Thursday, February 3, 2011

Session 3 - A Visit to Throckwoddle the City

Date: Unknown (please let me know if you remember the date)

Location: Bobby's

Present: Bobby, Jake, Joey, Wes


After the fight in the Abbey the party, along with the rest of the crew, boards the Imperative and sets sail.


Four days after leaving the Abbey the voyagers loose sight of land for the ifrst time in their journey. Belven is wandering around the ship, killing time, when he sees a gnomish crewman storming angrily out of Captain Angus' cabin. Lear is occupied with assisting Jaquees experiment on the plant and Dewel is on duty in the crows nest, so Belven decides to follow the gnome and see what's up.


Belven follows him into the hold and asks him if he needs to talk. The gnome clearly wishes to be left alone, but when Belven presses him he says that it's an argument between him and the captain and that he doesn't want to talk about it. Giving up for the moment, Belven asks if he can stay and poke around in the hold. The gnome grudgingly gives permission. After a few minutes Belven asks the gnome what he's doing in the hold. The gnome gives him a long look and says, "Well, I am the quartermaster's mate." Doggedly Belven takes this as an opportunity to press the gnome for a fouth time about his arguement with the Captain. The Gnome gives in and says that he wants to take a boat out to Throckwoddle the City with the other gnomes of the crew to celebrate a gnomish feastday and the Captain said no. Belven offers to speak with the Captain on the gnomish crew's behalf. The QM's mate lights up and says that Rusty Lockbottom, the boatswain's mate, is the best rower on board and should be able to get the group there and back with no real impact to the voyage. Belven asks how many gnomes are part of the crew and is told 7 on the Imperative, 6 on the Roundabout.



Belven heads to Dr. Jaquee's Office, a cabin that has been made into a makeshift lab/office, to find Lear. He finds Lear alone researching the plant and fills him in on the gnome situation. The two of them then head topside to get Dewel's input. Dewel says it would be almost impossible for the dingy to catch up with the ship on full sail. Sensing that his party mates don't understand the significance of the hoiday Belven fills them in.


The feastday honors Throckwoddle the Mighty who brokered a deal with the people on the hills to allow the gnomes to live above ground during a period when a horde of gnolls was driving the gnomes out of their hereditary tunnels. He then raised an army through the contacts with his new allies and pushed the gnolls out of the tunnels. The holiday is celebrated with a huge feast and frequent "romantic congress".


Dewel says that the voyage is currently on schedule and if the wind holds will be several days ahead. The extra time could be used as a bargaining chip with the Captain. The party decides to take up the gnome's cause. Belven and Dewel head to meet the captain and Lear goes back to his research.



Our heroes knock on Angus' door and he answers grumpily. Testily he asks "What are YOU going to ask me?" Dewel starts off with "Well, we were talking to the Quartermaster's mate..." Immediately Veins pop out on Angus' head. Dewel hurriedly makes his case to allow for the gnomes to attend the celebration. The Captain breaks in and asks suspiciously what the gnomes offered Dewel to take their side. Dewel convinces him that there is no bribe involved. Captain angus sighs and explains (with the suffering air of one who has had to repeat himself incessantly) that he can't allow that many crew members, especially specialists, to go - and he certainly doen't want to risk loosing them to misfortune. He reminds Dewel that they all knew they were going to miss the holiday when they signed on for the voyage.


Belven hops into the conversation at this point, stating that he is concerned for the spiritual well being of the gnomish crew and pointing out what a morale boost attending the holiday would be, especially before the longest leg of the journey. The Captain waffles and says that the gnomes can have 24 hours exactly. After that there will be grave cosequences as he will view any tardiness as muntiny. Belven and Dewel thank the Captain and beat a hasty retreat to confer with Lear.


On the way to meet Lear Cargill asks Dewel why the party is helping the gnomes. Dewel shrugs and asks Cargill if he wishes to come along. Cargill turns down the offer but good naturedly asks Dewel to bring him a funny hat.


Lear, Belven, and Dewel (with Rufus) gather the gnomes who are going around the dinghy and make each of them solemnly swear as gnomes that they will behave and follow the party's orders. The gnomes agree, almost too eagerly, and the group boards the dinghy and sets out for Throckwoddle the City.


Halfway to land they meet with a dinghy of gnomes from the Roundabout. The Roundabout crew is evasive about how they got off the ship. The side expedition make it to the Throckwoddle Docks about dawn, exhausted from rowing through the night but ready to celebrate. The Imperative gnomes agree to stay together as a group with the PCs, but immediately begin arguing about where to go.


While the gnomes fight, the PCs take a moment to observe the city. Throckwoddle the City is a large sprawling metropolis that has been decorated to the gills for the holiday. Streamers, banners, and confetti are everywhere. On every street are booths and vendors, and Dewel takes the opportunity to purchase Cargill a hat from a street vendor.


