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Welcome to Orn – a complex Dungeons and Dragons campaign which offers a whole series of adventures in a strange and remarkable setting

A Series of Unlikely Incidents

During the Search for the Forest Dwarves, or indeed at any point, the adventurers may be travelling across Orn, and there is a narrative need for an incident which is rather more interesting than a standardised random encounter.

Here are a group of such occurrences, that can be woven into such journeys.  For example when travelling from, say, Taupi’s nest to the elven village.  They are aimed at a relatively low level group (roughly levels 2-5).

Some act as simple ‘experiences,’ with little combat or other gain for the party.  Others require more interaction.

Rather than roll dice, it is suggested that the referee adds these optional encounters as appropriate for the flow of the game.  She may select the incident(s)) which will add most to the character’s adventure. It is recommended that only one or two of these notions be deployed as part of any one journey or playing session. 

 

The Falling Pegasus

The party feel a strong and almost overwhelming wave of evil from the clouds above.  About thirty seconds later a body falls from the clouds, around 2-300 yards away from them.  This turns out to be an adult, male Pegasus.  The creature has no bridle or saddle, and there is no indication of how it died.

DM Note. Keep this as a mystery, as much as is possible.  The assumption is that the creature was killed by either the Astafei family or a similarly powerful, evil creature.

 

The Refugees

As noted, following a Great Winter, the portals around Orn are particularly open to those entering the World from other spaces, as part of the general repopulation following the cold.  However, those who cross between the worlds will not all be adventurers, and may not be willing.

The characters come across a group of poor, hungry refugees.  These are poor subsistence farmers who inadvertently crossed over via a chance portal on their way back from a day’s fieldwork.  A group of men and women with minimal goods, who need help.

The referee can decide their race and ages.  There should be between 5 and 15 individuals – mostly adult, with a few older children and possibly the odd baby.

How the characters respond may be down to their current state, and of course their alignments.  Good characters and particularly paladins may be rewarded for helping them. 

One option would be for the characters to feed them (eg using druidic spells) and chaperon them to the elven village – where they would be willing to work for food and accommodation.

 

 

The Shipwreck

The characters come upon a wrecked yacht, some miles from any body of water.  It has a wooden hull, which is still wet and a single mast, and one sail unfurled.  It is lying on its side, creating a structure about 8-10 feet tall.  The boat has come through a portal on the sea, and crashed on dry land on Orn.  (Optionally, the characters may have heard the crash as it collapsed, around 40 minutes previously).

The hull is of carved mahogany planking above with the bottom three in teak, copper fastened to rock elm steamed timbers on an oak backbone.   The oak backbone is magical, and on water would provide an impetus, acting as a motor driving the ship forward at 2 knots for up to four hours a day.  It is controlled by a series of command words.  However, particularly useless on land.  It is called Delilah.

The ship has a cast iron ballast keel.  The mast is of silver spruce.  There are bronze mast-deck fittings, and there is a keel-hung rudder of oak, with tiller steering.   The cabins have a varnished mahogany and teak interior.  

There is a large displacer beast prowling around the ship.  It has already killed two sailors – who were both satyrs (dressed in simple, lightweight clothes, carrying knives and tobacco).   It will attack any party that approaches.

Displacer Beast. Large monstrosity, chaotic evil.  General description as 5eMM 

            HTK 65

 In one of the cabins, there remains a young female satyr, who is shouting for help.  The cabinway is too small and cramped for the displacer beast to access, and so far, the beast has been frustrated.

In the yacht there are five berths in two cabins with full standing headroom (for satyrs).  There is a galley space and a sink with cold water.  The crockery, cutlery and other moveable items have been thrown about as the ship crashed.  The navigation table is fixed to the wall, but the maps and charts have been thrown across the room.  They show somewhere called the Emerald Sea – which is from the same plane as Ixixion, and Ellason is marked (Players may wish to extend the maps of Bolsano’s plane already included. The satyr has never heard of Ixixion).

There is a saloon area with settee berths  upholstery in blue with scatter cushions and lockers over backrests and folding table between.  There is a bulkhead door to fore cabin with access to the chain locker.  There is also an opening hatch to the foredeck.   A separate heads compartment with sea toilet, hand wash basin opposite with dry / wet lockers - sink, shower and hanging locker

If the adventurers can defeat the beast, they can release the young female satyr, Elpida.  Her companions were Dimi and Filippos.  They were students together and had borrowed the yacht from Filippos’s father to tour the islands for a couple of days.  They were training to be woodland priests.

Elpida, satyr, 1st level chaotic good cleric.

She wears lightweight summer clothing in blue and white, and has no weapon.  On the ship are a cloak, soft leather boots and gloves that belong to her. See Miscellaneous NPCs.

Elpida will explain that the ship collided with the land and capsized.  She and her fellow students were trying to work out what had happened, and seeing what could be salvaged.  However, within 30 minutes of the crash the displacer beast attacked.  She ran and hid in the cabin.  One of her fellow students (called Yanna, Dimi’s brother) ran off into the mists.  The two male students attempted to fend the beast off with knives and pieces of canvas, but died in the attempt.  She is distraught, and needs care. 

The party may feel that she would be best taken care of at one of the civilised locales they know, and may wish to take her there.

Yanna cannot be located.  For her details see Miscellaneous NPCs

Salvageable equipment from the boat includes a compass, barometer, the charts, food for a couple of days, a clock (magical, always wrong), fishing equipment, a harpoon, canvas and ropes, fresh water, the dead satyr’s silver apples and steel knives. 

There is also a locked brass cupboard embedded in the floor of the main cabin.  If picked, it will reveal a silver bracelet, a simple chain.  

 Perhaps the most useful piece of equipment, however, is the compass, which the characters will eventually discover points lazily towards the great Ironwood tree wherever it is on Orn.  However, if they use it to navigate without this knowledge, they may go astray.


Crest Cat!

A young adult crest cat joins the adventurers for a few days, unbeknownst to them.  It will not stay longer, as at this age it will not want to leave its family group for too long.

Crest Cat, young adult     Medium beast,   lawful neutral. General description and behaviour

 HP 30

The crest cat will join in with any combat, particularly if the characters appear to be outclassed or losing.  It will remain camouflaged.  The adventurers may be surprised to see their foe taking blows from an unknown source.

After having left it will return to its family, but will remember the characters and their actions and describe them to its parents.  Other crest cats encountered may (30%) react to the characters accordingly.

  

Fire!

The characters will spy a large-scale fire in the distance.  If they investigate, they will discover a small stand of beech trees burning, in flames.

Within 10 minutes two beechwood treants will arrive to attempt to quash the fire using beating brushes and moving soil.  They will also try to animate any unaffected trees to leave the copse.

- If the party have attempted to put the flames out (or succeeded) the treants will be pleased, and one may speak to them.

- If they have done nothing, they may be blamed and will certainly be admonished.

- If they fanned the flames the treants may well attack them.

Treant. Huge plant, chaotic good.  General description as 5e MM  

But see also the Treants of Orn.

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