Session 128 Prep: Difference between revisions
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Revision as of 01:34, 14 March 2025
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Session Details
Session Date: | 04 May 2025 |
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Game Date: | 01 Fireseek CY 627 |
Session Summary
Synopsis
The party arrives in the coastal city of Belport
This Session
Making their way back to the stones Egon lights a torch to better examine the runestone and activate it. He spends some time reading over the runes and determines they are written in a mix of the ancient Flan language and Druidic. Some of the locations he recognizes are:
- Truce Stone
- Belport (Blue Stone)
- Atirr
- Lynn
Three more locations he does not recognize (the ruses are heavily weathered) but he suspects they lead to forest groves to the south and west.
Hearing some rustling in the woods nearby the party hurries him and he begins the activation chant. The stones glow brightly and crackle with magic as a circular portal forms between the stones through which he san see a coastline with a city in the near distance. Still uncertain of his destination he speaks the words of command and drawing the [coral key](../coral%20key.md) from his pocket Egon steps through, and to the parties surprise the gate immediately closes. (He realizes he left the party behind because he was carrying the activation key.
Where Am I?
Egon finds himself standing on a grassy cliff edge about 4 miles from a well defended coastal city he does not immediately recognize.

Sensing he's alone he reviews the gate glyphs and notes the runes on the stone have different destinations. - Spinecastle - Coregilia - Drig - Marner - Suell - Lynn Egon quickly begins the process to reactive the gate to Corgilia and notices the key now has some smoky white cracks running through it. A bit frazzeld perhaps by the effect of the leap across the miles he realizes it will take more time to figure out how to activate this new gate than the last.
Meanwhile at the Coregilia Gate
The Sahuagin attack the party from three sides just as the portal closes. Their rush is brutal and the Sahuagin are in a blood frenzy that only intensifies as they draw first blood in the attack. Aware of the impending assault the party had a brief moment to prepare and Durmen kills one with a firebolt and wounds a second. Nail's sword blows are brutal and in short order he kills two. Balmaris follows up with a guiding bolt and spiritual hammer but does not drop any opponents. As the combat ebbs and flows like the tide the Sahuagin press their attack but the remaining two are finished off by Durmen and Nail spells. They search the bodies but find nothing as the air begins to crackle with magic as the runestones activate.
As the magic stabilizes the portal re-appears between the stones and on the far side of the gate, Egon waves and motions the party though the portal before closing it behind them. They find themselves overlooking the old coastal city of Belport. The city is surrounded with large sea grey granite walls @ 45' tall and stands upon a clif edge overlooking a harbor where sailing ships lie at anchor. Small groups of wagons cluster together along the main road running along the coast. By cutting through the grassland they shave off an hour of time by avoiding the easier but more traveled road before arriving outside a large gate where a half dozen guards inspect those passing thought.

After asking the party about their business and getting a bit edgy with their responses they settle on 5SP a head to enter. The guards seem interested in knowing their patron as the town is on edge since a mercenary army is camped outside the walls (friendly for the moment). More so who they profess the deities they follow especially once they notice Nails heraldry. Warning them to keep the swords sheathed as any violence within the walls will be dealt with harshly.
The Belport Low District
The party proceeds through the gates to the lower city, a major temple to Hextor, sites aside the main road to their left as they enter. A small farmers market occupies the first major intersection they come to. An anti-paladin exits the temple and notices party but does not interrupt them as he seems bent on some other errand. He is followed by 1/2 dozen acolytes who proceed north along the inner wall. The crowd parts quickly to get out of their way and seems relieved when they go by. The party continues walking east until the arrive at the inner gate that sets the more well to do portion of the city off. There are 4 human guards who question them about their business with even more scrutiny than the guards at the outer way. Balmaris mentions they are merchants looking to sell some exotic goods that the guards then want to see. Durmen attempts to deflect the conversation (successful deception) and shifts to asking about fine lodging. The guards tell the party were to stay at the following locations:
- The Kings Coin - lowbrow establishment but good place for sell swords to find work.
