Session 125: Difference between revisions
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The party gathers in the hallway outside their cells as the sound of the jailer yelling out for Halvor echos down the hall. With no response forthcoming, the party hears a bell ringing in the distance. The alarm raised they ponder their next action. | The party gathers in the hallway outside their cells as the sound of the jailer yelling out for Halvor echos down the hall. With no response forthcoming, the party hears a bell ringing in the distance. The alarm raised they ponder their next action. | ||
|key_npcs = | | key_npcs = | ||
{{:Abe Falstaff}} | {{:Abe Falstaff}} | ||
{{:Eira Shadowglow}} | {{:Eira Shadowglow}} | ||
{{:Halvor Ironfist}} | {{:Halvor Ironfist}} | ||
{{:Lexana Brightshore}} | {{:Lexana Brightshore}} | ||
}} | |||
=== Player Characters === | === Player Characters === | ||
Line 50: | Line 50: | ||
| [[Nail]] || Mark Johnson | | [[Nail]] || Mark Johnson | ||
|- | |- | ||
| [[Poision Egon]] || Steve Politio | | [[Poision Poison Egon]] || Steve Politio | ||
|- | |- | ||
| [[Ricfire Teabridge]] || Keith Welch | | [[Ricfire Teabridge]] || Keith Welch | ||
|} | |} |
Latest revision as of 23:13, 12 October 2025
Session Details[edit source]
Session Date: | 13 August 2024 |
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Game Date: | Morning, CY627 |
Session Summary[edit source]
Synopsis[edit source]
The party goes to jail while Nail goes sailing...
This Session[edit source]
The party finishes the short walk to the Jail and garrison building as the suns rays start to lighten the horizon. The guards disarm the party and walk them down the stairs into the dark cool dungeon under the barracks. They are separated into individual cells, each with a small cot and a bucket to relieve themselves in. In exhaustion they fall into in a deep sleep and for the first time in days get a full nights rest.
A day passes and the party is awakened to the sound of jailor bellowing wake up, chow time! After a few minutes the jailor leaves and Halvor comes clattering down the stairs and into the hall outside their cells. He mentions the regional judge who travels the coastal route hearing cases should be in town in about a week and he will hear their pleas. He assures them their prior help to the town will not be overlooked but that he (Halvor) cant abide wanton lawlessness and the threat of turning Corgelia into a pirate and corsair haven was just to much.
As Halvor departs he passes Aldrans cell who complains of pain and as its something he doesnt want want to let the party know asks Halvor to come closer. Balmaris edges closer to to his cell door to make an attempt to grab Halvors keys. Halvor suspecting something is up keeps some distance between him but Aldran sheepishly keeps asking him to come closer as the topic is embarrassing.
Alrdran tries to explain in a whispering voice the pain is in his groin area and would Halvor take a look at it. Taken aback at the reason and request, Halvor jerks backward just as Aldran makes a grab for him and tries to knee him through the bars. The two exchange taunts and now enraged Havor opens the cell and the trade blows. Aldran jumps up on his cot as Halvor tries to grab Aldran by the neck but Aldran slips, (opposed grapple crit fumble) breaking his leg in the process leaving him prone and incapacitated.
Myra's Job Offer
While the party slumbers in jail, and the Sea Ghosts makes its way out to sea Myra offers Nail a job. Complementing him on his martial prowess and overall levelheaded behavior while in combat against overwhelming odds are traits she appreciates. She moves closer and with a sly smile says that he could take the place of Sigurd "Snake Eyes" as her first mate. Nail declines the offer as he has already made commitments that need to be attended to first. She briefly looks at him with a mixture of admiration but then her faces turns back into a scowl and she stalks off to the helm. She yells out to bring the loot topside, and prepare the small boat to put Nail ashore once they are further away from Coregilia.
An hours sail finds them a few miles offshore. The sailors finish loading a small chest with coins and gems, half a dozen bolts of silk, 12 kegs of brandy, a crate of weapons (swords). With a heave Nail puts oars to water and begins the long row to shore as the morning sun rises. By mid-day he finds himself entering the harbor and not long after ties up at the pier. Beat from the prior nights battle, the sun, and rowing Nail dozes off in the boat. He wakes up some time later and covering the goods with a heavy piece of canvas he secures the boat and heads off towards the jail.
As he crosses Sharkfin bridge he feels a momentary twinge of cool air and catches a musky smell of earth that makes him pause before resuming his walk to the jail.
We're busting out of here!
