its impacts on the goods available in the city as well. Despite both being readily available underwater, there are heavy restrictions on the consumption of turtle and squid, due to their associations with Nausa’s religious figures. In particular, turtles are generally only consumed as parts of religious rituals intended to convey protection to the participants, and only when a very major offering has been made in exchange. Trade of goods made of turtle shells is heavily limited, and requires special permits given primarily to priests and other religious officials. Squid are generally considered unclean and not suitable for food, and only those who are very poor are likely to resort to eating squid— the meat is readily available, as other goods like ink and bone are collected from squid, but it is primarily used to feed animals, not people.

The City Watch

As peacekeepers and defenders of the city, the city watch is generally well-respected. They conduct rescue expeditions, tend to repairs throughout the city, and defend against attacks from large aquatic creatures. Merfolk proficient in the Siren Song are often recruited by the city watch for their skill at de-escalating conflict between city residents.

The city watch is a distinctly non-military group. Though some members do carry weapons, they are typically large harpoons and metal nets designed for use in repelling kaijan, aquatic dinosaurs, and other large threats, and are not to be used on residents of the city. Instead, the city watch focuses on non-violent methods of conflict resolution, and will use techniques such as the merfolk’s siren song or abilities of water manipulation to incapacitate immediate threats.

The former head of the city watch, Triumvir Orthix, is now one of the leaders of Nausa, and has brought a lot of respect to the city watch. Prior to his appointment, positions on the city watch were treated as a difficult and somewhat undesirable job, as the glory of defending the city was often overshadowed by the tedious manual labor of providing repairs. However, these days, serving on the city watch is treated as an act of honor and piety, as the willingness to sacrifice one’s own comfort to ensure the city’s security is considered a sign of devotion to Jiruk.

The Nausa Opera House

The Nausa Opera House is a large, unusual building that sits atop the waves, accessible from Nausa’s port. It is constructed from a kaijan-sized conch shell, and hosts all sorts of performances, though it is most well-known for ambitious and elaborate operas. It is one of the most popular tourist destinations in Nausa, due to both its renowned performances and its convenient location.

Attending a Performance

While visiting Nausa, the heroes may wish to attend a performance at the Nausa Opera House. Though there are typically a wide variety of performances being offered, one that is quite popular for first-time attendees is a traditional opera depicting the central myth of Nausa’s primary religion. This opera tells the story of the turtle-like kaijan known as Jiruk saving the early residents of Nausa from the evil humanoid squid kaijan known as Thul. The performance is an excellent introduction to Nausa’s religion, and attendees who are unfamiliar with the city often find that it provides valuable cultural insight regarding the values and social structure within Nausa. If the party attends the opera depicting the story of Jiruk and Thul, they may add a +1 bonus to Religion (Nausa) checks.

A standard ticket to a performance at the Nausa Opera House costs 150 amber. However, good seats and popular performances can substantially increase that cost. The best seats at a very popular performance, such as Neri Shimmerfin’s concerts, might be sold for up to 1200 amber per ticket.

NPC: Neri Shimmerfin

Neri Shimmerfin is a famous singer who often performs at the Nausa Opera House. Neri is a merfolk and a well-known master of the Siren Song, and their concerts rarely have less than a full audience. The party may struggle to obtain tickets. However, if they manage to obtain an introduction, convincing Neri to endorse the alliance the party is seeking will drastically increase public perception of the concept,

Inns and Taverns

The Shining Pearl Inn

The Shining Pearl Inn boasts a convenient location next to Nausa’s famous water park. It advertises heavily to tourists and is comfortable, albeit slightly overpriced.

Item Cost
Room (One Bed) 40
Room (Two Beds) 70
Room (Four Beds) 135
Kelp Cider (Pitcher) 30
Small Meal 20
Full Meal 40

The Blind Eel Tavern

The Blind Eel Tavern is a local, family-run business. They do not officially provide lodging, but the owners have a few spare rooms that they rent out occasionally. Though the tavern does not generally advertise much to tourists, it is a popular establishment amongst the locals for its good food and reasonable prices. The tavern’s specialties are shown on the menu below.