- Silver Swan - Clean and very quiet, it has a unique clock out front that tells the time by squawking look a goose at the top of the hour.
- Obsidian Flask - One of the more intriguing lodgings, friendly towards magic users but very high brow.
Fortunately the guards fail to notice the party is selling stolen military gear from Coregillia's garrison. They charge 1GP per person to enter and remind them that the gates close at 6pm and open at 6am. Pointing them towards the keep at the end of the road they user them through the gates and into a more upscale crowd of citizens.
Durmen Meets and Old Classmate...
Durmen wishes to stay a the Obsidian Flask and as they approach the building Elra the Wizard takes particular note of Durmen. He asks if they went to mage school together and after some awkward conversation Durmen tries to exit but Elra keeps insisting he recognizes him and asks more questions. With that Durmen realizes that Elra thinks he's Nigel Durmen, - Durmens father! As the talk turns to Nigel the party realizes that Elra is at least 135 years old, nice, doting, and perhaps a bit senile. They bid goodbyes and contine onto the Obsidian Flask.
The Obsidian Flask
The building does not disappoint as its quite unique in its construction. The building looks something like its namesake, the building tapers towards the top, and small outbuildings are joined together to surround a private courtyard. The owner greets them at the door and immediately puts the party off from wanting to stay once he states the prices for lodging - 10gp a person a night. The Flask hosts an exotic items market/auction weekly and is the best place in town to sell or acquire magic items in a very discreet setting with some exclusive clientell. Durment tries to gain some advantage on negotiating prices and learning more about the auction by name dropping they know Lexana Brightshore to which the owner says she usually hosts the event and he's expecting her any day now. They look quickly at each other and decide not to tell him they just killed her a few hours prior... Unwilling to pay the high price for entry they head towards the Silver Swan to seek cheaper lodging.
The Silver Swan
Making their way along the wall that protects the keep itself they arrive at the Silver Swan which is bustling with some armed retainers of two fat merchants loading a stout wagon. The two merchants greet the party warmly and while waiting on the propitiator to arrive to secure lodging, the group holds a quick but pleasant conversation about the mood in the city. They learn the mercenary army is here at the request of Patriarch Halldrem, who is raising troops to ward off an expected attack by the Frost Barbarian any day now. The merchants speak highly of the city and the Patriarch though his ways are very strict he does a good job of protecting the caravans who travel the coastal road.
Shortly thereafter Giuseppe della Cucina arrives very frazzled looking with his children in town each of which is carrying a basket of fresh meat, vegetables, and breads. He apologizes for his tardiness but his wife recently died leaving him with all the tavern-master and parenting duties. His prices are still high but more reasonable at 3GP per night, a single meal included. He's clearly nervous and worried about his kids safety given the potential for rebellion within the walls and barbarians attacking from without. They negotiate for three days stay in private rooms. As a gesture of good will Balmaris creates pure water to replace the brackish water available in the town and Giuseppe offers them a free breakfast before they head off to catch some well deserved rest.
A Simple Side quest
Over the next few days while relaxing in the great room they party learns a mysterious stranger named Exter is offering a 1500Gp reward for finding a lost spellbook. As they have a few days to kill before their long awaited contact is expected to arrive in Coregillia they decide to recover it.
Party Downtime Activity
Full HP and combat effect recovery to all party members Durmen keep reading about how to transmute lead to gold (2 days of 7 spent researching)
NPC's of Note
Elra the Wizard Lexana Brightshore Patriarch Haldrem Giuseppe della Cucina
- Tasks or Quests
- Rumors or Intelligence Gained
- Player Characters
Session Results
Experience
The running tally of XP earned is found on the Party Experience page.
Treasure
Tasks or Quests
List of tasks or quests undertaken.
Rumors or Intelligence Gained
Apparently nothing noteworthy this session...