Friday, January 26, 2018

Malta Session 23: 01/24/2018 The Black Rose, the Rat-Folk Casino, and A Man Trapped In An Ogre’s Body

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 inquiring about the casinos, we lean of a third floor wing of the lagoon where a bald dwarf is known to be. And while it’s never been proven, with certain wagers the house can be bribed to make sure you win.

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:

harrygoblin said...

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.

James said...

Thanks BC. I always appreciate the feedback