Item Cost
Fish Steak 35
Fried Anchovies 15
Algae Jelly Pudding 10
Kelp Cider (Pitcher) 20

Crabby Hermit Hostel

The Crabby Hermit is a very cheap hostel located conveniently near the exit of the avadrium lift. Though it was once known as Anemone Lodge, the current owner renamed it to the Crabby Hermit in honor of his father, its founder, who was well-known as an extremely unpleasant man who seemed to be doing his best to drive away all of his customers.

The hostel is very cheap and does not provide food. All beds are in shared public rooms, though a storage locker can be rented for one’s belongings at an additional cost.

Item (per night) Cost
Bedroll 5
Hammock 7
Cot 10
Locker 5

Coral Garden

The Coral Garden is a cultivated coral reef, and is host to one of Nausa’s fanciest restaurants. It mostly caters to aquatic customers, but there is a small section suitable for land-dwellers, with a window looking into the coral garden.

Item Cost
Private Dining Room 250
Chef’s Choice 5-Course Menu: 200/person
  1. Fresh Oysters
  1. Seared Pufferfish
  1. Swordfish Filets
  1. Jellyfish Salad
  1. Aged Caviar
Sweet Kelp Wine (Bottle) 300

Wonder-Sea Water Park

Read aloud: The Wonder-Sea Water Park fills the interior and exterior of several levels of one of Nausa’s coral spires. Tall plaster dolphin sculptures arch over the entrance gates, and the noise of the crowds within the park can be heard from outside the gates. A long, glass-covered slide coils around the exterior of the park, and excited guests can occasionally be seen speeding through it, pushed by the rapidly moving water within.

Nausa’s underwater water park is a popular tourist destination, both for those visiting from land and for visitors from other underwater settlements. At the gates, guests may purchase tickets, as well as rent a few useful items. All rented items must be returned upon leaving the park.

Item Cost
Ticket 90
Fin Shoes (Rental) 20
Water-Breathing Apparatus (Rental) 50

Attractions

The park boasts a large number of small slides and water-based attractions, but the most noteworthy destinations are listed below.

Underwater River

In the aquatic section of the park, a slow-moving but consistent ocean current forms the basis of this popular attraction. Guests who are comfortable remaining underwater for long periods of time often find this slow underwater river quite relaxing as they float in circles around the park. Spending at least 15 minutes in the Underwater River conveys the same benefits as one hour of rest.

Sailor’s Doom

The shipwreck lodged in the side of the Wonder-Sea Water Park was initially a cause for concern, but was swiftly waterproofed and converted into a restaurant where guests could purchase food and drink.

Item Cost
Fried Shrimp 30
Fried Anchovies 25
Kelp Wraps 40
Kelp Cider (Cup) 15

The waitstaff at the Sailor’s Doom restaurant are very used to tourists, and may be a good source of rumors about events outside of Nausa.

The Descent

The Descent is by far the most popular attraction within the Wonder-Sea water park. This giant waterslide circles the entire park, and stretches from the very top of the park to the bottom. On busy days, the line often takes at least an hour to progress through. Cutting ahead in line requires a DC 18 skill check using skills related to stealth or deception.

Encounters

d6 Encounter
1 Escaped Pet
2-3 Carnival Games
4-5 Lost Sibling
6 Fish in the River

Escaped Pet

A child’s pet sea snake has escaped in the water park, and they are looking for help catching it. According to the child, it is not venomous, but it is very good at hiding, and they are concerned that if they tell the park staff, they will be kicked out of the park for sneaking a snake in. Determine the snake’s location using the following table.

d4 Encounter
1 The Underwater River
2 Sailor’s Doom
3 Center of the Park
4 The Descent

Finding the snake requires a DC 15 AWR check in the right area. Catching the snake requires a DC 15 Animal Handling check. If the party fails their animal handling check twice, the snake escapes and moves to a different area of the park. Upon returning the snake, the child will tell the party that his parents run the Coral Garden restaurant, and the party can get a free meal there as thanks for helping him. This may be a useful venue for arranging meetings with important political contacts in the city.

Carnival Games

The adventurers pass a few tents with carnival games. Each of the adventurers may make a skill check using a DEX skill to participate in one of the games.

