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The party is recruited by a group of people loyal to Khemet who reside on a ship called the Rising Sun.

​The Rising Sun is a 90’ long modified caravel sailing with a crew of Captain Moody, First Mate Polliver, 10 sailors, 3 Recruiters and 10 guests. The ‘Sun’ has also been secretly enchanted with spells that allow it to go a little faster than a ship of its size and sail (+2mph for short bursts). It also has some defenses built in that are not as apparent, but will help defend in the case of some pesky pirates or coastal patrols.
Captain William Moody – The captain is a strong barrel-chested sea dog with long black hair drawn back in a ponytail and a well-trimmed beard and mustache that is braided. He appears to be a human in his mid-50’s, but is very hardy and hold his command without flinching. For the most part, he is serious about his business and does not interact with the recruiters or their guests unless they directly affect the smooth running of the ship. He leaves his first mate to be the liaison between the two groups.
First Mate Tengo Polliver – Tengo is a wiry tan-skinned swashbuckler that makes no pretenses at being an officer of the ship. The crew obeys him without question and he only answers to the captain. He has a good working relationship with Abel and his lot and will help out when needed with assigning shipboard duties.
Chief Recruiter Abel Redforge – Abel is a stern, but fair dwarf who has adjusted to the life aboard a ship very well, especially with his heritage. He is very confident, direct and honest with the information he decides to give. He does most of the speaking for the other recruiters and the crew and is the main person to welcome the new recruits aboard.
Asst. Recruiter Lina Xalanthes – The purple-haired gnome is hard to miss as she deftly moves about the ship. At first, she appears to be an eccentric member of the Sun’s crew, but she is much more than that. Lina is also a powerful cleric of Gozreh, god of Nature, Storm and Sky. She has a good heart and sometimes has her doubts about her purpose on the ship, but she is fiercely loyal to Abel, who rescued here as a teenager from slavers in the south. Lina will be a good confidant to the characters and may give them some helpful advice that they may not otherwise get for the others.
Asst. Recruiter Po Mishan – Tall and stick-thin, but confident, Po has travelled a long way from his homeland in Tian Xia to be on this ship but his natural curiosity about magic has driven him to the far ends of Golarion. Po is quiet and polite, but always analyzing things whether they be weather, books, artifacts or people. Po has an easy demeanor and his calmness often belies the power that he can wield.

In Part 2 and Part 3, the new recruits wake up to a new reality. They are not sure that they are 'onboard' with this plan.

Part 2: Waking with The Rising Sun


You open your eyes to a dim light and immediately feel a wave of dizziness come over you. It seems that the world is rocking back and forth, but only when you spot a nearby lamp hanging from a post and watch it sway in motion with you that you realize that it is the room you are in that is moving. You are lying on a small bunk bed with others around you beginning to stir as well.


-    The others in the room are the party
-    In the other room are more NPCs;
o    Trent Gable, H, LG, Pal 1 – very upset and haughty, demands to know what is going on, etc. Says he is from Magnimar
o    Livini Truelight, ½ E, CG, So 1 – very scared, was brought from her estate in Absalom
o    Elmast Bronzearm, D, LN, Ro 1 – amused at the others reactions, seems to be taking it well. Says he is from Ardis in Ustalav
o    Ylaren Tinth, H, NG, F 1 – doesn’t appear to be too bright, and follows orders without much resistance
o    Jacor, ½ O, CN, Ba 1 – not happy at all and pitching a fit. The crew will eventually have to set him in a rowboat to cool off
-    The characters have no gear other than clothes. At the foot of each bunk is a pair of locked (DC 25 to open) footlockers containing their personal effects. They will get keys to their lockers once they have been assigned duties and gone through ‘orientation’
-    All doors in lower decks and hold are locked (DC25)
-    Once the groups begin to emerge on deck, the orientation begins

