The 44th: A Calibration Run
The 44th: A Calibration Run
Read aloud
A battered airship marked 44 squats on a Talathgard berth, its stern engine coughing sparks while a many-headed shadow circles above the clouds. Skipper Mineides offers you passage if you can make the ship fly and help its crew escape with stolen cargo and a fleeing noblewoman. First, the Eastern Colossus must be calibrated to track the dracohydra.
Run the session
Cheat sheet
Objectives
- 1Make the 44th airworthy by calibrating the Eastern Colossus to account for the dracohydra threat.
- 2Help Muress carry her family's stolen-goods ledger to Milvarune.
- 3Draw the dracohydra into firing range of both Colossi.
The clock
Each substantial delay lets the dracohydra close on Talathgard. After two major delays, it makes a probing pass over the berth; after another, the crew must launch under pressure or abandon the run for the moment.
Scenes
- 0:00An Offer at Berth Nine
- 0:20Inspection Under Pressure
- 0:55The Eastern Head
- 1:35Wings over the Launch Platform
Cast
- Skipper MineidesQuestgiver and skipper of the 44th
- MuressAlly
- Alonso “Sparks” DunnelAlly
- Veyra KestWildcard
The hook
Set the scene
At Berth Nine in Talathgard, the 44th is held down by mooring lines while Sparks works in the open stern engine housing. Muress stands beneath the bow's surviving 44 plate with one hand on a sealed satchel. Mineides explains that the ship cannot fly until the Eastern Colossus's head is calibrated for the dracohydra. Veyra offers a second lead: use the ship to draw the predator into range of both Colossi. Before the crew can depart, a Talathgard seizure team arrives to inspect the cargo.
How Skipper Mineides asks
Mineides approaches the party at Berth Nine while Sparks works on the engine.
He offers passage and a share of the run's pay if the characters help the crew get the 44th flight-ready and protect the people aboard. He makes clear that the Eastern Colossus must first be calibrated, then presents Muress's delivery and Veyra's lure as two competing leads for what to do next.
Rumours
Scenes
about 2 hours0:00
20 min
socialThe table is here
1. An Offer at Berth Nine
Berth Nine, Talathgard, beside the grounded 44th.
Mineides lays out the ship's condition and the two possible leads. Sparks demonstrates that the stern engine can be stabilized, but flight depends on completing the Eastern Colossus calibration. Let the characters ask questions, bargain, and decide what they are willing to risk.
NextA seizure team arrives to inspect the cargo and identify Muress.
0:20
35 min
combat
2. Inspection Under Pressure
The crowded berth and gangplank beside the 44th.
The characters must prevent the seizure crew from taking the cargo or Muress's satchel. They can negotiate, create a distraction, expose a flaw in the seizure order, or fight. Keep the goal focused on protecting the crew's immediate opportunity to leave.
The Seizure at Berth NineNextMineides takes the ship toward the old Colossus service road while Sparks prepares a temporary engine bypass.
0:55
40 min
skill
3. The Eastern Head
A weathered control gallery beneath the Eastern Colossus's head, reached from the 44th's mooring site.
The party helps Sparks trace the Eastern Colossus's tracking mechanism and align it to the dracohydra's flight path. Use a short sequence of checks, practical repairs, or creative solutions; a failed attempt costs time or supplies rather than making progress impossible. Sparks will not abandon the stern engine, so the party must manage the test and communicate with him.
NextAs the calibration settles, a shadow passes across the Colossus and the crew sees the dracohydra approaching.
1:35
35 min
combat
4. Wings over the Launch Platform
The 44th's exposed deck and the adjacent Colossus launch platform.
The dracohydra makes a probing pass while the crew attempts to get the 44th ready to lift. Characters can defend the crew, secure cargo, help Sparks, or buy time for Mineides to prepare the ship. Do not force a decisive victory or defeat; this is the moment the party sees the danger clearly.
First Shadow of the DracohydraNextMineides demands a decision: take Muress's ledger toward Milvarune, or work with Veyra to draw the dracohydra toward both Colossi. End the scene before either goal is resolved.
Behind it
What people believe
The 44th is a cobbled-together airship in Talathgard, built from three racing vessels and now used to smuggle cargo.
Skipper Mineides needs help getting it airworthy and escaping with a load of stolen goods and several passengers. The ship cannot fly until the Eastern Colossus is calibrated to account for a pursuing dracohydra. Muress, a noblewoman fleeing an arranged marriage, asks the party to help carry her family's stolen-goods ledger to Milvarune. Veyra Kest offers another course: lure the dracohydra into firing range of the Eastern and Western Colossi. The crew must choose which lead to pursue next.
Background
The 44th began as three racing airships, numbered 40, 41, and 44, before they were welded into one fast, ugly, overbuilt smuggling vessel.
Only the 44 plate remains legible on its bow. Skipper Mineides commands it, while its builder, Alonso “Sparks” Dunnel, insists the temperamental stern engine can fly if nobody interferes with his work. The ship is grounded at Talathgard until the Eastern Colossus's head is calibrated to track the dracohydra hunting the vessel. Muress, a young noblewoman fleeing an arranged marriage, carries her family's stolen-goods ledger and wants it delivered to Milvarune.
