Adraan is an isolated island that is part of the kingdon of the United Moonshae Isles. Our heroes soon discover that the island is very secure. Its one export is magical ore and a lot of nobles and merchants have invested heavily in protecting this precious trade.
The party learns that a boat leaves for Adraan every 6 months or so to deliver supplies and return with cargo. Llewellen, a port city on the Moonshae isle of Alaron, is the departure point for the ship. On arrival the party discovers that not only is the city locked down with heavy security everywhere, but the boat is scheduled to leave today!
The party has to get on that ship! But how? If they cause too much commotion it could result in the boat being detained. They have to come up with a way to get on board without attracting attention.
Speaking to a gate guard the heroes find out that passage on the boat is impossible. Only authorised personnel are allowed aboard and to make matters worse, the entire dock area is off limits while the ship is tied up. It seems its cargo is exceptionally valuable.
Entering through the north gate of the port, our party sets about gathering information. They take a couple of hours to carefully canvas the town, speaking to residents and gleaning what information they can. They find that anyone of any importance is in the dock area and too busy to be seen. They also discover that wagons have been arriving throughout the day and are allowed through the gates to the docks.
Deciding to try their luck, they approach the guard in command of the dock gates and ask him to let them through to see either the ship’s master, Captain Dielain, or the Mayor of the port-both of whom could grant them passage. However the guard is under strict orders that no one go through the gate without authorisation papers.
The party considers many options, from ambushing a wagon to gain access to the docks to scaling the well-defended walls. Settling on no firm plan, they head to the local inn to see if they can glean more information. The owner of the Inn, Lillian, welcomes the party in and serves them drinks. As they chat with Lillian about local affairs, trying to find out a way into the docks, they hear a smash behind them. A group of drunk sailors are harassing a young waitress. Lillian pulls out a crossbow and launches a bolt into the center of the table.
‘Oi! Pack it in you lot! Don’t make me use this again’
Unfortunately this doesn’t serve as the deterrent she had hoped for and the sailors stand up menacingly and begin to approach the bar. The more noble members of the party immediately step in.
The fight that follows sees the sailors subdued. In gratitude Lillian tells the party about an old sewer entrance in the bushes to the northwest of town. It is locked, but the local elfuence redistribution technician, Doug, has the key and is currently drinking in the Inn.
He is quite drunk, but doesn’t feel like parting with his lovely key. He challenges the party to a drinking competition, Haleth the fighter takes up the mantle and prepares to steel his guts against the oncoming onslaught of ale!
Luckily the fighter has a handy little goblin companion, Ilwyn, who uses his quick fingers to swap a full flagon of ale for an empty one when Doug isn’t looking. Coupling that with the warlord Caecius’s attempts to distract the smelly drunk, Doug eventually lies unconscious and snoring on the inn floor.
Relieving him of his key, the party enters the sewers and trudges through the sludge to reach the Docks.
In the sewers, a stray fragment of magical ore that had tumbled down the well has somehow caused the creation of a giant slime. The party slays the gooey beast to be able to reach the far end of the sewers.
Before leaving the sewer, the party spots light pouring in from a break in the sewer wall. They enter a cave with a pool of water that is the bottom of the town well. Above, they can hear that a wagon has just arrived and entered the dock area. The wagon driver and a local administrator begin talking about events in the docks. The party learns that the boat is scheduled to leave within the next few hours when the tide is high. Also, all supplies are being held in the customs house where the wagon is to report to before proceeding to the crane that is loading the boat.
On exiting the sewer, the party surveys the area. There is a large building with a compound which is assumed to be the customs house. A large tower stands to the north. The boat is moored at the docks to the south with the crane operating nearby.
The party sends the sneaky goblin to start a fire somewhere near the custom house. This causes the guards and workers near the crane and pier end to rush to help put out the blaze, leaving the route to the ship clear. The guards on the boat are too busy organising other workers and trying to keep order to notice the party hiding themselves in some crates.
Once the blaze is extinguished, the crates, party and all, are loaded onto the boat and placed in the hold.
The things go black. Our party wakes up tied to a mast. A number of guards surround them and a tough-looking man looms over them. They have been caught nearly a day before the ship’s landfall and it doesn’t look good…