We begin a few hours after the storm subsides on small
island. We survey the Bonded Mind and notice some minor damage, but what
prevails is the crew’s feeling of superstition that the storm was unnatural. By
the morning calmer weather returns although the seas coloration indicate
unfavorable conditions in the upset currents.
It is around dusk of that day our characters see a slow
moving ship; the ‘Black Rose’ appears to be a drift approximately a half mile
out from hurricane harbor; we decide to sail out to investigate. Closer our
characters will see evidence of cannon fire that crippled the ship as evident in
the ship’s slightly tilted drift as it leans to one side; it appears to be
abandoned. Carlo, with the help of his new cloak scouts ahead as a manta ray.
Underwater Carlo sees a small tear causing the tilt but no
threats and not much else. Above the water we can see the ship had been boarded
and notice damage from battle; not much is believed to be in the hold. Our
characters tow the crippled Black Rose to the harbor. On board the smell of
death is strong as we eventually find dead sows and in the sailors quarters we
find four dead (3 humans and a half elf) dehydrated husks with rictus
expressions. Upon further inspection none of the bodies have wounds but share a
single blackened marking- they seemed completely drained by vampiric touch.
We beach the ship and take the Black Rose name placard off
the crippled ship to disguise the Bonded Mind, and we smoke and salt the pork. By
this time it is dark and we spend the rest of the night preparing a morning
feast. We leave a fully cooked pig as well as a barrel of water for the
surviving gnolls the next morning before we cast off for points east.
It is not long before we see a large plume of black smoke to
the south. We divert our course and notice debris and find that whatever is
burning has been so for some time. It occurs to us that we are sailing closer
to the center of where we believe the hurricane originated. Several bodies are
in the ocean and eventually we find two exhausted Egyptians a male and a
female. Our characters heal them to consciousness. Further investigation reveals
the debris is of several ships- four total; Carlo dives into the water as a
manta ray and sees a shark fest underwater. In the end we rescue 6 people
total: 2 Egyptians, 2 human Greeks, and the final two are formless humanoids- changelings.
Our characters heal them as well. Just
as we do the changelings change into a couple Greeks. The source of the fire;
off in the distance we see the pirate galleon, highly damaged where the
hurricane started.
Through the spyglass our characters intuit the galleon
engaged several other ships as the hurricane started, it was clear the pirate
galleon was winning before suffering some kind of catastrophe: a leviathan
attacked and likely was responsible for the storm. A great priest likely
summoned a leviathan. Currently gunpowder is burning off.
Satisfied we continue on our course to Selmunett. The
survivors indicate they are of the four ships and not of the war galleon; the
changelings however are having a harder time convincing every one of their
intentions. We keep the fake Greeks separated from the other survivors.
Eventually our characters, now as the Black Rose, come to
Selmunett Rock. To our fortune the main Rock as well as the satellite
islands are littered with anchored ships. Testing our sailor’s skills, we anchor
near the south west island. Caro and Jabari Keep
Watch as Marco, Lex and Lete as well as three sailors visit the smaller dock
island for some information gathering.
There are about a half dozen boats between the Black Rose
and the small south west docking island. Marco, Lete, Lex and the three sailors
try to make their way quietly to the docking island but are eventually seen by
a couple ships along the way.
Nearer to the docks we find better than reported docks and
see workers about, more than one volunteering to help. We find this area also
adheres to the grid system of mapping. On the islands the three characters find
the docks overrun with individuals from the anchored ships waiting for a
variety of reasons (waiting to dock, waiting to leave); these folk pose a
variety of questions about the seas and current conditions.
We come with our own brand of questions however: we learn
heavy bribes are required for immediate docking, and the walkway on the SE
island is damaged from the hurricane. Some have heard of the destruction of the
pirate galleon and Lete hears there is word of survivors on the NE docking
island. Marco speaks of Egyptians is asked to indicate what ones? The Lagoon (Boffa
family casino) or Thanatos? The majority head to the Lagoon, we learn, but the
Thanatos is another casino as well as a Greek rebellion that works with a faction
of Egyptians. Most of the sailors here react well to the Thanatos family.
The Four Casinos: The Lagoon (Boffa Family), Thanatos-Port,
The Luna Knights and Crown (where our delivery is to go), and House Mortuus.
Lete asks about slavers and at
first is looked at sideways assuming necromancers and denounces the group of ‘servants of decay’ and it was
believed that some of the pirate survivors were meeting with the Hunter at the
NE island.
Many sailors are making deals to
lessen their ship’s value at the open seas to discourage piracy; lots of
weapons and hints of gunpowder to be had. Eventually we hear of clerics on the
docking island: Uskeright, a cleric who is very superstitious and speaks of the
doom of the leviathan. We head further in to seek this cleric of doom and
gloom.
