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Session 125: Difference between revisions

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| [[Nail]] || Mark Johnson
| [[Nail]] || Mark Johnson
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| [[Poision Egon]] || Steve Politio
| [[Poision Poision Egon]] || Steve Politio
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| [[Ricfire Teabridge]] || Keith Welch
| [[Ricfire Teabridge]] || Keith Welch
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Revision as of 23:11, 12 October 2025


Session Details

Session Date: 13 August 2024
Game Date: Morning, CY627

Session Summary

Synopsis

The party goes to jail while Nail goes sailing...

This Session

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

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


Abe Falstaff, Owner of The Snapping Line

Medium Humanoid (any race), Chaotic Neutral


Armor Class 12 (Natural Armor from thick hide and bulk) (natural armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 10 (0) 14 (+2) 13 (+1)

Saving Throws Str +4, Con +5
Skills Athletics +4, Insight +4, Intimidation +3, Survival +4
Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities
Senses Passive Perception 12
Languages Common, Thieves' Cant
Challenge 1 (200 XP)



**Second Wind (1/Day).** As a bonus action, Abe can regain 1d10 + 3 Hit Points. **Old Salt's Resilience.** Abe has advantage on saving throws against being poisoned or against diseases.

Actions

    • Multiattack.** Abe makes two melee attacks. **Unarmed Strike.** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. **Serving Tray Bash.** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. **Heavy Mugs.** Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 1) bludgeoning damage.


Roleplaying Notes

A retired sailor who values honesty and fair dealings above most things. He runs a tight ship, but his loyalty lies with the common folk and his old crewmates, often acting as a neutral source of information.


Additional Info

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 Speaks with a gruff, loud tone, often dropping nautical terms and laughing heartily, with a hint of deep-sea accent.
Bond The freedom of the sea; the success of his tavern.
Ideal A fair meal for a fair day's pay.
Flaw Quick to anger when he sees injustice or bullying in his tavern; overly trusting of old shipmates.
Info Abe has a vast network of contacts from his time at sea—pirates, merchants, and naval officers alike—making him an excellent source of maritime information, but he rarely gives it away for free.
Equipment Sturdy boots, captain's hat, a heavy wooden serving tray (used as a shield/weapon), and plenty of spare mugs.

Creature Image
Abe Falstaff, Owner of The Snapping Line



Guildmaster (Eira Shadowglow)

Medium Humanoid (Half-Elf), Neutral Evil


Armor Class 15 (Leather Armor) (natural armor)
Hit Points 110 (17d8 + 34)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (0) 20 (+5) 14 (+2) 14 (+2) 14 (+2) 16 (+3)

Saving Throws Dex +9, Int +6
Skills Acrobatics +9, Deception +7, Insight +6, Perception +6, Persuasion +7, Sleight of Hand +9, Stealth +12
Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities
Senses Darkvision 60 ft., Passive Perception 16
Languages Common, Elvish (Greyhawk), Thieves' Cant
Challenge 9 (5000 XP)



**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

    • Multiattack.** Eira makes two weapon attacks.
  • **Shortsword.** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage, or 15 (3d6 + 5) piercing damage if the attack also uses Sneak Attack.
  • **Dagger.** Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
  • **Poisoned Dagger.** Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 4 (1d6 + 1) poison damage.

Reactions

    • Uncanny Dodge.** When an attacker that Eira can see hits her with an attack, she can use her reaction to halve the attack's damage against her.

Roleplaying Notes

Eira'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 Info

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 Speaks in a low, smooth, and highly persuasive voice. She rarely raises her tone, preferring subtle manipulation to outright threats.
Bond She is fiercely loyal to those who can provide her with the most benefit in achieving her ideals.
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.
Info As Guildmaster, Eira maintains a tight grip on criminal operations within the region, using a mix of charm, intimidation, and brutal efficiency.
Equipment Short sword, daggers (2d4+2), leather armor, cloak of elven kind, potion of healing (x2), vial of poison (1d6+1 damage).

Creature Image
Guildmaster (Eira Shadowglow)



Constable Halvor Ironfist

Medium humanoid (human), Lawful Neutral


Armor Class 18 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (0) 16 (+3) 10 (0) 12 (+1) 10 (0)

Saving Throws Str +7, Con +6
Skills Athletics +7, Perception +3



Senses passive Perception 13
Languages Common
Challenge 4 (1100 XP)



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):

  • Menacing Attack. When Halvor hits a creature with a weapon attack, he can expend one superiority die to attempt to frighten the target. Halvor adds the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw or be frightened until the end of Halvor's next turn.
  • Goading Attack. When Halvor hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Halvor adds the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw or have disadvantage on attack rolls against targets other than Halvor until the end of Halvor's next turn.
  • Disarming Attack. When Halvor hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it's holding. Halvor adds the superiority die to the attack’s damage roll, and the target must make a Strength saving throw or drop the item.

Actions

Multiattack. 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.

Reactions

Parry (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 Notes

Enjoys walking the village late at night and takes pleasure in roughing up thieves if he can catch them.


Additional Info

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 Cold and professional. He speaks in a monotone and only when necessary, often giving curt commands.
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.
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.
Info The Enforcer of the village, Halvor ensures all official tax collections and warrants are carried out smoothly and forcefully if necessary.
Equipment Plate Armor (AC 18), Shield, Longsword, Heavy Crossbow

Creature Image
Constable Halvor Ironfist



Secret representative of the Empire of Lhynn Merchants Guild

Medium Humanoid (human), Lawful Evil


Armor Class 15 (natural armor)
Hit Points 56 (2d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (0) 14 (+2) 14 (+2) 17 (+3) 14 (+2) 17 (+3)

Saving Throws Int +6, Wis +5, Cha +6
Skills Survival +5, Nature +6, Perception +5, Athletics +3, Stealth +5, Investigation +6
Damage Vulnerabilities
Damage Resistances
Damage Immunities Cold, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses darkvision 30 ft., passive Perception 15
Languages Common, Elvish (Sindarin)
Challenge 9 (5,000 XP)



***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

      • Spellcasting.*** The Lhynn Merchants Guild Operative is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared:
        * **Cantrips (at will):** *mage hand, minor illusion, ray of frost*
        * **1st level (4 slots):** *charm person, disguise self, find familiar, magic missile, sleep*
        * **2nd level (3 slots):** *invisibility, misty step, phantasmal force*
        * **3rd level (3 slots):** *counterspell, fireball, fly, lightning bolt, nondetection*

        ***Multiattack.*** The operative makes two dagger attacks.
        ***Dagger.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 2) piercing damage.
        ***Light Crossbow.*** *Ranged Weapon Attack:* +5 to hit, range 80/320 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.


Roleplaying Notes

A dark and malevolent force hiding secrets of ages gone by.

Creature Image
Secret representative of the Empire of Lhynn Merchants Guild



Player Characters

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