Caviar Through the Fog
Caviar Through the Fog
Read aloud
Darius Flintwheel, a dwarf who owns a transport company, has summoned you to a Demeria tavern with an unusually well-paid job. He needs an armed landship escorted across Dragons Marsh to Stonewall, and every other crew he asked has refused. The fog-covered lake has begun swallowing transports, and whatever is doing it takes no prisoners.
Run the session
Cheat sheet
Objectives
- 1Escort Darius's armed landship from Demeria to Stonewall.
- 2Cross Dragons Marsh and deal with the creature attacking transports.
- 3Learn what is harming the lake and who is responsible.Optional
- 4Give the Gloamfin a reason to trust the party and protect its eggs.Optional
The clock
The landship is expected to reach Stonewall by the evening of the second day. Delays risk worsening mechanical damage, giving the bandits another chance to attack, and putting more pressure on the Gloamfin's eggs beneath the crossing.
Scenes
- 0:00Darius's Offer
- 0:45Hooks in the Dust
- 1:45Route A: What the River Carries
- 3:00Route B: The Fishery's Secret
- 4:15The Fog's Guardian
- 5:45A Delivery and a Demand
Cast
- Darius FlintwheelQuestgiver and transport-company owner
- Mara VennAlly and chief engineer
- The GloamfinAntagonist or potential ally
- Neris ValeWitness
The hook
Set the scene
Read aloud: The Gull and Net smells of brine, hot bread, and the sharp salt of the fish market outside. At a corner table, Darius Flintwheel folds a route map beneath one broad hand. “I need an escort to Stonewall,” he says. “Two days across country and Dragons Marsh. The pay is excellent. The lake is the reason nobody else would take the job.”
How Darius Flintwheel asks
Darius arranged the meeting at his tavern and offers an unusually large payment for a two-day escort.
He will not identify the cargo, saying only that it is valuable and must remain intact. He admits that recent transports have been attacked in Dragons Marsh and claims the party is the only crew willing to go.
Rumours
Scenes
about 6.5 hours0:00
45 min
SocialThe table is here
1. Darius's Offer
The Gull and Net tavern and the streets and fish market of Demeria, followed by the landship docks the next morning.
Meet Darius, hear the terms, and choose a custom permit: a gunner permit grants +3 to checks made to operate mounted landship weapons, or an engineer permit grants +3 to checks made to repair landship parts. A completely broken part requires 4 components to repair. The permit bonus is custom to this adventure. Before departure, the party can visit the tavern, shops, or fish market to gather rumors, buy supplies, and collect clues.
NextAt dawn, Darius introduces the crew to the landship: a central command tower, two forward turret cannons, two rear mortars, and three fixed side cannons on each side. Its four sides and six wheels can also be damaged and repaired. Darius and Mara pilot and maintain the engine. He says he will follow the party's advice as long as it does not endanger the cargo.
0:45
60 min
Combat
2. Hooks in the Dust
A rutted stretch of road between Demeria and the marshlands, with three scout landships closing from the flanks.
The bandits try to grapple the landship and board it. The party must repel boarders, cut the lines, disable the scout vehicles, or direct the crew through a maneuver to escape. Describe the danger clearly before parts are damaged.
Hooks in the DustNextOnce the attackers are dealt with, the convoy reaches a junction. Darius presents two viable routes. The party chooses Route A or Route B, and can take a short rest and discuss what they have learned between that route's challenges.
1:45
75 min
Exploration
3. Route A: What the River Carries
A route skirting mine spoil and waste channels, then passing neglected fish pens and a runoff-fed stream.
Route A offers evidence about Stonewall's mining waste entering underground rivers that feed the marsh, plus a separate clue that the salmon used for caviar are poorly treated. Use a short environmental obstacle, puzzle, or conversation with workers for the first challenge, then the route's evidence as the second. Reward careful investigation with salvage or a landship upgrade. Provide a rest opportunity between the challenges.
Two Roads to the MarshNextAfter the second challenge and a chance to rest, the road rejoins the route to Dragons Marsh. If the party found evidence, let them keep it ready to show the creature or authorities.
3:00
75 min
Exploration
4. Route B: The Fishery's Secret
Abandoned fishery structures and reed beds at the edge of Dragons Marsh.
Route B presents signs of cruel Demerian experiments intended to produce finer caviar, including discarded equipment and traces of altered salmon. Its second challenge features ordinary salmon becoming aggressive when the party approaches their eggs. The party can retreat, calm the animals, or defend themselves. Good handling or puzzle-solving can produce salvage or a landship upgrade. Provide a rest opportunity between the challenges.