The stakes
If the 44th cannot leave Talathgard, Muress may be captured, the stolen cargo may be seized, and the dracohydra may reach the grounded vessel.
If the Colossi are brought into the pursuit, they could stop the dracohydra, but a misjudged flight path could put the 44th and its passengers in their line of fire. The party must choose which urgent lead to pursue without knowing who else may be endangered.
Encounters
2The Seizure at Berth Nine
Combat or social
A cramped loading berth crowded with cargo nets, stacked crates, mooring cables, and a narrow gangplank to the 44th. A creature shoved over a rail can catch a rope or land on a lower dock rather than fall to its death.
Foes
Talathgard seizure crew
Dockside toughs
ComplicationA crate of stolen cargo breaks loose during the scramble. Characters can secure it, use it as cover, or abandon it; each choice changes the ship's load and draws attention.
ScalingFor a smaller or less experienced party, use fewer seizure crew members and have the toughs focus on blocking exits rather than dealing damage. For a stronger party, add one trained guard and have the opposition attempt to seize Muress's satchel. Use appropriate 5E humanoid statistics for the group's level.
First Shadow of the Dracohydra
Chase or combat
The exposed deck and rigging of the 44th above the Talathgard cliffs. The ship is not yet fully airworthy, and movement is complicated by guy-lines, cargo nets, and the open stern engine housing.
Foes
Dracohydra, a custom multiheaded flying predator
ComplicationA loose cargo sling swings across the deck during a sharp maneuver. The party must choose between protecting the escaping crew, securing the stolen cargo, or helping Sparks keep the engine running.
ScalingThis is a pursuit encounter, not a required fight to the death. At level 4, the dracohydra makes a brief pass and withdraws after one clear threat or obstacle. At level 5, it can make a second pass or force a meaningful choice between repairing the ship and protecting the deck. Treat its flight, multiple heads, and any breath effects as custom features; do not assume a specific official stat block.
Cast
4Skipper Mineides
QuestgiverQuestgiver and skipper of the 44th
WantsGet the 44th airborne, protect the people aboard, and keep the crew's next move their own.
“If the engine coughs, ignore it. If it screams, bring me the red wrench.”
Muress
Ally, a spirited young human noblewoman and passenger
WantsEscape her arranged marriage and get her family's dangerous ledger to Milvarune without surrendering control of it.
“That ledger is the only proof my family ever stole anything. I intend to decide what happens to it.”
Alonso “Sparks” Dunnel
Ally, engineer and builder of the 44th
WantsProve his ship can fly and stay beside the stern engine, which he considers too temperamental to trust to anyone else.
“I built a flying machine, not a polite machine. Keep your fingers out of the stern gears.”
Veyra Kest
Wildcard, a local signal-runner who knows the Colossi's old sighting routes
WantsLure the dracohydra into the firing range of both Colossi, even if doing so puts the vessel and its crew at risk.
“I can keep the pursuer interested. I cannot promise the Colossi will agree on what to do with it.”
How it ends
Rewards
Items
A custom insulated tool roll from Sparks, useful for handling hot engine components.
One sealed ration case for the crew's journey.
On a win
The opening leg succeeds if the characters keep the crew and ledger from being seized, help Sparks stabilize the stern engine, and bring the Eastern Colossus's head into calibration.
The 44th is ready to attempt flight, but the party must choose its next lead: help Muress take the ledger to Milvarune, or work with Veyra to lure the dracohydra toward both Colossi. Neither delivery nor lure is resolved in this scene.
What it leaves open
If it fails
- Muress's ledger is confiscated during the berth confrontation.
- If the characters cannot keep the seizure crew from taking the ledger, Muress withdraws from the launch plan until the party helps recover it. The crew loses time, and the dracohydra gets closer.
- The engine cannot sustain flight without a repair or a risky temporary bypass.
- If the party fails to help Sparks stabilize the stern engine, the 44th remains grounded. Mineides can hide the ship temporarily, but the crew must spend time repairing it while pursuit closes in.
- The cargo is seized, scattered, or left behind.
- If the party abandons or loses the stolen cargo, the escapees may still board, but the intended smuggling run is compromised and Mineides loses leverage with the cargo's owners.
Complications (d6)
- 1A stolen cargo crate shifts against its restraints, blocking the narrow passage to the stern engine until someone secures it.
- 2A Talathgard dock clerk recognizes Muress and sends a runner toward the road gate with a description of her.
- 3A pressure line spits hot steam across the engine walkway, forcing the crew to shut a valve or take another route.
- 4A loose racing plate marked 40 tears free in the wind and clatters across the launch platform, drawing attention to the ship.
- 5A lookout spots one dracohydra head above the cloudline. It does not attack yet, but its silhouette confirms the pursuit is close.
- 6Two cargo handlers refuse to board until Mineides shows them a safe place to shelter during the flight.
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