Talon Squad 3: A Thrifty Deal

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The goblins of Talons Reach are in desperate need of resources - weapons, supplies and food. Storekeeper Kogan wants the party to help secure trade with potential suppliers at Camp Thrifty.
  But the Camp is a hotbed of rapscallions all out for themselves, and factions all vying against each other for power and influence. But everything - and everyone - has a price, and many would pay for the knowledge of the whereabouts of Talon's Reach.
  Our heroes must be careful.

 

 

Overview

You wander into the mess hall in the boughs of Talon's Reach. The smell that comes from the bubbling cauldron has the tang of something best left unmolested. The soup is thin and grey as it slurps into the wooden bowl that gets shoved in your hands.
  "No whinging! S'all we got." Storekeeper Krogan grunts at you.
  There is a pause as he watches you examine the lumpy somethings in your bowl.
  "Unless you wanna do somefin bout it?"
Kogan
by Midjourney

Background

  • Our heroes have already encountered Scouts from the Protectorates , the corruption infecting the plant life and may even have dealt with the corruption of the Shroomkin within The Blight (see Talon Squad 2: At Talons Reach).
  • The party may want revenge on the Protectorates and may have begun seeking ways to liberate their enslaved kin in Omberstad, or to steal back the Mirrorshield of Wala held there.
  • Kogan has a smuggler contact in Camp Thrifty who he hopes will be interested in trade.
  • Kogan doesn't trust Luger Vanderson at all, and so wants goblin oversight for any deal put in place.
  • No-one in Camp Thrifty will help without appropriate payment, and the Talon's do not have any funds.

Goals, hooks and motivations

  • Supplies: secure arms and food for the Talons' efforts.
  • Intelligence: learn more about the Protectorates goals and activities, and find ways of getting into Omberstad undetected.
  • Cure for corruption: They may seek a cure for the corruption infecting the Shroomkin, mines and forests.
  • Allies: Find allies in their struggles against the Protectorates.

 

Approaches

There are a number of ways the party could approach this. The flow chart shows the general linkages between nodes in the story, but this describes shows only one potential outcome to the story.
  The first part of the adventure is the journey to Camp Thrifty. This is fairly linear but offers two main options.
  Once in Camp Thrifty, it opens up for more exploration into the machinations and mysteries of the people within the settlement. Use the character roster and rumours and clues to guide the interactions here.
  The final section shows one potential pathway to helping out Luger Vanderson with his troubles, by tracking down a fugitive wanted by other key players in the town. There are many ways that this adventure could go, however, so be ready to improvise and follow the hooks that the heroes follow.

Stealth

They could sneak into the Camp to steal what they need, with serious repercussions should they get caught.

Social/trade

They could attempt to make contact with Luger or others and find ways to pay for the supplies needed.

Violence

They could choose a front-on assault of the Camp (unwisely) or to raid boats or caravans on their way to and from the Camp.

 
Options for stealth
  • Reconnaissance
    Observe and gather intelligence on likely sources of weapons and supplies.
  • Infiltration and theft
    Break into stores or pickpocket the unwary.
  • Inside job
    Getting arrested to be locked up inside Thrift Rock - where riches of Camp Thrifty are also held.

 
Options for social and trade
  • Trade artefacts
    Ancient artefacts from the local ruins can be sold or bartered
  • Trade services
    Some residents seek services, from simple deliveries to acts of theft, sabotage, revenge or justice.
  • Gambling
    Wagers can be made at The Skull and Duggery on nearly anything, from drinking games to the Skull Leap challenge.

 
Options for violence
  • Piracy and ambush
    Merchants can be raided at sea or by road.
  • Smash and grab
    Stores or even Thrift Rock can be raided by force, but defences are strong.

 
by Ononomad (Tim Day)
With the overt goal of securing supplies, events at Camp Thrifty will likely involve more social encounters than anything else. There is opportunity for the players to find allies and information about the activities of the Protectorate forces based in Omberstad, the source of the corruption at The Mines of Koigua and the rumours of missing goblins caused by the trade between Gorias De Soto and Warkudi Kinjack.

Optional mechanics

These optional mechanics have been borrowed from Blades in the Dark, which is a game developed by Evil Hat Productions designed for heist-style adventures. In particular, the use of Progress Clocks and Faction reputation.

