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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.
==== NPC's of Note====


[[Abe Falstaff]] 
=== Tasks or Quests ===
[[Eira Shadowglow]] 
[[Halvor Ironfist]] 
[[Lexana Brightshore]]
 
### Tasks or Quests


[[Tasks]]
[[Tasks]]


### Rumors or Intelligence Gained
=== Rumors or Intelligence Gained ===


[[Rumors]]
[[Rumors]]


----
==== NPC's of Note ====


### Player Characters
{{:Abe Falstaff}}
{{:Eira Shadowglow}}
{{:Halvor Ironfist}}
{{:Lexana Brightshore}}


| Characters            | Player        |    |
| ---------------------- | ------------- | --- |
| [[Aldran Stormheart]]  | Al Hayat      |    |
| [[Balmaris Dullostii]] | Phil Klohr    |    |
| [[Durmen Tredan]]      | Ian          |    |
| [[Nail]]              | Mark Johnson  |    |
| [[Poision Egon]]      | Steve Politio |    |
| [[Ricfire Teabridge]]  | Keith Welch  |    |
}}
}}
=== Player Characters ===
{| class="wikitable" style="width: 100%; border-collapse: collapse;"
|-
! style="width: 50%;" | Character !! style="width: 50%;" | Player
|-
| [[Aldran Stormheart]] || Al Hayat
|-
| [[Balmaris Dullostii]] || Phil Klohr
|-
| [[Durmen Tredan]] || Ian
|-
| [[Nail]] || Mark Johnson
|-
| [[Poision Egon]] || Steve Politio
|-
| [[Ricfire Teabridge]] || Keith Welch
|}

Revision as of 20:41, 19 March 2025



Session Details

Session Date: 04 May 2025
Game Date: 01 Fireseek CY 627

Session Summary

Synopsis

The goes to jail while Nail goes sailing

This Session

I'm going to Jail

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.

Tasks or Quests

Tasks

Rumors or Intelligence Gained

Rumors

NPC's of Note

Abe

The Snapping Line (tavern) Owner

Name: Abe Falstaff
Campaign:
Alignment: Chaotic Neutral
Appearance: Abe stands tall and barrel-chested, with a weathered face etched by years of sun and sea. His salt-and-pepper beard, streaked with golden highlights, frames a twinkling blue eye and a perpetually lopsided grin. A faded tattoo of an anchor dances on his muscular forearm, a relic from his days at sea. Though now retired, callouses still cling to his broad hands, reminders of hauling nets and battling storms. His attire is a mishmash of practicality and comfort: sturdy boots, patched trousers, a well-worn fishing vest over a loose linen shirt, and a captain's hat perpetually perched at a rakish angle.
Voice/Mannerisms:
Ideal:
Flaw:
Bond:
Info: A fair meal for a fair days pay


Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment:

Eira Shadowglow

Guildmaster of the Theives Guild

Name: Eira Shadowglow
Campaign:
Alignment: Neutral Evil
Appearance: 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.
Voice/Mannerisms:
Ideal: Revenue and power for herself alone.
Flaw: A tendency towards recklessness when it comes to dealing with enemies, often leading to overconfidence and underestimation of their abilities.
Bond: She is fiercely loyal to those who can provide her with the most benefit in achieving her ideals.
Info:


Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment:



Constable Halvor Ironfist

Name: Halvor Ironfist
Campaign:
Alignment: Lawful Neutral
Appearance: 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.
Voice/Mannerisms:
Ideal: Halvor believes in upholding the law and protecting his city above all else. He sees himself as a guardian of justice and will not hesitate to lay down his life for the greater good.
Flaw: Halvor can be stubborn and rigid in his adherence to procedure, sometimes missing opportunities due to an excessive focus on following rules and regulations.
Bond: Halvor's loyalty to the city guard is unwavering, stemming from a deep sense of duty and honor. He has known little else but service to the Guard and cannot imagine any other path in life.
Info: Enjoys walking the village late at night and takes pleasure in roughing up thieves if he can catch them.


Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment:




Lexana Brightshore

Secret representative of the Empire of Lyhnn Merchants Guild

Name: Lexana Brightshore
Campaign:
Alignment: Lawful Evil
Appearance: Lexana is an evil but older human woman with curly blonde hair. Her slender frame is clad in a flowing orange cloak embroidered with golden thread, which billows behind her as she moves with graceful, fluid motions. She favors brown leather outfits with intricate pattern of interlocking trees and roses on the chest.
Voice/Mannerisms:
Ideal: Enjoys doing brisk business and perhaps the after dinner romance but like a black widow wants no long term romantic entanglements.
Flaw: Jaded and not one to quickly follow a new idea
Bond:
Info: Her youthful looks hide a darker and much older soul than it would otherwise appear, she has seen war and enjoys it.


Ability Scores:
Skills: Survival +5, Nature +3, Perception +4, Athletics +1, Stealth +6
Condition Immunities:
Damage Immunities: None
Challenge Rating: 5 (2 ranger levels + 3 wizard levels)
Senses: darkvision 30 ft., passive Perception 14
Languages: Common, Elvish (Sindarin)
Equipment:

Session Results

Experience

The running tally of XP earned is found on the Party Experience page.

Treasure

Party Treasure

Tasks or Quests

List of tasks or quests undertaken.

Rumors or Intelligence Gained

Apparently nothing noteworthy this session...

NPC's of Note

Player Characters

Character Player
Aldran Stormheart Al Hayat
Balmaris Dullostii Phil Klohr
Durmen Tredan Ian
Nail Mark Johnson
Poision Egon Steve Politio
Ricfire Teabridge Keith Welch