Friday, November 19, 2010

Session 1

Date: 11/18/2010
Location: Bobby's
Present: Jake, Bobby, Wes, Joey

The game begins in the port town of Yorich. Our party has been hired by Noah, an employment broker, to accompany a sea voyage. The fee of 1000 gold has been promised to each of us, with a 10% advance. This is determined later to be an exhorbant amount, and therefore deemed suspicious.

The following info is given or found initially:
  • The voyage has two ships - the Imperative (the party's ship) and the Roundabout
  • Each ship has a crew of around 25 (the Imperative has 26 total)
  • Each ship has a cleric
  • The Imperative's Captain is a red-headed dwarf named Angus Brightheart
  • The purpose of the voyage is to pick something up from an island in the west
  • Notable crew are Human Boatswain Roger Mockson, Half-elven Lt. Commander Cardamon, Halfling Gunner Jindal, and Matcher Thorington
  • Lear is hired to be the Botanist's assistant, Dewel Yotul is hired as an able seaman, and Belven Urthadar is hired as the Imperative's cleric

After typical adventuring antics in a bar, the party reports for duty at first light on deck. Capt. Angus given the usual motivational/disciplinary speech and orders the following issued to each member of the crew:

  • Sailor's slacks
  • 2 knit wool shirts (green & white striped, and one green & brown striped to Lear)
  • 2 pairs of knit wool stockings
  • 3 individual leather shoes
  • 1 pair of iron shoe buckles
  • 1 knit wool cap (white with poofball)
  • 1 wool blanket
  • a set of wire & coarse hair brushes for grooming
  • 1 wooden spoon
  • 1 tin cup
  • 1 all purpose rag
  • 2 lemons
  • 1lb of tea leaves
  • 1lb of coffee

The crew breaks and goes about their assigned tasks. Each member is assigned to a bunk room of six, the party winds up being the sole occupants of their bunk. The botanist, Dr. Jaquees, introduces himself to Lear and (in the privacy of the bunk) informs him that the voyage is seeking a specific type of leaf. Jaquees gives Lear a sample of the leaf which he names Jasper leaf. It is broad, about the size of a paperback book, and velvety. Lear divides his sample and asks Belven to test it for healing properties. None are identified and Lear determines that it is not poisonous. Lear heads to the crows nest to inform Dewel about the leaf. Belven begins to ask crew members if they know about the leaf. He meets Cargill and McReady, dwarf twins, and Cargill hints strongly that we need to see the hold.

Lear, Belven, and Cargill head downstairs (Rufus is told to stay on deck) where they are briefly questioned by a half-elf exiting the hold. Then they examine the hold itself. The hold is filled with wooden troughs and gardening utensils. Cargill excuses himself. While Lear and Belven discuss transporting plants the door shuts. It is locked.

Dewel notices the dissappeance of his party and heads down to investigate. Dewel picks the lock on the hold and releases Belven and Lear. They all hear a comotion up on deck. Heading topside they discover Rufus appearantly going crazy. After a failed attempt to calm the dog, Jaquees admits that dog ate some of the Jasper leaf. Lear manages to take the dog down to the bunk to sleep it off.

They party heads for dinner. Belven confronts Cargill who claims that he locked the party in the hold by accident. Lear finds out from Jaquees that the owner of the boat and the financer of the voyage is Royal Baron Tugsley. Leaving dinner early the party stands on deck enjoying the night. Lear passes a flask of whiskey around. They are approached by the ship's armorer, Fletcher, who is interested in drinking. After failing to get any notable info about Tugsley out of Fletcher (he's rich and reclusive) Fletcher (in response to a direct question from Lear) states that if the party wanted to buy anything on the DL, they should talk to one of the gnomes.

Heading downstairs Dewel makes a beeline for the first gnome he sees, and happy little guy chowing down on a huge brick of chocolate (which later proves to be non sweet cooking chocolate when he cheerfully shares with Dewel).The gnome is the Quartermaster's mate and agrees to show the party the storehouse on board.

The store house is pitch black, requiring a lantern, and has the typical foods and gear needed for a long voyage. The gnome lets the party know that the plan is to stop at the Lighthouse Monastary for supplies. He then shows a map with the ship's course inked in. The final destination is an island called Godshed. The gnome then unlocks a crate that emenates smoke, and casually tosses some paper in. He then re-locks the crate. Everyone exits the storehouse, but as soon as the gnome is gone Dewel picks the lock and the party re-enters. Rufus is set to guard the hallway and the Dewel quickly finds the smoking crate and picks the lock. Using Dewel's hooded lantern to peer in, the party sees that the box is full of ash rats. Quickly they shut the lid but not before several ash rats escape. Rufus barks from the hallway signaling that some one has entered the hallway and is about to discover the party.

End of Session.

XP: 250

Session ends evening of Day 2

1 comment:

  1. I believe there were just two ash rats that escaped. I could be wrong, though.

    ReplyDelete