​

Part 3: Orientation


As the group emerges on deck, they are greeted by a ring of sailors, who are sitting or standing casually around the edges of the deck and three figures, a thin human, a purple-haired gnome and a burly dwarf. The dwarf speaks up first:
“Welcome aboard the Rising Sun, my newest recruits! Ha Ha, I bet you are wondering where in the hells you are and how you got here. Well, you’ll find out soon enough, I wager, but first things first. As I said before, you are on a ship named the Rising Sun and we call no port our home, for the sea is a good a home as any port.” The gnome giggles when he says this. “You are here because you are interested in some adventure and want to make a name for yourself.”
The paladin interrupts here and says “But I did not agree to be kidnapped and brought aboard this boat. I demand that you return me to my home at once.”
The dwarf smiles as sweetly as he can, which is a bit creepy and then says “I’ll give ya one warning about making demands. And that goes for the rest of you. Keep your yap shut and you’ll do just fine on this ship.” The paladin looks like he’s going to say something else, but the other dwarf raps him upside the head and says “shut it, boy”.
“So, as I was about to say. You are not captives and you are free to leave whenever you wish.” He gestures to the ocean. But you may want to wait until we are closer to shore. As you heard before, this is a rare opportunity for you all and if you stick with us, your reward will be more than any of you can dream about.” He looks over everyone to see if there are any more interruptions.
“Let me introduce myself and my mates. My name is Abel, this here wee thing is Lina and the stick over there is Po. We are going to be your mothers, your fathers and your teachers on this grand adventure. Up there,” he motions to the quarterdeck, “is Captain Moody. You are to stay out of his way and out of his business or we really will find out how good a swimmer you are. His first mate, Tengo is the monkey climbing up that rope,” he says, gesturing to a man who looks like any of the other sailors except he is actively climbing up toward the crows nest on the mainmast. “The rest of the crew are here to do their jobs, so just stay out of their way. And speaking of which, anyone who’s going to bunk up on this ship will need to pull their own weight. You will be assigned to a task that best suits your, uh, talents. Let’s hear what you can do.”
-    He will ask the characters if they have any special professions, crafts or knowledge areas and then assign them to one of the following positions:  Swab, Rigger, or cook’s mate (2)
“You will also be assigned a teacher. This is the person who will be responsible for giving you the brains to stay alive. Listen to them well and heed their advice. Let’s hear what you think you’re good at.”
-    He will then assign each person to a teacher:
o    Din – Po
o    Mer – Po
o    Tark – Lina
o    Ramos – Lina
o    Balen – Abel
“Yes, yes, you want to know what has happened to your precious belongings. They are safe in those lockers in your cabin. If you behave yourselves, we’ll give you your keys. But you need to earn them and believe me, there’s nothing in there that you’ll need on this ship right now. Ha! Now go meet your new mommy or daddy and we’ll meet up again at midday meal.” 
 

After their 'orientation' the group travels to their first official mission. Abel gathers the new recruits and fills them in:

“Welcome to the Jagged Saw, otherwise known as the coast of Taldor. Some of you have been assigned a task here and will be walking on firm ground this morning. Ha! I bet yer chomping at the bit, eh? Okay, here’s the plan. I’m going to give you a map with some simple directions. You are to head north until you reach a road and follow it northwest ‘til you get to the town of Falcon’s Hollow. Near the town is a well-known local witch. If you ask around you should be able to get directions to her house. She has a little item I’d like you to retrieve called a Soul Speaker; basically a shrunken head. Once you get it, get back on the road and keep following it until you reach Ridonport. Once there, take the little head to a local hedge wizard called Flint. We’ll be waiting in the harbor for your return! Good luck my friends!” Something about the way he say “my friends” reminds you of someone else…


From the drop off point on the coast to the road following the River Foam is about 10 miles due north. Along the way, the group will see the remains of a few smugglers’ camps, including at the beach where they landed. Buried up to his chin in the sand is the skeletal head of an unfortunate soul (the rest is still below the sand). The group can notice a faint trail leading north with a DC15 survival check. If they follow the trail, about 1 hour along they will come to another smuggler camp, but this one has some scavengers.

Full disclosure - I wanted to use a little 1st level published adventure called Hollow's Last Hope, but didn't realize that this was a known location in the country of Andoran, so I placed it in nearby Taldor. By the way, Andoran is not mentioned anywhere in this module, so I can't be totally to blame! 
Jagged Saw.jpg

© 2021 by MF

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