Two Roads to the MarshNextAfter the second challenge and a chance to rest, the road rejoins the route to Dragons Marsh. If the party found evidence, let them keep it ready to show the creature or authorities.
4:15
90 min
Social
5. The Fog's Guardian
A fogbound crossing over Dragons Marsh. The party can risk the deep water or follow the underwater bridge, where the Gloamfin's eggs are exposed to passing wheels.
The Gloamfin blocks the route without attacking immediately. Darius urges the party to shoot. Characters can approach, ask questions, inspect the cargo, or present relevant evidence. The Gloamfin explains that it was a discarded experimental salmon, that the landships' cargo is caviar, and that its eggs lie on the underwater bridge. Darius admits his complicity if challenged with evidence or a successful check. The party can dump the cargo, promise credible political action, or fight. If they earn the Gloamfin's trust, it guides them through the lake and helps keep predators at bay. If they fight or refuse, predators attack during the crossing.
The Fog's GuardianNextAfter the confrontation, the party continues across the lake, guided by the Gloamfin if it trusts them. Any damaged parts, hostile predators, or vehicle choices should shape the final stretch. The landship reaches Stonewall in the evening of the second day.
5:45
40 min
Social
6. A Delivery and a Demand
Stonewall's mountain-side approach and the receiving depot near its gem mines.
At Stonewall, Darius expects the cargo delivered, while the party can bring evidence and petition Lord Wensulworth, Queen Mayble's representative. Resolve the payment, the condition of the landship, the fate of the shipment, and whether either city agrees to address the harm. Leave political outcomes open for the GM to develop.
NextConclude with the party's immediate payment or loss, then offer the hooks concerning the mines, the fisheries, the Gloamfin's eggs, and Darius's company.
Behind it
What people believe
Darius Flintwheel has hired the party to escort an armed landship and a sealed shipment from Demeria to Stonewall.
The route crosses Dragons Marsh, where recent attacks have halted other transports. The party can investigate rumors and local conditions in Demeria before leaving, choose between two routes, and decide how to handle the creature that blocks the crossing.
Background
Demeria prospers on fishing and caviar exports.
Stonewall, built into a mountainside, supplies valuable gems, but its mines send waste into underground rivers that eventually reach Dragons Marsh. The lake's permanent fog conceals both its shallow expanses and the old underwater bridge. Use the permit bonuses, landship damage, component costs, and vehicle combat as clearly custom rules layered over D&D 5E, not as official 5E mechanics.
The stakes
The landship's crew and cargo are in danger, but the deeper stakes are the health of Dragons Marsh and the survival of the Gloamfin's eggs.
A successful delivery may reward the party while continuing the harm. A humane resolution may cost them money and set two cities against them, but it can preserve the lake and open a path toward change.
Encounters
3Hooks in the Dust
Vehicle combat and boarding
A broad, rutted road with ditches, low scrub, and enough room for three small landships to flank the convoy.
Foes
Bandit boarders
Scout landship gunners
Three scout landships, each with one cannon turret and one grappling hook
ComplicationThree scout landships keep pace with the convoy, each firing a grappling hook to let bandits board. The party can defeat the boarders, disable their vehicles, cut the lines, or persuade Darius to change course. Each attached line gives one scout a route aboard until removed.
ScalingFor a smaller or lower-powered party, use two scout landships and fewer boarders. For a larger or stronger party, add a fourth scout or give the boarders a veteran leader. Keep vehicle damage consequential but telegraphed.
Two Roads to the Marsh
Exploration, skill, or light combat
Route A passes over runoff channels, mine spoil, and neglected fish pens. Route B cuts through experimental fishery ruins, reed-choked shallows, and spawning grounds.
Foes
Route A: mine runoff hazards, desperate workers, or scavengers
Route B: territorial salmon and marsh predators
ComplicationThe party follows one of two routes, each containing two short challenges with a rest opportunity between them. Route A reveals Stonewall's mining waste and poor treatment of farmed salmon. Route B reveals Demeria's cruel salmon experiments and a defensive salmon shoal. Checks, puzzle solutions, and humane choices can uncover evidence, salvage useful components, or earn an upgrade. Roll or choose an appropriate light hazard, social confrontation, or puzzle for the first challenge on either route, then use the route's specific discovery for the second.