Determine the rewards based on the following table.

Roll Reward
<10 None
10-14 A small trinket
15-18 A pair of fin shoes
19-25 A coupon for a small meal for 4 at the Shining Pearl Inn
26-29 A free room for the night at the Shining Pearl Inn
30+ Tickets to the Nausa Opera House, with a backstage pass to meet Neri Shimmerfin

Lost Sibling

A teenager is supposed to be looking after her younger brother, but they have gotten separated. She asks the party to help her find him. He has run off to wait in line for the Descent slide, which the party can learn with a DC 15 Investigating, Tracking, or Gossiping check. Upon reuniting the siblings, the teenager informs the party that her parents run the Blind Eel Tavern, and the party can go there to receive a free meal as a reward for helping her and her brother.

Fish in the River

A very large fish has gotten stuck in the underwater river, and the park’s staff have requested assistance in removing it from the park’s premises. If the party is equipped with supplies to breathe and easily swim underwater, the park staff offer to refund half the price of their tickets if they successfully remove the fish. If the party is not equipped with supplies to breathe and easily swim underwater, the park staff offer to let each party member borrow a water-breathing apparatus and a pair of fin shoes at no cost for the duration of their visit, provided that they assist with removing the fish. Each party member must make a DC 13 skill check using Athletics or Animal Handling. Removing the fish takes 1d6 hours, minus a number of hours equal to the amount of successes on the check, to a minimum of thirty minutes.

The Whalefall Marketplace

Marketplace where the party can buy undersea goods and equipment, and perhaps sell any particularly interesting items brought down from the surface.

Shops

Within the Whalefall Marketplace, the party can buy a variety of common items, as well as some items unique to Nausa’s underwater environment.

Item Cost
Fin Shoes 100
Water Breathing Apparatus 250
Bundle of Seaweed Cloth 200
Purple Dye (Bottle) 2000

Fin Shoes

A creature wearing a pair of fin shoes that does not already have a swimming speed gains a swimming speed equal to their walking speed - 5. A creature wearing a pair of fin shoes that does have a swimming speed gains a + 5 to their swimming speed.

Water Breathing Apparatus

A water breathing apparatus contains a mask, tubing made of seaweed cloth, and a large air tank that straps to the wearer’s back. It contains enough air for an air-breathing creature to remain underwater for 20 minutes, at which point they must resurface to refill the air tank.

Bundle of Seaweed Cloth

Seaweed cloth can be used as a waterproof substitute for leather. One bundle is enough to make a simple set of leather armor for a medium creature.

Purple Dye

Nausa’s famous purple dye is a rare and expensive material that is extremely in-demand on the surface. A bottle of this dye could serve as a useful gift for the most wealthy and influential figures on the surface, or could be sold for up to 3000 amber in a marketplace on land.

Encounters

A few example encounters for players exploring the marketplace are detailed below.

d6 Encounter
1-2 Thief
3-4 Brawl
6 Auction

Thief

A thief attempts to steal 2d100 amber from one of the adventurers. A DC 15 perceiving check will spot the thief. The thief has a 12 in all defenses, and will surrender if hit with an attack.

Brawl

The adventurers stumble upon a brawl in the middle of the market. After 2 rounds of combat, whether or not the adventurers are participating, a group of the city watch arrives and breaks up the fight. If the party was participating in the fight, they will each be fined 50 amber for disturbing the marketplace.

Auction

A rare and expensive item is on auction in the marketplace. In order to bid on the item, the adventurers must place a bid that exceeds the previous bid by at least 100 amber, and make a DC 18 CHA, Persuading, or Appraising check. On a success, they are able to purchase the item. On a failure, the bid is raised, and the auction continues.

Consult the table below to determine the item and the starting bid.

Item Cost
Purple Dye (Bottle) 1250
A kite shield made of kaijan scale 1500
A war axe made of megalodon tooth (works as an iron war axe) 1000

The Outer Districts

Most of the outer districts of the city are clustered at the base of the large coral spires. Very little light from the surface reaches the deepest parts of Nausa, and artificial lighting that works underwater is often more expensive than those in the outer districts can afford. Bioluminescent moss and glass jars of plankton provide limited lighting, primarily for navigation, but many residents become accustomed to the dim light.

