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Session 125

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Session Details[edit source]

Session Date: 13 August 2024
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]

Party Treasure

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]


The Snapping Line (tavern) Owner

Medium humanoid, Chaotic Neutral


Armor Class 10
Hit Points 10
Speed 30 ft.


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


Saving Throws
Skills
Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities
Senses passive Perception 10
Languages Common
Challenge 0 (10)



Actions[edit source]

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.


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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
Bond
Ideal
Flaw
Info A fair meal for a fair days pay
Equipment

Creature Image
The Snapping Line (tavern) Owner



Guildmaster of the Theives Guild

Medium humanoid, Neutral Evil


Armor Class 10
Hit Points 10
Speed 30 ft.


STR 10 (0) DEX 10 (0) CON 10 (0) INT 10 (0) WIS 10 (0) CHA 10 (0)


Saving Throws
Skills Stealth +5, Sleight of Hand +3, Perception +3, Persuasion +2, Deception +4
Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities
Senses darkvision 60 ft., passive Perception 10
Languages Elvish (Greyhawk), Common
Challenge 0 (0)



Actions[edit source]

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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
Bond She is fiercely loyal to those who can provide her with the most benefit in achieving her ideals.
Ideal
Flaw
Info
Equipment

Creature Image
Guildmaster of the Theives Guild



Constable Halvor Ironfist

Medium humanoid, Lawful Neutral


Armor Class 10
Hit Points 10
Speed 30 ft.


STR 10 (0) DEX 10 (0) CON 10 (0) INT 10 (0) WIS 10 (0) CHA 10 (0)


Saving Throws
Skills
Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities
Senses passive Perception 10
Languages Common
Challenge 0 (0)



Actions[edit source]

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

Creature Image
Constable Halvor Ironfist



Secret representative of the Empire of Lyhnn Merchants Guild

Medium Humanoid (human), Lawful Evil


Armor Class 15
Hit Points 56
Speed 30 ft.


STR 10 (0) DEX 14 (2) CON 14 (2) INT 17 (3) WIS 14 (2) CHA 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
Senses darkvision 30 ft., passive Perception 15
Languages Common, Elvish (Sindarin)
Challenge 9 (5,000)


      • Poisoner's Instinct.*** The Lyhnn 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[edit source]

      • Spellcasting.*** The Lyhnn 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 cheerful and charismatic rogue who uses her skills to help those in need. She often works as a spy for a local benevolent guild, seeking out injustice and corruption.

Creature Image
Secret representative of the Empire of Lyhnn Merchants Guild



Player Characters[edit | edit source]

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