Goal: Find the ancient
astrolabe of the Elven Queen Catria
Background: The astrolabe was originally given to the snakemen Katutra
tribe for safekeeping. The elves knew the snakemen to be true friends to
the elves as in the times before the great war. The secrets of the astrolabe
are known to but few. It indicates where the ancient city of Tilicra lies,
in the deep jungle far to the south of Asterland.
Only the High Elven Court and the magipunks know the
significance of the artifact. When the elves returned from their years
of exile following the great war, they first landed at Tilecra. From there,
they dug in against the forces of the new creatures and spirits that had
come to pollute the once beautiful world. A strong fortress of living
ironwood held out the evils of the world. Elven wizards wove powerful
wards into the wood to repel the horrors of the outside world. Jera had
grown much cooler and much of it had gone through an ice age of creeping
glaciers that changed the face of the world forever.
The flagship of the returning elves, the Latilae, or
"jewel" was kept intact as a symbol of the return of the elves to reshape
their world. The elves cast strong enchantments on the ship to slow the
ravages of time. The fastest of all helms propelled the ship in its day.
The ship's creator, Salvarah Diah, made the ultimate sacrifice that the
ship might fulfill its mission of delivering the ancients to Jera to mend
the world. Through an unlawful pact with a necromancer, his soul took
the helm as its new abode. The spirit of this powerful sorcerer provides
most of the magimotive force to propel the craft, and provides for much
of her defenses.
The elves took great pride in the Latilae, a dish-shaped
craft the size of a small city. Legend has it that it can hover with no
magical infusion. No wizard need man the helm to keep it afloat in such
manner, only to aid in propelling her through space. Salvarah built into
the ship's defenses many abilities, of which few are recorded. It is said
that a strong force wall surrounded the ship and that enemy ballistas
and arrows failed to ever penetrate the ship.
Since the discovery of the accounts of ancient text surrounding
the ship by the magipunks, they have lusted after its power. To them,
it would enable them to travel to Lunelle, a magic-rich moon of Jera.
Lunelle is the only source of adamantite, an ultra-hard, light metal used
in the very best shields and armor. The punks wish to build their newest
automatons with adamantite shielding. With these they hope to overthrow
the powerbase of Asterland.
SETUP: After the party's latest adventure, their fame
spreads as to their abilities. The leader of the group (or the highest-level
fighter-type if the party has no official leader) is approached with a
map, a story, and an offer. A halfling by the name of Snievel and his
half-elf companion Igraine tell the following story, Igraine the spokesman:
Many years ago my family owned a great sailing
ship, the Osprey. We traded with the Felann Empire and grew rich until we
were attacked by pirates. We lost our ship to them, but as they forced my
mother and father onto a small lifeboat and set them adrift, my father carried
away his most prized possession, an enchanted astrolabe that could tell
him the directions to any port in Jera. Though my father never again raised
the money to set sail again, he treasured the device all of his life, looking
forward to when he could return to his first love, the sea.
After his death a year ago, God bless his soul, we
held a funeral at our home. He had many friends and aquaintences, being
the goodly man that he was. In the course of the funeral, the astrolabe
came up missing. My mother felt so distraught by the theft that she consulted
a wizard, a friend of our family, to find out who stole it. Through sorcerous
means he informed us of who had stolen the device, one Urva Trik, a friend
of my father, and unknown to us, a thief. We sent for the police immediately,
but somehow he got wind of it and fled before the guards could apprehend
him. The wizard followed his movements through scrying, finding to his
surprise that the man was, in fact, a doppling snakeman in human form.
He fled to his lair in the mountains to the east of Asterland, where others
of his kind dwell in hiding.
Your job, of course, is to recover the astrolabe and,
if possible, kill the thief that stole it. Be warned though, the snakemen
are notoriously tricky, and every word from their mouths will be lies
and deciet. They will try to bargain with you, but don't let yourselves
become victim to their hypnotic enchantments.