Outer District Residents

The residents of the outer district tend to be poorer than the others in Nausa, as the area is generally considered to be an undesirable place to live and has a much higher risk of damage from kaijan attacks, though some of the aquatic residents prefer it as there’s more open water to move in. The residents are generally friendly, but many are struggling. Hunters and some farmers live in the outer district, though those that require significant amounts of sunlight for their crops operate terraced or vertical farms anchored higher on the spires. While within the outer district, the party can inquire about joining a hunting trip.

Going Hunting

The adventurers may accompany the residents of Nausa on a brief hunting trip, where they may learn more rumors about the Triumvirate or gain advice about the city-state and its culture. The trip will be led by Huntress Kymma, a former member of the City Watch who retired to work in the outer district as a hunter.

NPC: Huntress Kymma

Kymma is a merfolk ranger who used to be part of the City Watch, before retiring after an injury to one of her legs. While she can still swim with no difficulty, she has trouble standing or walking on land for long periods of time. She decided to become a hunter in the outer district, where she can remain underwater at all times. While on a hunting trip, she may be able to provide the party with advice about Triumvir Orthix, as she used to work under him in the City Watch.

Hunting Encounters

Use the Ocean Travel encounter table to determine what hazards the party might encounter while on the hunting expedition.

The Palace

The palace that houses Nausa’s government is nestled amongst the upper portions of the coral spires, where sunlight is plentiful. It is decorated elegantly in brightly colored coral and carved shells, with numerous stained glass windows in varying shades of purple. The palace hosts the three leaders of Nausa, known as the Triumvirate.

The Triumvirate

Getting any of the triumvirs to cooperate with the heroes will involve a great deal of work. Offering a triumvir a political or economic benefit that appeals to them will make the triumvir more amenable to the heroes, but will not automatically mean that the triumvir agrees to work with the heroes. The heroes will have to endure the Trial by Teeth (see the next section) before securing the triumvirate's alliance.

NPC: Triumvir Orthix

Triumvir Orthix is an old, very traditional dwellvur. He was previously the head of the City Watch and is still very focused on city security. He will likely be the hardest for the adventurers to convince, but will be receptive to rational arguments supported by evidence that what the party is proposing will help keep the residents of Nausa safe. He is very religious, and will be more inclined to respect the heroes if they are knowledgeable and respectful about Nausa’s religion and culture. His primary personal motivations are security and stability, and the adventurers may learn more about him from Huntress Kymma in the outer district, who used to work under him in the City Watch.

The heroes might be able to convince Orthix to work with Gilgalon by promising ongoing shipments of food from Lachonhet.

NPC: Triumvir Lirra

Triumvir Lirra is a young but very talented merfolk psion. She is more open to change than the others, and heavily motivated by academic curiosity. She will be quickly convinced by offers of new information and knowledge from the land, particularly on subjects that the sea is lacking information on. Her primary personal goal is knowledge, which the adventurers may learn from her former teacher, Head Engineer Gurdin, or may observe from the questions she asks them upon their meeting. The heroes might be able to convince Lirra to work with Gilgalon by promising dual citizenship to her family and to Nausan sailors.

NPC: Triumvir Milden

Triumvir Milden is a Coast Elf from a prominent merchant family. He is more familiar with the surface than the other two. He doesn’t care one way or another about the prospect of an alliance, but he will agree if it seems like a good deal – either for Nausa as a whole or for him personally. He is fairly selfish, and has a shrewd eye for loopholes and ambiguities in contracts. His primary personal goal is profit.

The heroes might be able to convince Milden to work with Gilgalon by promising Milden ongoing payments of amber.

The Trap

After the heroes have had some time to experience the city-state and meet individually with one or more Triumvirs, they are summoned to hold an audience with Triumvirate.

While this seems encouraging at first, after the heroes enter the audience hall, they see the Triumvirs sitting in their thrones, as is custom, and a great many witnesses gathered on either side of the hall.

A DC 20 INT/History or INT/Politics of Nausa check will allow a hero to realize that there are far more individuals in attendance than is typical.