Progress Clocks

These are a way to establish rising tension during play. The GM can establish a clock towards an outcome, with a certain number of segments (eg: 4-8) before that outcome eventuates.
  more
The segments are marked off due to actions and events that occur during play, and may be results of character actions, successes or failures.
  They can also be used as resources with consequences for the players. For example, a player may ask for advantage on a particularly critical action, but that advantage would come at the cost of advancing a relevant progress clock.
  Some sample clocks could include:
  • Talons revealed
    Agents of the Protectorates are expecting the arrival of the scouts (see Talon Squad 1: To Talon's Reach. They are overdue and suspicions leads to the newcomer goblins in Camp.
  • Know too much
    The party's investigations get a bit too close for comfort for Warkudi Kinjack, who alerts his allies into action.
  • Shroomkin attack
    If the party has not dealt with the corruption of the Gloomglow Cluster (see: Fever dreams from a blighted mind), more incidents of corruption are reported or heard from.

 

Faction reputation

Camp Thrifty is a place filled with competing factions. From the town leaders, to pirate crews and business owners, many could also make life difficult, or not, depending how they feel about the party.
  more
The reputation scale is a five-point scale running from: Devoted (+2) - Ally (+1) - Neutral - Wary(-1) - Hostile (-2). Most will start from Neutral (though any Protectorate-aligned faction would be Wary at best with goblins). Any significant action that the characters take for or against a faction's goals should move the current reputation up or down the scale. Keeping track of this can help identify 'off screen' actions the factions might take, and have mechanical impact on social interactions with these factions (eg: persuasion, deception etc).
  Some sample factions could include:
  • Town leadership
    The two leaders of the town, Tasido Diamond and Argenti Mirantor, are constantly working against each other for leverage and advantage
    Commerce and justice
    The Dealrunners control deals and the repercussions of breaking them. The staff of the The Skull and Duggery and The Pious Fool know much and can help or hinder anyone working in camp.
    Pirate / merchant crews
    Petty enmities, or rewards for help can be had in equal measure from the many ship and caravan crews who pass through town.
    Secret factions
    The owner of The Dart wants to hoard ancient treasures, Warkudi Kinjack runs the secret trade in abducted bodies, and Gorias De Soto has agents in camp.

 

 

Getting to Camp Thrifty

The party can elect to travel by land or sea, both of which come with different challenges. Travel by sea is quicker, at only 1 week (quarter-moon). While quicker, this approach means potentially limiting what or who can travel using the small catamaran available. Travel over land from Talon's Reach takes about 2 weeks (half-moon), but can be done with more companions. Delays can have tangible impacts should Protectorate agents at Camp Thrifty become suspicious of their missing scouts.
 

Overland encounters

Moving north from Talon's Reach, the swamp and mangrove jungle eventually rises up to the foothills of the mountains.
  This of the island is drenched by the low rays of the sun which hit the rocky sides of the mountains glowing golden in the light. Before you stretch rolling hills with open grasslands as far as you can see to the north. The coast is dotted with dense woods crossed by streams cascading from the mountain heights.
  Small herds of Mulettes graze here and there, and the woods are alive with the sounds of birds. The wind blows strong from down the mountains, bringing the crisp scent of snow and pine trees.
by Midjourney

 

Hunting ground

The rank smell of rot assaults your nose before you see it. Ahead is a wide rocky outcrop, with carcasses and skeletons of animals scattered across, slowly rotting under the sun's rays.
  Challenges & clues
  • The carcasses are those of Mulettes, many just dry bones picked clean, but some relatively fresh.
  • All have signs of being eaten by a large animal.
  • Large vulture feathers can be found (with magical properties)
  • If the party lingers, a Giant vulture arrives to defend its larder
  • If defeated without killing, the vulture can be 'dominated' as a flying steed.

 
 

 

Lone shroom-kin

Note: only if Jundichiglo has not already been encountered as part of the Fever dreams from a blighted mind plot point. If Jundi is already with the party, the Corrupted Shroomkin wait to ambush.
As you trek through the dappled light of the coastal woodlands, you hear a commotion ahead. Something is crashing through at speed, and heading your way.
  Challenges & clues
  • Jundi is hiding in the forests from others of his kind, seeking help for his cluster, the Glomero, from across the mountains.
  • Several Corrupted Shroomkin are pursuing him to take him back to Glomero.
  • Something has made his Spore mind sick
  • Jundi heard there is a Doctor in Camp Thrifty, but he is too scared to enter the town.
  • He desperately wants help to find a cure.