The individual in question was
found performing his sermon on top of a stone building tentatively holding the
attention of about twenty sailors. Uskeright speaks that when the Leviathan
comes it is the sign of a coming war and destruction will soon follow. The path
of salvation is to make offerings to the sea, return home and pray you are
judged worthy in the war to come. Uskeright carries a long sword and the gods
symbology he bears is unique and subtle. Lete gets a closer look and connects
the pantheon symbolage to a Babylonian faith from back in payola and is certain
it is not Tiamat. With darkvision Lete also sees the door to the building is
ajar. Meanwhile Lex blends in with the ‘enthralled’ who are listening to Uskeright.
Marco interjects a counter point to the sermon only to incite Uskeright even
further who also claims to have had visions. Marco suddenly overcomes spell.
Lete makes his way closer to the
building and is able to subdue a female fetchling and escape with masterwork
scorpion whip, cloak of resistance +1 (Marco), a normal dagger, wand of silence
(15 charges CL5) (Lex), wand CLW (50 ch CL5) (Lex), as well as a pouch with a
potion of invisibility (Lete) and a Scroll of owl’s wisdom and undetectable
alignment both CL5 and 3 50 gp gems, and 100 gp (Lete).
Back at the Black Rose Carlo and
Jabari find the changelings escaping, and end up letting them go in the
night. Three hours later Lete, Lex and
Marco return to the Black Rose with the information and booty from the
fetchling.
In the morning several ships
disembark from the docking islands making room for more. We learn that Radan’s
Troops control the island from the local dock hands. On the Rock there is no
cargo inspection but a degree of haggling and bribery to have cargo moved.
Dentach handles most of the negotiation informing a select few about the
destination of a casino house alleviating a lot of hassle. But it will be
afternoon before the delivery takes place.
We are led by some of Radan’s men
to the dock island and then the bridge to Selmunett to deliver the message to Addelmy at Spiderhouse
apartments. When we arrive to a side road we are met with a pair of ogres who
offer their guide services to which Marco haggles with a well spoken ogre named
Lermang before arriving to an agreement. We are led off the main path and learn
that a great warlord is responsible for the original fortress on Selmunett, pointing
out that even the walls are intact. Along the way we also notice a sewer grate
in the old road. We inquire and find out it has another name ‘the ratfolk
casino’.
We arrive and find a three story apartment
building that stands out because of the shutters in the form of spiderwebs and
now that we are led here, our characters are somewhat comfortable finding our
way back but arrange for Lermang to remain a while longer. Lex pays the ogre
for information on the casinos: if you
are here to gamble and enjoy pleasures= Lunas or Thanatos port; some gamblers
who wager more than just coin= Lagoon (Boffa); but as far as House Mortuus he
wouldn’t suggest it- that is worse than necromancers, they like to create
monstrosities. But no matter what, don’t linger outside at night. Lex inquiries
about the danger: the ratfolk and other under-races (fechlings, drow) some out
at night which lead the ogre to warn against forays underground.
Lete, Carlo and Lex head into the
apartments the rest remain with the ogre. Our characters make contact with
Addelmy and mention Metas. We are led in and meet Addelmy’s husband and brother
who stand tense with weapons in hand. Lex mentions Esterhat and learns she is
in a cage above Mortuss and not in fact in the debtors prison. There is a
second option as Lunas and Mortuss are at odds and while we could attempt free
her on our own, resourceful individuals could use the existing friction to our
advantage. Addelmy will be working at The Luna Knights and Crown this afternoon
where she can refer us to someone who could help us.
| Addel-oh-myyy |
While there we notice an absence
of children and that they could be held in duress. Lex offers aid to the trio
in hopes of getting her to reveal something. She politely refuses in front of
the men, but in secret she asks Lex to revisit the offer later this afternoon.
She will not have a response no
earlier than three days and if we are still here we are welcome to deliver a
reply. Carlo inquiries about paying a fine; we are told to look for Therrod (a
sabasan a winged humanoid) at house Mortuss. It is when we leave we realize the
men had their weapons drawn to strike her down.
Meanwhile Jabari is making fast
friends with Lermang who takes us to great midday meal served with a variety of
beers Tayback’s Restaurant. Lete inquire about House Mortuss and is warned
about a mist that settles around the casino and circumventing this could cause
imprisonment in the cage; that or other minor gambling infractions. Lex
eventually asks Lermang why he stays on the island: until he improves his
situation. But what is his situation? Lermang was not originally an ogre and is
working toward a ‘more acceptable’ existence, he understands the threat his new
form would scare most folk. Before this, he was Greek.
We head back to the Black Rose to
prepare to deliver IL-Kataniz cargo where we will pick up next game session.


2 comments:
Fantastic review James. The picture of the sunken Black Rose is amazing. Even better than the stupidly hot pirate wench. Addle-oh-my indeed. Thanks for all the effort with the notes you take and the blog work you put in.
Thanks BC. I always appreciate the feedback
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