The heroes are offered a chance to make their case before the Triumvirate, then use the following read-aloud text.

Read Aloud: Your pleas seem to fall on deaf ears and stony faces. The Triumvirs’ eyes and mouths tighten as a door bursts open from the side of their thrones and a tall, strong human marches onto the platform alongside them.

He holds himself in a proud, self-assured countenance that reminds you of Mangondulon, but this man is taller and narrower at the waist and shoulder. His gold-braided goatee elegantly frames a derisive sneer. A gold-and-ruby crown akin to a helmet rests above his brow, and his dark eyes sparkle like a snake’s. He wears a broad golden collar that fans out to cover his shoulders. Dinosaur-headed clasps hold a bright red cape in place. He is otherwise bare-chested, and he wears a matching leather-and-gold war skirt over his thighs.

The three Triumvirs bow. “Godking Assurgazzar, you honor us with your presence,” they intone.

Assurgazzar’s sneer deepens, creasing the skin around his mouth and eyes. “You see,” he says to the heroes, “There will be no arrangement between Gilgalon and Nausa. Your efforts are noble, I grant you, yet futile. Gilgalon will fall, and you will not even be around to see it. Arrest these scum.”

The dozens of courtiers in attendance throw off their traditional Nausan robes, revealing that each one is fully armed and armored underneath. They are all wearing the colors of Assurgazzar: crimson and gold.

If the heroes resist, then they must fight Assurgazzar and sixty Champions. All of the Champions are also equipped with manacles. If a Champion is grappling a hero, they may make another Grappling attack to apply manacles on a success. If the heroes continue to fight, Assurgazzar orders them knocked unconscious rather than killed.

Trial by Teeth

If the heroes are aware of Nausa’s custom to allow a Trial by Teeth, they may choose to invoke this right. If they are unaware, then an NPC whom they befriended might visit them in prison and inform them of this, or one of the triumvirs with whom they had a good connection might publicly ask them if they wish to invoke the right.

However the right gets invoked, this will allow the heroes a chance to survive, and perhaps to even turn the Nausans against Godking Assurgazzar.

Read Aloud: [one of the Triumvirs] stands, their face grim, and nods. “The ambassadors of Gilgalon have invoked Trial by Teeth, as is their right. The trial will be held on the morrow. Ready the Maw, and spread the word!”

On the following day, you are escorted onto a heavily guarded personal sailboat. Rolling drums mark your approach to the Maw, a large aquatic arena where criminals are given the chance to redeem themselves in blood and glory. A series of rafts, logs, and other flotsam bob and dip in the ocean waves. You are bade to disembark from your boat onto a large raft in the center of the arena, and your bindings are removed. This raft contains all of your combat gear, as well as an assortment of any nonmagical weapons you could want.

Throughout the arena, you see a variety of larger weapons on other rafts as well: a couple ballistae fitted to fire javelins, a spiked ball suspended by ropes and scaffolding from a pair of rafts, and buckets of oil on one raft that might be set ablaze by the torches on another.

Then the sailors quickly maneuver their boat away from you, back to the perimeter of the arena. The perimeter is marked by enormous barges containing rows of risers, which are full of spectators eager to see the splendor of battle.

The largest barge contains a gilded box where the Triumvirs, Godking Assurgazzar, and their personal guards overlook the arena.

The Triumvirs stand, causing the roll of drums and the murmur of anticipation to die down to silence. “People of Nausa!” they declare. “The ambassadors of Gilgalon have chosen the path of heroes! By invoking Trial by Teeth, they declare that they believe themselves favored by the gods. Should they survive, they will be honored as mighty champions, their sentence repealed, their rivals banished from our fair state, and their requests reconsidered. Should they perish, then our guest, Godking Assurgazzar, shall become our permanent ally. Ambassadors, have you any words?” After the heroes are given a chance to address the crowd, the Triumvirs, or Assurgazzar, then proceed to the following read aloud text. Read Aloud: “Let the trial begin!” the Triumvirs declare. The drummers take up another beat, this one a slow and ominous march. Other servants tug on ropes around the arena, tilting large barrels over and pouring large quantities of scarlet liquid into the water. The blood immediately causes the arena to take on a coppery smell.