Leaving Aldran moaning on pain on the floor he stalks out just as Balmaris blasts him with multiple guiding bolt spells that knock him unconscious, dropping him to the stone floor within reach of Balmaris. He quickly removes the keys and unlocking his cell drags Halvor into it before locking him inside. He tosses the keys to Durmen who unlocks the rest of the parties cells while Balmaris tries to set Aldrans leg. Unfortunately he fails to set the bone properly and Aldran grimaces as the pain is intense as he tries to stand. Durmen makes his way back to Aldrans cell and crafts a makeshift splint from the wood of Aldrans cot and a bit of luck with his mend spell restores some functionality to Aldrans leg.
The party gathers in the hallway outside their cells as the sound of the jailer yelling out for Halvor echos down the hall. With no response forthcoming, the party hears a bell ringing in the distance. The alarm raised they ponder their next action.
Session Results[edit source]
Experience[edit source]
The running tally of XP earned is found on the Party Experience page.
Treasure[edit source]
Tasks or Quests[edit source]
List of tasks or quests undertaken.
Rumors or Intelligence Gained[edit source]
Apparently nothing noteworthy this session...
NPC's of Note[edit source]
Guildmaster (Eira Shadowglow)Medium Humanoid (Half-Elf), Neutral EvilArmor Class 15 (Leather Armor) (natural armor)
Saving Throws Dex +9, Int +6 **Evasion.** If Eira is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. **Sneak Attack (1/Turn).** Eira deals an extra 17 (5d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Eira that isn’t incapacitated and Eira doesn’t have disadvantage on the attack roll. **Cloak of Elvenkind.** Eira has advantage on Dexterity (Stealth) checks made to hide. **Cunning Action.** Eira can take a bonus action on each of her turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Actions
Reactions
Roleplaying NotesEira's movements are graceful and fluid, often masking her underlying ambition. She speaks with a measured, persuasive tone, always seeking to sway others to her benefit. Her piercing emerald eyes are constantly assessing a person's worth and potential use. Additional InfoAppearance Eira Shadowglow is an elegant half elf woman with piercing emerald eyes that seem to glow in the dark. Her long, raven-black hair cascades down her back like a waterfall of night, and she often adorns it with intricate braids and clips that glint in the light. Her slender frame is clad in a flowing black cloak embroidered with silver thread, which billows behind her as she moves with graceful, fluid motions. Wears a black leather outfit with an intricate pattern of interlocking crescent moons on the chest. |
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Constable Halvor IronfistMedium humanoid (human), Lawful NeutralArmor Class 18 (natural armor)
Saving Throws Str +7, Con +6
Second Wind (Recharges after a Short or Long Rest). Halvor can use a bonus action to regain 1d10 + 6 hit points. Action Surge (Recharges after a Short or Long Rest). Halvor can take one additional action on his turn. Battle Master Maneuvers (4 Superiority Dice, d8). Halvor has the following maneuvers (Save DC 15):
ActionsMultiattack. Halvor makes two attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. ReactionsParry (1 Superiority Die). Halvor adds 1d8 to his AC against one melee attack that would hit him. To do so, Halvor must see the attacker and be wielding a melee weapon. Roleplaying NotesEnjoys walking the village late at night and takes pleasure in roughing up thieves if he can catch them. Additional InfoAppearance Halvor stands at 6'5" with broad shoulders and arms like tree trunks. His face is a map of scars, acquired during his years of service to the city guard. He sports a thick beard braided with iron wire and wears a suit of battered plate armor adorned with the symbol of the city guard. |
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Secret representative of the Empire of Lhynn Merchants GuildMedium Humanoid (human), Lawful EvilArmor Class 15 (natural armor)
Saving Throws Int +6, Wis +5, Cha +6 ***Poisoner's Instinct.*** The Lhynn Merchant Guild Operative knows how to create and administer poison. They have advantage on Constitution saving throws against poison and they know the Poisoner's Kit proficiency. ***Cunning Action.*** On each of its turns, the operative can use a bonus action to take the Dash, Disengage, or Hide action. Actions
Roleplaying NotesA dark and malevolent force hiding secrets of ages gone by. |
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Player Characters[edit | edit source]
Character | Player |
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Aldran Stormheart | Al Hayat |
Balmaris Dullostii | Phil Klohr |
Durmen Tredan | Ian |
Nail | Mark Johnson |
Poision Poison Egon | Steve Politio |
Ricfire Teabridge | Keith Welch |