 
 

 

Time-slowed ruins

The woodlands have been getting more overgrown as you have been trekking north. Ahead you see the trail barred by a 10ft high stone statue of a vulture-headed woman. You recognise Kofa, your goddess of death, her skeletal hand is raised in warning. Glancing each way you see others through the trunks of the trees. Each facing outwards from the tangled forest ahead.
  Challenges & clues
  • The statues guard the ancient ruins of Ka Nakamoth.
  • They were erected by the ancestors of the Tokari as a warning.
  • The first of the ruins can be found just beyond the ring of statues.
  • Good perception can reveal birds flying unnaturally slow through the sky ahead
  • Time will pass very fast if the players enter to explore - two weeks. When they exit they notice the moons have changed phase.
  • Ancient relics and shards of Crystal uhd can be found within.
  • These are the ruins that Skud Nelson is lost in (see below). If the players explore extensively, note the section on Ka Nakamoth below.

 
 

 

Arriving at Camp Thrifty by land

You reach the top of a grassy hill and look down at a meandering creek mouth where it spills into the sea. A rocky outcrop sits at the creek mouth atop which can be seen wooden buildings and a small stone fort.
  The beach has rickety jetties and a ragtag collection of rafts and boats of all kinds floats in the shallow bay or lie dragged up on the sand. On the southern headland stands a tall and featureless obsidian tower.
  Challenges & clues
  • The path makes its way directly past the tower, known as The Dart. Enquiring there will be met with silence at the one single entrance at the tower's base.
  • A **ferryman** can be found upon the creek bank who, for a coin, will take the party across the river to the fort.

 
 
by Midjourney

 

 

Travel by sea

The catamaran skims across the shallow sea. Coral reefs slide beneath the hulls. The low sun colours the tops of the gentle waves pink and orange and your nostrils flare at the sharp tang of salt in air.
  The coast lies to your right as you head north toward Camp Thrifty, and the mountains of your island tower across the Eastern horizon.
by Midjourney

 

Sunken ruins

Ahead you see a small skiff tethered to the side of a small ruined tower that lies half-collapsed in the shallow water.
  Challenges & clues
  • Two treasure hunters from Camp Thrifty are currently investigating the inside of the tower.
  • Their skiff is unattended and contains a small handful of ancient coins and small mud-logged trinkets.
  • The treasure hunters will get defensive with any intruders, saying :We got dibs. Talk to The Dealrunners."
  • if combat ensues, they will try to escape rather than fight, and if news gets back to Camp there could be repercussions.

 
 

 

Wild weather

The sky grows dark as black clouds descend from the mountain ranges toward the sea. The wind snaps angrily at the sails and the waves begin to crash across the decks. A strange fell singing can be heard upon the winds.
  Challenges & clues
  • a skill challenge for the party to keep the catamaran afloat
  • risk of capsizing, people falling overboard, losing supplies
  • The ship can be used to 'run ahead' of the storm to minimise damage, but be blown off course and risk entering The Uferbrech Gyre
  • The singing is a clan of Serpent folk who have come to the surface to revel in the tempest. They are not combatant, and can be asked to assist any who fall overboard.
  • In the event of a full shipwreck, the party will find themselves washed ashore with many, if not all, belongings lost. The Serpent Folk will have helped them. One will note that they are relatives of Seatex, who works at The Skull and Duggery in Camp Thrifty.

 
 

 

Protectorate explorers

On the horizon to the north you spot a sail. A large square-rig which can mean only one thing: the Protectorates. And they are heading your way.
  Challenges & clues
  • The boat is actually an explorative expedition, led by a rich noble from New Lafaelle named Rasunde K'Delo.
  • Rasunde is seeking ruins to explore for ancient secrets, and mapping the coast as he goes.
  • He has hired a crew of five from Camp Thrifty, mostly pirates.
  • Among them are spies for Tasido, Argenti and the Protectorate forces. Word of the parties movements will get back to town within two weeks.
  • Rasunde will pay for knowledge of any ruins the party has found and gladly share any information he has (not much).
  • Within Rasunde's cabin, he has his Bittybells and a Blood compass, as well as books and maps about a place called 'Old Lafaelle' and a letter from someone called Sona Kiatma Chipaka asking to be kept abreast of any discoveries.