Moments later, a dorsal fin the size of a small sailboat parts the waves. The Trial by Teeth has begun.

The heroes must fight a Megalodon. This is beyond a deadly encounter and is likely to kill one or more heroes. A TPK (total party kill) is not out of the question in this encounter.

However, the heroes can use bold strategies and clever tactics to deal tremendous damage to the Megalodon. The Megalodon is not smart and will readily stumble into each trap if properly baited. Each of the oversized weapons can be used to devastating effect as detailed below.

Ballistae

A creature may spend 1 AP to place ammunition into a ballista, and 2 AP to crank the ballista so that it is ready to fire. Ballista bolts can be used independently as javelins, and there are piles of 10 ballista bolts throughout the arena.

Firing the ballista costs 3 AP, and deals 4d10 sharp damage on a hit.

The ballista has 12 AR, 7 REF, and 12 FORT. It has 30 HP and DT of 12. After the Megalodon is hit by 2 or more ballista bolts from a single ballista, it will prioritize destroying that ballista.

Oil and Fire

Heroes may drop the oil in the water and then light it, or light it and then kick it into the water. Either way, the oil is flammable even while in the water and spreads in a 15 ft radius from its point of entry into the water. Lighting the oil on fire costs 1 AP if the heroes have a lit torch.

There are 14 barrels of oil.

Creatures or objects that start their turn in the fire or pass through it during their turn are subject to the following attack:

+4 vs FORT. Hit: 4d6 fire and Burning 1d6 until submerged in non-burning water. Miss: ½ damage and no Burning condition.

Spiked Ball

The spiked ball is suspended above the water between two rafts. These rafts are weighed down on their far sides, allowing them to float flat while holding the heavy ball between them. Both of the rafts are slightly submerged due to the weight, so a hero standing on either of these rafts is at least ankle-deep in water. The ball is suspended by two ropes that crisscross underneath the ball, forming an X. Cutting a rope takes 2 AP. Cutting only one rope results in the ball tipping over and smashing through one of the rafts holding it up. If two heroes cut two ropes at the same time (using the Reactive Strikes option to do so), then they may drop the ball directly into the water. If the Megalodon is underneath the ball when this happens, it takes 6d10 sharp damage and 6d10 blunt damage, and it is Stunned on its next turn.

Reactive Strikes

Each hero also gains a special ability for the extent of this combat, allowing them a chance to strike at the Megalodon as it swims past them.

Duel: By spending 1 AP, a hero may “prepare” a specific action, such as a weapon attack. When they prepare an action, they must pick a specific trigger, such as the Megalodon being within 5 ft of them.

If the effect triggers, then the hero may take their action by spending Reactive AP equal to the action’s normal AP cost minus 1 (since they already spent 1 AP preparing the action). However, if the effect does not trigger, then at the start of their next turn, the heroes do not get to carry over any Reactive AP, as they were prepared to utilize that AP for a specific action.

Rafts and Flotsam

Each raft and floating structure has the following stats. For the purposes of any environmental effects, rafts and other structures have Initiative 0.

AR 11 REF 8 FORT 11

HP 10 per 5 ft square (max 100)

DT 10/fire

The Trial’s Resolution

The trial will either end with one or more heroes victorious over the Megalodon, or with all of the heroes dead.

If one or more heroes is victorious, then the Triumvirate proclaims the ambassadors of Gilgalon the right and just heroes of the sea. Assurgazzar and his troops are exiled from Nausa, and the Triumvirate enters a formal alliance with Gilgalon.

Party Advancement

Each hero levels up from level 9 to level 10.

Each hero gains +1 Fame.

Alternatively, if all of the heroes were killed in this encounter, then allow the players to make new heroes that serve Mangondulon’s war effort in some other way. They might be soldiers, diplomats, or anyone affiliated with Gilgalon or Lachonhet. If the players make new heroes, they should be Level 10 and have 2 Fame each. Proceed to Part Three with these new heroes. Assurgazzar achieves total control of the sea. This causes problems for the heroes in Part Three of this campaign, as detailed in the “Brazodir’s Sea Dominance” sidebars in Chapters 6 and 7.