ScalingFor a more forgiving journey, make one challenge per route primarily investigative. For a tougher journey, add a hazard during the rest stop or have hostile creatures exploit damaged landship parts. The party chooses one route, not both.
The Fog's Guardian
Social encounter with an optional vehicle boss fight
Permanent fog over a shallow lake, with dangerous deep pockets and an underwater bridge covered in salmon eggs. Visibility is short, footing is uncertain, and the landship can be attacked from below.
Foes
The Gloamfin, an arcane-enhanced giant salmon
Lake predators drawn to the pollution, if the Gloamfin is fought or cannot guide the party
ComplicationThe Gloamfin blocks the landship. If attacked or ignored, it fights to disable the vehicle and drive the crew away. If approached, the party can earn its trust with evidence from the route, honest questioning of Darius, or proof that they will stop the harmful shipment. Darius urges violence, especially if the cargo is inspected.
ScalingFor a smaller party, the Gloamfin focuses on pushing the landship off course and uses fewer damaging attacks. For a larger or stronger party, add lake predators or have the Gloamfin exploit the terrain. Its exact statistics are a custom creature encounter; use a suitable level-5 solo creature as a base and adjust for vehicle objectives.
Cast
4Darius Flintwheel
QuestgiverQuestgiver and transport-company owner
WantsDarius wants the shipment delivered and his transport network kept intact. He knows more about the lake's attacks than he admits.
“The cargo is lawful, valuable, and none of your concern. The lake is the concern.”
Mara Venn
Ally and chief engineer
WantsMara wants to keep the landship and crew operational, and is more willing than Darius to consider a detour or repair stop.
“If you hear the engine change pitch, tell me before the tower starts shaking.”
The Gloamfin
Antagonist or potential ally
WantsThe immense salmon wants to protect its eggs and stop the caviar shipments and pollution that have poisoned its lake.
“You made the eggs. You sent them across my home. Why should I let you pass?”
Neris Vale
Witness
WantsA Stonewall waterworker wants the city to acknowledge its mining waste and repair the underground channels.
“The river carries what the mines discard. The lake keeps the bill.”
How it ends
Rewards
Items
The party may keep any ordinary salvage, valuables, or useful components recovered during the journey, as Darius permits.
A successful repair or puzzle solution on either route can earn a custom landship upgrade, such as reinforced wheel rims, a reinforced gun mount, or a fog-sounding rig.
If the Gloamfin is killed, its arcane heart can be fashioned into a custom item, the Marshspark Focus. Once per turn, when its bearer hits with an attack, the bearer can deal an extra 1d4 lightning damage. This is a custom reward, not an official 5E item.
On a win
The landship reaches Stonewall.
On the crossing, the party either defeats the Gloamfin and survives the lake's predators, or earns the salmon's trust and gains its guidance. At Stonewall, the party can deliver the cargo, dispose of it, or use its discoveries to bargain for change. Lord Wensulworth can hear their petition, but his response depends on the evidence and political pressure they bring.
What it leaves open
If it fails
- The landship loses a functional weapon, side, or wheel until repaired with 4 components. Darius can still continue, but the lake crossing becomes more dangerous.
- The party fails to stop the bandits from boarding or damaging the landship.
- They reach the lake delayed and with fewer supplies. A lost or damaged component makes the final crossing harder, but does not prevent progress.
- The party fails to navigate or negotiate the route challenges.
- The Gloamfin fights, and predators attack during the crossing. The party may still reach Stonewall, but the lake remains hostile and the salmon's demands go unheard.
- The party attacks the Gloamfin or fails to win its trust.
- Darius withholds the delivery payment and may blame the party. They can still seek support from Lord Wensulworth, expose the companies' conduct, or negotiate a different settlement.
- The shipment is lost, dumped, or destroyed.
Complications (d6)
- 1A fog bank thickens around the landship. Until the crew uses a successful navigation check or spends time sounding the route, the next vehicle check is made with disadvantage.
- 2A wheel strikes buried stone and loses a section of its rim. The landship slows until the party spends 2 components or succeeds on a suitable repair check.
- 3A leaking caviar crate draws a cloud of aggressive marsh scavengers. They harry exposed crew until driven off, distracted, or the leak is contained.
- 4A grappling line snags a side cannon. Someone must cut it or free it with a successful strength or tool check before that cannon can be used.
- 5A tremor from the underground river shifts the lakebed beneath the route. The pilot must choose a risky detour or make a navigation check to keep the landship level.
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