 
 

 

 

Arriving at Camp Thrifty by sea

Between two low headlands sits the mouth of a meandering creek that makes its way through sand dunes and stunted mangroves. A rocky outcrop sits in the mouth of the creek atop which can be seen a collection of wooden buildings and a stumpy stone fort.
  The outcrop is surrounded by rickety jetties and a ragtag collection of rafts and boats of all kinds floats in the shallow bay or lie dragged up on the sandy beaches.
  On the southern headland stands a tall, slender and featureless obsidian tower.
  Guarding the bay sits a simple wooden platform atop an exposed chunk of reef. A large Ballista swivels to train itself on your catamaran and a guard shouts down at you - ordering you to berth at the platform.
  Challenges & clues
  • Told to berth there for inspection.
  • One guard will stay above manning the trebuchet.
  • Alarm raised at any violence or refusal. Reinforcements will arrive quickly from the beach.
  • Bribery expected.
  • Once passed, can go to the Spindrift to tether.

 
 
by Midjourney

 

 

At Camp Thrifty

Camp Thrifty is a place where deals are made and where those who wish to stay beyond the reach of empires come to hide. The town is run by The Trusted Few - Tasido and Argenti - and their network of Dealrunners from the Coinyard. There are few rules beyond keeping to the word of any deal made, and the Moontide trials are the only form of justice seen among the denizens of the camp.
 

Key locations


 

Rumours

Use these to seed conversations and investigations with NPCs.
  • Tasido and Agenti are the leaders. They do not see eye to eye. The parents are fighting again.
  • Unsure why Lord Akron has tolerated the camp. Maybe Tasido or Agenti made a deal? Maybe the Dart owner scares him off
  • Every now and then a goblin slave will escape Omberstad and make their way here.
  • There are a few goblins in trusted positions. The owner of the Skull and Duggery and the clerk of the Coinyard.
  • Goblins have been known to disappear, most think they are leaving to join the Talons.
  • There is a metal shortage. Impacting the local smithy and weapons and other metal work is rare and expensive.
  • The Talons are a threat to trade. Many believe they are the ones who have caused the rarity of metals being mined by the Protectorates in the mountains
  • The safest path to Omberstad is through Windwheel Pass, but it is well guarded by Protectorates
  • Some have heard that there are new strange monsters stalking the mountain paths. Reports of corrupted animals and plantlife.
  • There is a secret smuggling route in and out of Omberstad
  • The Dart appeared in town a year previously as if by magic.
  • The owner of the Dart pays well for old trinkets. His emissaries will make contact if they learn the party has any objects worth his time.
  • There is a shortage of metals and other minerals in town. Deliveries, both legal and illegal, have dried up.
  • Some have heard that The Mines of Koigua have closed for some mysterious reason.

 

Hooks and scenes

Meet with Luger

Storekeeper Kogan said he had a contact here called Luger Vanderson. The camp is chaos though. Boats floating haphazardly in the harbour, tents up and down the beach. People working the docks. You're going to have to ask around.
  Challenges & clues
  • Luger Vanderson would normally be found at the The Skull and Duggery, and most people in Camp would suggest this.
  • His partner, Kemp Loggerback is relaxing in the downstairs pool at the Skull and Duggery.
  • Kemp can inform them of Luger's current predicament: delayed deliveries from the Protectorate mines have meant that Luger could not honour a deal he had made with Tasido Diamond.
  • Failing to honour a deal could result in exile, or worse.
  • Luger and Kemp could find the supplies that the Talons need, but can't while his current issue is unresolved.
  • Luger is currently at the Coinyard pleading with Tunlach for an extension.
  • Luger desperately needs silver ore to replace what he had promised before judgement is passed on him at the next Moontide trials (in two to three weeks depending how long the party took to get here.)
  • He knows there is silver stockpiled in Omberstad. '
  • Luger will help the party if they help him steal that silver.
  • It would be possible to ask Tasido himself for clemency if the party can offer something Tasido needs.

