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The Last Papyrates
The Last Papyrates
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THE LAST PAPYRATES
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Introduction: Someone has been stealing all of the paper throughout the land, and the
Papyrates are having none of it. That’s their job. And there is a market. Something fishy is
going on… and four lowly wizarding clerks get swooped up in it all one night, to recover the
magical paper they were meant to be guarding.
by TV JACOBS
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THE LAST PAPYRATES
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Adventure Core Facets
1. Getting the PCs together
It’s worth having the players discuss
GOAL: Recover the magical scroll for the
beforehand what their lives are like at the
wizarding library;
university. An opportunity for linking up
individual backstories.
PLACE: Wizard Library > Airship > This adventure assumes that the characters
Mountain-top know each other well and have, perhaps,
been on at least one (magical) adventure
before.
VILLAIN AND GOALS: A wraith commander
who has enlisted the help of a cult to summon
a demon that will reverse the events of history
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PART 1 -
Silence please
When everyone is ready to begin, read
the following:
“Indubitably, magic is one of the subtlest
and most difficult of the sciences and arts. The ancient wizarding library is quiet.
There is more opportunity for errors of The night is waning on and the moon is high,
comprehension, judgment and practice it’s pale light glancing in through one of the tall
than in any other branch of physics” windows. Soft candlelight flickers here and
there throughout the main hall, where you are
all working.
— Aleister Crowley
[allow the players an opportunity to describe
their characters, and what they are doing.
Encourage some banter to begin, a short
scene]
Have at thee!
The DM can describe the sky pirates as
they like. But they are indeed human.
ROLL INITIATIVE!
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thieves… in fact they are chasing cultists
who steal papyrus.
There are four in total left, two straight
cultists and two cult fanatics. The pirates
have dealt with the other five or so. This
fight should be super fast, give everybody
at least one round of combat, and then try
wrap it up.
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THE LAST PAPYRATES
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Up, up and away
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PART 2 - To the
skies
Lower deck
“A little magic can take you a long way...”
This level of the ship is divided in two, one
—Roald Dahl section with stacked barrels (food and
other non-perishables) while the other is
built with shelves and shelves of books
barricaded to the walls. At this time of
It is getting late in the night. The moon night, two or three candles are still lit, but
drifts silently in the sky as the airship very low. An odd pair of paintings hang
carries the party along in search of the despairingly on the one wall behind a
paper thieves. large, wide, wooden desk.
Lord Turkeycock will invite them to look The human ‘Keeper of Tomes’, Father
around, make themselves comfortable. Mortimer Fannyfartle, looks up from his
His right hand man, Sir Robert John, will work - small circular glasses in front of his
fetch them when their sleeping quarters aged eyes as the heroes enter.
are prepared.
He should have a heading for them in the He is poring over books about various
morning. For now, they move East. battles throughout history. He is friendly
enough to talk to the wizards, and his
suspicion is that something more sinister
Clues to deduce is underfoot.
This portion of the adventure is the closest
the players will get to a dungeon. Lord Turkeycock has found evidence of
For the sake of time, it is up to the GM Cult dealings in many of the recent raids
how many areas the players can explore to recover stolen papyrus. Father
before moving into ‘disturbance in the Fannyfartle is plotting areas the airship
force’ - whence Sir Robert John can has covered on a large map.
appear to escort the heroes to their
chambers.
The party can investigate and aid the
researcher if they wish.
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THE LAST PAPYRATES
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has already gone through but yet to plot his map. And he’s frantically trying to
out. figure out what the Cult wants; what are
they trying to do. He mutters something
By either paging through it, or asking out about patterns…
loud, the players can learn about the
battle of Lookout Mountain.
A square gap in the floor shows stairs
A series of mountain tops that jut out into descending further into the airship.
the sky, further to the East, were meant to
become a stronghold for General The next level down is sleeping quarters,
Alejandro Amenabar. He sent his most hammocks mostly. Below that, down more
trusted commander, Valentina Juan Julia stairs is the engine room and cargo hold.
Alvarez, or so the tale goes.
Fannyfartle later discovered a double
crossing and a treachery in the politics
therein.
Commander Alvarez reached the
summits, with fewer men than intended
(due to the treacherous terrain), and was
met with the enemy forces of the North.
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Large pistons pump up and down to your
Main deck & Quarter deck
left and right. Steam chirps out every few
minutes. No one seems to be around at
The main deck is the most accessible,
this hour, but there is a table and chair
and open, to the party of wizards.
with an empty plate and steel mug.
One or two crew mates may be standing
around, on night watch, with a lantern. But
There is nothing else in this room re: loot.
otherwise, most of the papyrates are in
their chambers.
Adjoined to the engine room is a large Any conversation with the Baroness
captain pilot, that asks the right questions
metal door.
to reveal information, will allow the players
It is in fact locked. to uncover the following:
If the wizards make it inside, in one or two “I say, cultists. Who would’ve thunk it ‘ey?” the
storage chambers/alcoves the party may Giff announces.
find a few gems and some gold - but
“I tell you what, I’ve seen a cult or two in my
nothing substantial. There are limited time. There’s always something to summon.
treasures on the ship. That’s their goal, you see. So my surmation is
that whichever cult we’ve found stealing all
They do however find barrels and barrels this papyrus and paper, in fact needs it for
of gunpowder. some insane ritual.
