The players start having overstayed their welcome in Mortylla. Perhaps their previous jobs angered the wrong person or attracted the attention of the local authorities, perhaps they were selected for sacrifice, whatever the case, they need to get out of there quickly! (Probably as a result of the bar fight, or the crime that landed them in the Redemption Spire??)
As the players are running through the streets, maybe have them have an encounter with some city guards, members of the city watch, or less savoury individuals (either a number of bandits equal to the party’s size, or a number of mercenaries one or two less than the party’s size, pp.80-81).
Eventually, through their mad run, they will make their way to the port and will hopefully get the idea of boarding a boat to leave Mortylla as quickly as possible. If they fail to think about it, a nearby person (captain Korim Karthon) waves them in asking them if they’re looking for a boat out of the city. Hopefully, feeling out of options, the players will accept his offer, otherwise, he might have to strongarm them a bit…
Once on board, captain Korim Karthon will announce that they’re sailing to Valorn. While the players might not be thrilled to setting sail to a plague-ridden island (a lot of the crew are not), Korim assures them he has found a treasure map showing the location of a ruin which supposedly holds untold riches, an amount large enough to make one risk being infected by the plague.
(possible mutiny on the journey instead of the sea serpent? Perhaps a storm?? Well, maybe a chance of a sea serpent??) [Make the mutinous sailors bandits?] (Since they'll be starting at Malygris, they'll be sailing near Krand, which might result in a routine boarding by Redeemers??)
Once on the island, the party must be careful for many reasons. First, there is the very real and present danger of being plagued, especially if the locals learn a ship has arrived and see possible salvation in it… Second, should the locals learn there is much wealth nearby and the players are here to relieve them of that wealth, they might get upset… And third, there is no telling what sort of ancient traps or guardians the ruins might have… for that reason, the ship will approach the island at night, and use a launch to bring a small party (including the PCs) to shore before waiting back at sea.
(problem: a few fishermen at a good fishing spot where captain Korim expected to make landfall?)
(Need to find a good ruins map or at least make one…) [Falling block trap and an immature Xolth? Or replace the Xolth by a Slitherslime?]