 
 

 

Party at the Skull

The tavern is filled with patrons of all types. Midkin mix with goblins and devilkin and even the occasional finned serpent or turtlekin from the tangled fathoms. High above the mezzanine hangs the skull of some huge underwater beast and a diving board below it. Just as you enter, an intrepid patron launches himself at the skull, misses it entirely, before plummeting three stories down to the central pool below. Welcome to the Skull and Duggery.
  Challenges & clues
  • The proprietor runs the main bar: Vinnie Three-drinks.
  • Our heroes can partake in the 'Skull Reach', a difficult challenge, with lots of wagers and potential winnings to be had.
  • Vinnie or the robot barkeep downstairs can help find Kemp and give the party an overview of Camp Thrifty.
  • Seatex, the serpent bouncer in the lower pool, will have heard of the party if they were saved by his kin in the storm.

 
 

 

A shady deal

Descending to the lower level of the Skull and Duggery, there are private rooms. Outside one closed door, you see a rough-looking pirate who scowls and raises an eyebrow as you approach.
  "You got dealin's with the Diamondmaw? If not, get gone!"
  Challenges & clues
  • If the party is with Tunlach or Luger they will be able to wait until Tasido's current meeting is finished. Otherwise they will be moved along.
  • Tasido is inside, currently meeting with Warkurdi.
  • Warkurdi has had a deal broken by someone called 'Skud Nelson' and wants Tasido's help tracking him down.
  • When Warkurdi leaves, the PCs will be shown in.
  • Tasido will be open to extending Luger's delivery deadline IF the characters can help him track down Skud for the Doctor.
  • Tasido knows only what Warkurdi told him. Skud reneged on a delivery and fled town.

 
 

 

The Good Doctor

The doctor's pavilion is a wide, open tent, gently flapping in the breeze. In its shade can be seen rows of canvas cots and a few cabinets and benches. Most cots are empty, but a couple of sleeping forms can be seen.
  A tall devilkin with dull red skin, wearing the white robes of a doctor, steps forward, smiling.
  "Welcome to my Pavilion of Respite and Repose!" he spreads his arms, "how may I be of service?"
  Challenges & clues
  • If the party has made the deal with Tasido, then Warkurdi will be eager to find Skud's whereabouts.
  • He was supposed to have secured a 'special delivery' but has fled town instead. No details of the delivery will be mentioned - just some supplies from Omberstad for his work.
  • He has secured another helper to get the original job done, doesn't need help with that.
  • He heard that Skud was seen heading south.
  • The doctor is also very interested in news of the corruption, and can offer advice on potential cure. Needs a sample of it to examine and run tests.
  • The doctor is secretly trading Crystal uhd for soul-husked bodies with Gorias De Soto.
  • Gorias sends the bodies to the Doctor, who stores them in a hidden pit behind the pavilion. Agents from The Gleaming City pay well for them.

 

 

Tracking down Skud Nelson

Finding Skud might prove troublesome. You could ask around to see if anyone knows him or where he might have gone.
  Challenges & clues
  • Players may have already encountered Skud if they explored the Time-slowed ruins on their way to Camp Thrifty.
  • People in town didn't really trust Skud. He was unreliable.
  • Some heard he mentioned he was scared of something, needed to get out.
  • Heard bragging at the Skull and Duggery that he'd found some ruins where he could get enough to sell to the owner of the Dart to make him rich and pay his dues.
  • Was seen heading south.
  • He had a tent he slept in on the southern bluff near the Dart. Its still there.
  • A scribbled map copy can be found there - showing the location of Ka Nakamoth.
  • Skud has gone to Ka Nakamoth to retrieve artefacts to sell to the Dart. He has become stuck in a time-rift.
  • If saved, he will reveal he discovered that Warkurdi is trading in dead bodies with someone in Omberstad.

 

 

The owner of the Dart

The obsidian tower stretches up, its sheer walls black, smooth and reflective. You cannot see any windows, or other external features, save for one huge door at the base.
  Challenges & clues
  • The Dart is owned by a nameless being, but one of their robed minions will answer.
  • The door has a small panel which opens after persistent knocking.
  • They talk with a soft lisp.
  • They will not let anyone enter, but will express interest in any artefacts the squad may have found.
  • If they are told of the time-slowed ruins, they know of them and indicate they will pay well for any artefacts from the ruins.
  • They offer advice: the statues can be negotiated with to offer some protection against the time-slow effects. They require an offering or penance of some kind.
  • A Dealrunner will be required to facilitate any trade.