The Giff are known for accepting payment
Haven’t the foggiest idea what it might be for,
in gunpowder.
mind you. Maybe they want to summon a
plague, or a Lord of Darkness. There are so
In addition many options…”
A successful INVESTIGATION check
(DC14) anywhere in a storage location will Shufflenapper is generally quite giving of
reveal the Wand of Wonder. her time to the wizards. She has nothing
much else to do than steer.
The wand of wonder
Rare Item
But really only knows directions and
See stats on page 212 of the Dungeon Master’s things. In short, once they tracked down
Guide this cult, she’s only noticed that the devils
have covered a lot of ground.
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Disturbance in the force
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PART 3 - High on a
mountain top
The figure appears to turn towards the
airship as it floats into position.
“The moment you doubt whether you can fly, you [it should make contact with one of the
cease for ever to be able to do it.” heroes]
— J. M. Barrie, Peter Pan
As it locks eyes with you, a strange
sensation comes over you and then the
figure disappears in a puff of blueish mist.
As the ship plummets through the clouds That player should roll a DEXTERITY
a light drizzle peppers the deck, and the SAVING throw (DC15), as the wraith-like
dawn light is hidden by an overcast and form flashes into being right next to you,
softly raining morning. lunging at you with it’s longsword.
ROLL INITIATIVE!
Mi Mesa es su Mesa
See stats for Sword Wraith on page 241 of
Mordenkainen’s Tome of Foes.
From over the side the players can make
out the mesas the Gnome Professor
spoke of.
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The wraith will fight one round of combat Rivulets of blood dribble along the
with the heroes on deck - in as dramatic a engravings of pentagrams on the mesas.
fashion as the DM wishes - and then
teleport back down to the mesa.
There are three large piles of papyrus
(please note that this ability is not usual
for the creature - it is only for plot bales, one massive stack at each mesa.
purposes, this once) And linked to each pentagram thereon.
A small group of cultists circle each pile of
bales, chanting away.
Cultists abound
The pentagram by one group of chanters
The players will have to decide how to is glowing brightly, the second is
engage. If they want to get down to the beginning to glow. The third has yet to
mountaintop they will need to figure a way begin glowing.
down. There is always the rope ladders.
The wraith has enlisted the cult to siphon
the magic from the papyrus to summon
Chartam - a demon whose coming will rip
the plane apart. Chartam calls forth a tear
in time to reform it, to transform its
primordial essence - thus altering the
events of history (or so the cult thinks).
The idea of ‘palimpsest’ is not lost on
those who know of Chartam.
[it is up to the players how they may, or
may not, learn this. Fannyfartle might hunt
for it once he hears the name of the
demon… or a cultist might part with this
info to save their life]
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See stats for Cultist and Fanatic on page 345 of
the Monster Manual
(treat the cultists as a single unit, that all act as
one on the same turn)
In addition, two cultists are astride giant
bats and will fight from the air.
See stats for Orc Red Fang of Shargaas on page
185 of Volo’s Guide to Monsters
There is only simple loot on these flying
cultists: a few coins, their weapons.
One carries a drawing of complex
interlocking pentagrams.
[it is possible for Fannyfartle to have a
look. He doesn’t know immediately, but
can go investigating...]
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CONCLUSION
explosions to leave only one or two
“Rare stories traveled of those who rose too high,
behind cover.
the ships who sailed like Icarus towards the sun.
And like him, they crashed and burned for their
arrogance.” Once the Commander is defeated, or
― Katherine McIntyre, The Airship Also Rises appeased somehow, she will either fade
into death; or walk solemnly down the
mountainside road - humming an old
military tune.
Gunpowder, treason and
plot
Aftermath
To add fireworks to the occasion, after
about the first round of combat, the Giff Stopping Alvarez is one thing, but the
will launch gunpowder kegs from the purpose of her rallying of the cult was to
airship onto the mesa. summon a demon - and if the wizards
have not managed to stop the cultists (the
Giff having run out of their gunpowder
“Remember… remember...” the wraith kegs) then something else happens.
mutters, as if speaking for the wind itself that
whips against your ears.
Choosing to resolve
Above you Lord Turkeycock cries out, and
Depending on what the players choose to
latches open on the sides of the ship.
do, there are different endings.
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Ending
If there is at least one cultist at each mesa top If the wizards and the Papyrates manage to
for 4 rounds of combat, the ritual succeeds halt the ritual, the mountain top is eerily quiet
and the air crackles as if combusting into as the rain subsides and a small sliver of sun
thunder and lightning right before their eyes. begins to peak through in the mid-morning.
The rock that makes up the mountain side Lord Turkeycock and his crew come on land
boils and burbles into gooey liquid that runs to begin hauling the paper aboard their ship.
off down the sides of the mesa.
With enough clear and kind words, they are
A massive thunder clap and flash of light willing to part with the special papyrus
announces the arrival of a behemoth originally from the wizarding library.
monstrosity astride all three mountain tops.
The gigantic being waves unnaturally in the They cannot, however, offer them a ride
wind like paper, it’s brown flaky skin pulled home.
against a skeletal frame. A terror to behold.
A satisfied laugh slices through the air like a Maybe the gnome can oblige?
blade through flesh. Before you stands
Chartam, and the world prepares to be He has a base-camp a few miles down the
unwritten. side of the mountain, and may be able to
assist.
Whether you will remain in it, remains to be
seen...
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