Scene 3: The Ship

The shipwreck in Brinestump Marsh

The shipwreck in Brinestump Marsh

Scene 03 — The Kaijitsu Star

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SITUATION

*The coast. Dawn. The beach camp is behind them. Somewhere ahead, in a shallow

swamp pool where the marsh meets the sea, a two-masted ship has been stuck in the

mud for decades. They can smell it before they can see it.*

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NARRATION

The ship sits in its pool like something that gave up a long time ago and made

peace with that decision.

Two masts, both still standing, which is surprising. The hull has gone the color

of the marsh — dark and soft at the waterline, held up by mud as much as its own

structure. The name on the bow is written in a script none of the eight can read.

It doesn't matter. They didn't come here to read.

They came here for whatever's inside.

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[BEAT: first sight — the Kaijitsu Star, still and rotting in its swamp pool]

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NARRATION

The horse sees them first.

It's in a fenced yard built off the ship's side — a full-grown stallion, dark

gray, with the filthy look of an animal that has been here too long and knows

it. It is not pleased about visitors.

Neither, presumably, is whoever built the fence. The horse belongs here — part of the same arrangement that put a dog named Cuddles in the galley.

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[BEAT: the yard and Stomp — something is living here]

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*[GAMEPLAY: Approach — the yard, the horse Stomp. The ship's condition, the

entry points. Fenced pen with a gray stallion. Boarding the ship requires

dealing with or bypassing the yard. Dogs chained to the masts — Scabtongue

and Tickletooth, half-starved, feral. The galley holds a third dog (Cuddles,

larger, worse). Each disturbance increases the chance that what's sleeping

inside wakes up.]*

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NARRATION

The horse dies first.

This is how it goes in goblin stories involving horses, and they all involve

horses, and the horse always dies first.

The ship makes no sound.

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[BEAT: the horse is down — the ship is quiet — for now]

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NARRATION

Below decks: the smell of old wood, old water, and something that has been

cooking things for a long time and not always waiting for them to stop moving.

The ship has been occupied. The evidence is everywhere — bones arranged with

opinion, scraps of cloth that were once people's clothing, a cauldron with

ongoing projects. Someone lives here. Someone with a large mouth and smaller

ideas about whose food is whose.

Among the bones: the remains of Scribbleface — a goblin outcast who had been banished from the Licktoad tribe for the crime of reading and writing. He came here. He did not leave.

Her name is Vorka.

The tribe knows the name. Every Licktoad goblin knows the name, which is why

none of them were keen to volunteer for this particular mission. Vorka was

Licktoad, once — the wife of a former chief. She ate him. Then a few more.

Then the tribe threw her out, which was honestly the minimum response. She

came here. She has been eating things that come to her ever since.

She is asleep when they find her.

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[BEAT: the ship's interior — the cauldron, the evidence, the sleeping Vorka]

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*[GAMEPLAY: The ship interior — Vorka's lair across several areas. She is

asleep; each encounter above decks (dogs, disturbances, noise) adds cumulative

chance of her waking. Lord Longtung — her giant frog companion — patrols the

lower areas. Vorka's cabin holds the red chest. She wakes, prepares (barkskin

potion), and then the encounter begins. She does not retreat.]*

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NARRATION

She is awake.

She has a great many opinions about what she plans to do with specific parts of

specific goblins, expressed at volume and with culinary specificity.

The eight have opinions back.

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[BEAT: Vorka awake — the conversation before it stops being a conversation]

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*[GAMEPLAY: The Vorka encounter. Druid 3. Lord Longtung in melee. Her spells

include produce flame, summon swarm, charm animal. Will not flee. Fights until

one of them doesn't.]*

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NARRATION

Vorka loses.

She said a lot on the way down. None of it helped.

Lord Longtung, whose loyalty was real if nothing else was, flees into the marsh

when it's done.

What's left of Vorka stays with the ship.

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[BEAT: Vorka dead — Lord Longtung gone into the marsh]

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NARRATION

The red chest is in the cabin.

It isn't locked. This is either a sign of confidence or a sign that no one has

ever made it this far alive. The eight open it and find: fireworks.

Fourteen Desnan candles. Twenty paper candles. Seven skyrockets.

This is exactly what the Licktoad tribe sent them for. The chief wanted

fireworks. Here are fireworks. Mission status: complete.

Screech Sagg looks at the skyrockets the way someone else might look at a

sword.

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[BEAT: the red chest — the fireworks cache — the mission objective, found]

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*[GAMEPLAY: Loot the ship. The red chest (fireworks: 14 Desnan candles,

20 paper candles, 7 skyrockets) is the primary objective. Optional: ivory fan

with crude map on reverse found in the cabin — no goblin can read the script.

Its significance is not yet apparent. Player may take or leave it.]*

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NARRATION

They take what matters and leave the rest.

The ship doesn't care. The ship is going to be here when they're dead.

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[BEAT: leaving the ship — the marsh, the route back]

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NARRATION

The marsh is the same going back. It doesn't hold grudges or offer easier

passage as a reward for completing a mission. The same mud. The same roots.

The same quality of silence that means something noticed you.

[END OF SCENE — transitions to: Licktoad Village celebration / Part 2 opening]

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Scene Notes for Downstream Agents

Art Director:

Composer:

Game Designer:

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Lore Flag — Sword Hilt

The sword hilt does not appear in this scene.

Per lore/items/notable-items.md and lore/sources/campaign/lore-conflicts.md Beat 8: the hilt with the rolled paper inside is found during the second ship expedition, which takes place in Part 2 after the Squealy Nord recovery. It has no module source and is confirmed original GM content.

The task brief included the hilt as a key beat for Scene 03. This is a sequencing error — the hilt belongs in Part 2. A dedicated scene for the second ship expedition should be created as part of the Part 2 act, covering:

Until that scene is written, the hilt's narrative introduction remains unscripted. Nothing in this scene has been altered or invented to accommodate the discrepancy.


Revision #9
Created 2026-04-03 07:48:33 UTC by Admin
Updated 2026-04-12 13:06:51 UTC by Admin