 

Odd Jobs

There are signs of activity all over Camp. The young Dealrunners can be seen constantly scampering to and from the Skull and Duggery and across the Spindrift, and up to the Coinyard carrying their missives. There is clearly opportunity to be had.
  Challenges & clues
  • Goods and services can be exchanged in kind or for silver coins from the Coinyard.
  • Many ship captains will offer coin for labour loading or unloading good at the warehouses or between boats.
  • A blacksmith works near the Coinyard who needs metals and wood for the furnace. He sells basic armour and arms.
  • A smuggler wants records of a deal stolen from their rival crew's boat.

 

 

Into Ka Nakamoth

Our heroes will have learned where Skud Nelson has gone to, and may even remember the location of Ka Nakamoth from their journey to Camp Thrifty. They may have already encountered these ruins on their way to Camp Thrifty (see above). If not, revisit that node and come back to here as the party progresses.
  Remember this may be only one potential outcome to the challenges and goals for the adventure.
 

Key encounters

You have managed to track Skud Nelson (back) to the ruins deep in the forest south of Camp Thrifty. He is your ticket to getting what The Talons of Aetora need from the pirate enclave: access to the supplies you need, and potential allies in your struggle against the Protectorates.
  Out of the tangled growth you spot one of the guardian statues circling the ruins: Kofa, the vulture-headed goddess of death stands with her skeletal hand stretch out in warning.
by Midjourney

 
 

Help from the guardians

On close inspection, you notice that the statue's outstretched palm has a diagonal slash carved into it, and a small groove or gutter at the base of the palm. A strange inscription can be seen carved into the Statue's base.
  Challenges & clues
  • The inscription is in an ancient dialect of the goblin language. It can be deciphered with a suitable skill check.
  • The inscription reads: "The pure of blood keep the Vigil."
  • if enough blood of any Tokari goblin is placed on the palm of the statue, it will gather into the gutters and animate the statue.
  • The statue will ask "Will you keep the Vigil?"
  • It will then ask: "What do you seek here?", "For what purpose?"
  • The statue can tell if someone is lying.
  • If any answer suggests that the blood-givers goal is to remove artefacts or knowledge from the ancients, it will reply: "What is kept shall stay, including those who betray the Vigil."
  • If satisfied that the blood-giver is keeping to the vigil, it will respond: "Keep the Vigil and tread carefully in the footsteps of the ancients."
  • At that the statue's hand will turn into a giving or beckoning sign rather than one of warning.
  • With this blessing, the party will be free of the time-slow effects.

 

 

Skud's camp

In a small clearing in the trees, you find some low stone walls of the ruins that someone has converted into a makeshift camp. A canvas awning is stretched over a simple bedroll, and signs of a recent campfire with some of the coals still smouldering.
  Challenges & clues
  • Skud has been using this location as a camp.
  • In the bedroll can be found a small notebook of drawings and scribbles. Many sketches of natural landscapes and recognisable places in Camp Thrifty. On the last page there is crude map of Camp Thrifty, with a skull symbol marking the dunes near Warkudi's pavilion.
  • There are also a couple of ancient metallic artefacts that Skud has collected, rusted and crumbling with age. Their purpose unknown.
  • Investigation can reveal Skud's tracks leading deeper into the ruins, he has been back and forth a few times.

 

Angry spirits

You hear a restless wind blow, almost like voices hissing in your ears. And yet the tree tops don't move - there is no wind to be seen. You sense a movement out of the corner of your eyes, spin and it is gone.
  Challenges & clues
  • These are Kahi, Ancestor Spirits, long forgotten by the living and have descended into madness.
  • They only know one thing: to keep the ruins from being disturbed.
  • If the heroes have any object collected from the ruins on them, they will be attacked by 1-4 ghosts of the dead.

 

 

Time-trapped Skud

The ruins have become far less overgrown, the streets of the town show signs of earthquake, with the magnificent architecture fallen to the ground in parts, but many buildings remain intact. Ahead, you see a strange sight.
  Challenges & clues
  • About 200ft down the street you see a man (Skud) standing in the archway of a building.
  • Close inspection shows he is not moving.
  • If the party has the protection of the Guardians, they can approach safely, and he remains frozen in time. He will stay that way unless someone touches him, in which case he is released.
  • If the party does NOT have the protection, as they approach him they watch him start to move to face them, as if in slow motion. When they reach him, the party will be stuck in the same time-trap as Skud.
  • If they talk, Skud will be surprised at their sudden appearance, and fearful. Assuming the Doctor has tracked him down.
  • He can reveal that he ran because he discovered that the Doctor is trading in dead bodies.
  • Skud was being forced to collect them - mostly dead goblins - from Fort Kustos in Omberstad.
  • He fled to the ruins, hoping to find an artefact he could sell to the Owner of the Dart for protection.
  • He has found a pure crystalline Uhd shard. An incredibly lucrative find that could fund much more than Skud's freedom.

 

 

Escape

Skud will be happy to share his find with the party for their protection and help in getting back to the Dart without being found.
  Challenges & clues
  • If time-trapped, the return journey will have seen 2 weeks' pass outside.
  • If not time-trapped, the party can return in real time.
  • With the crystalline shard in their possession, the Angry spirits will pursue them, joined by others as need to keep the chase hard.
  • The Guardian Statues of Kofa will animate and attempt to kill those who take the shard or other artefacts found.
  • Statues and Ghosts will only be able to pursue those escaping for 500ft past the ring of statues - they are tied to the ruins.

 

 

Outcomes and next steps


 

Turn Skud in

If the party turns Skud over to Tasido, they will earn Luger's reprieve and loyalty. He can get them unseen into Omberstad, and help steal supplies in food and arms directly from the Protectorates. Skud will be imprisoned, but will not survive to the next Moontide Trial. He will be found with what appears to be Zikety Crab overdose, but is in fact a full Sallowing.
 

Sell the shard

The Owner of the dart will trade an immense amount of wealth for the shard, as will Tasido or Argenti.

Keep the shard

The shard has magical properties that augment magic use - making it stronger, more sustainable and more far reaching. It is a boon to any practitioner of magic. However, keeping it will also make targets of the party. Even if they hide it, the agents of the Dart, and even Argenti herself can senses its power when it gets too close. If not offered in sale, they will attempt to steal it.
 

The Good Doctor

The party may be very suspicious of the actions of Warkurdi and his trade with Gorias in Omberstad, and even seek to unnearth his body pit in the dunes behind his pavilion. Warkudi will protect his interests violently, and agents of the Cult of the Devourer may be sent to assassinate any unwise to spread rumours or try to expose him.

 

Cast of characters

Adversaries


 

Potential allies

Luger Vanderson
Character | Jan 17, 2026

Luger is a devilkin smuggler from the Shimmerlands, looking for his big break in the Uferbrech Archipelago.

Role

  • Smuggler in trouble with the Dealrunners
  • Can get supplies for the Talons
  • needs to clear his debt
  • knows secret paths to get into omberstad
Tunlach
Character | Jan 17, 2026

Tunlach works at the Coinyard as a minor administrator.

Role

  • Estranged father of Xilocoth
  • Administrator of the Coinyard and Dealrunners
  • Can arrange meeting with Tasido
  • Sympathetic to Talon's cause
Jundichiglo
Character | Jan 17, 2026

Jundi is a lone Shroomkin, who usually lives within but has become estranged from the Spore Mind Glomero

Role

  • Shroomkin on run from corrupted spore mind
  • seeks a cure for the corruption
  • wants Talon's help to get the cure

 

Neutrals

Maps


 

Camp Thrifty

Camp Thrifty

The Skull and Duggery

Skull and Duggery
Largest Tavern at Camp Thrifty

Comments

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Jan 1, 2026 12:37 by Asmod

So detailed and amazing and I can see how the average of TTRPG characters I play would do this, and the parties I get involved in.

Jan 11, 2026 07:33 by Tim Day (Ononomad)

Thanks Asmo! Glad you liked it :-)


Check out Shadowfire
Jan 11, 2026 06:50

I'm not a tabletop gamer, but I could very well imagine this plot as a starting point for my novel project.

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Stay imaginative and discover
Blue's Worlds - Elaqitan - Naharin
Jan 11, 2026 07:32 by Tim Day (Ononomad)

I am considering it as basis of a novel at some point. :-)


Check out Shadowfire