Sensing no end to the argument and hyperaware of the limited time frame Lear interrupts the fight to declare that the group would be going to the closest home. With only a minor bit of sulking the group flags down a buggy and gets a ride to Noble Stonelifter's home which is a house built into the side of a hill. Everyone goes into a warm reception from the Stonelifter family. Belven and Lear have to sit on the floow of the gnomish sized house, but everyone is made very comfortable. The Imperative crew is treated to a massive feast and the alcohol flows. Everyone begins to get very drowsy.


Concerned, Dewel asks the hostess if there is any way she can help them get back to the ship fast. An elderly Stonelifter chuckles and leads Dewel to the back of the house. The pair step into a large gadget shop. The gnome shifts through various machines and produces a pedal powered outboard motor. He is happy to loan it to the group if they all consent to have a drink with him. Dewel agrees and they head back to the party. The elder Stonelifter brings a bottle of the infamously potent gnomish blue and pours a round of shots. Belven declines his, Dewel is immediately blitzed upon drinking, and Lear definitely feels warm and fuzzy when he tosses his back.


Finally Lear informs the gnomes that it is time to go. The crew understands, and with no fuss but some long goodbyes the group heads back to the dinghy. Upon arrival they see that the boat has been decorated, and they immediately begin installing the "pedal paddler". Lear is designated paddler and after 3 false starts (failed Str checks) the boat begins heading back to the Imperative, making extremely good time.


As they go Lear suggests that the give the "pedal paddler" to Captain Angus as a gesture of gratitude. Belven asks Dewel to broach the topic with Noble, but he is too drunk so Belven decides to try himself. Noble agrees to donate the pedal paddler, but only if Belven moves out of the way so he can be sick over the edge of the boat.


The party approaches the Imperative around sundown, a few hours ahead of schedule. As the dinghy moves closer the PCs notice the sea anchor is down. Dewel is able to see that there a people with greenish heads walking around deck. Slowing the dinghy Lear asks the gnomes if there is any thing around the area that might fit the description given by Dewel, and is told that sahaugin raids are very common. Belven notices that the rowboat from the Roundabout has not arrived yet. After a quick huddle the party decides the Imperative has been boarded, and to attempt to re-take the ship by force. Dewel passes out Abbey Orange wedges (+2 Con for 1 hr) to prep. It is decided that the PCs will assault the sahaugin and the gnomes will try to release the captive crew. Everyone agrees except for a gnomish crewman named Ichabod who wishes to fight with the PCs.


While the plans are being made Dewel recognizes a body that floats by and pulls him into the boat. The group notes that he was killed by trident. Dewel searches the body and finds a small money pouch and a sap, which he pockets.


The dinghy quietly draws along side the Imperative. Noble and Rufus are left in the boat and the group climbs up the anchor chain. Lear casts Shillelagh, Virtue, and Guidance on himself before climbing. About halfway up they send two gnomes, Muckbottom & Diggory, through a porthole in the side. Climbing order is Lear, Ichabod, Belven, and finally Dewel who has difficulty making the climb (failed first 2 Str checks). When the whole group is at the top of the chain, Lear leaps over the rail onto the deck club at the ready. The party follows immediately and gets the drop on the 14 sahaugins on deck (surprise round).


Initiative is rolled. Dewel snaps a shot off with his crossbow that misses. Lear rushes forward and brains a sahaugin with his club. Belven pegs another with his crossbow, and Ichabod charges a four but misses.


Dewel manages to score a hit with his second shot. The sahaguin recover from their surprise. 2 on the lower deck fire crossbows at the party but miss. One of the wounded ones charges Lear and trips, falling prone (rolled 1, failed balance check). Two gang up on Ichabod but fail to connect. Two more fire at Belven and one hits for 4 pts. of damage. Two sahaguins rush to the upper deck to protect the leader, who just postures, and the final two position themselves on the lower deck. Lear attacks and misses the prone sahaguin, Belven misses his 2nd shot, and Ichabod fails to connect with his opponent.


Dewel shots one of Ichabod's enemies with his next shot. The prone sahaguin stands up, dodging an attack of opportunity from Lear. Another charges Lear and pokes him good with his trident for 8 damage. Two of the sahaguins head below deck, and a third joins the fight against Ichabod. The rest of them let loose with a volley of crossbow bolts, one of which hits Belven for 4 damage. Lear misses his next shot, Belven casts Bless, and Ichabod manages to kill one with his quarterstaff.


Next Dewel shoots and kills one of the sahaguin on the lower deck but the sahaguin rally. Two each hit Lear for 5 and 5 damage, 1 pegs Dewel with a crossbow for 2, Belven is hit with a bolt for 4, and 2 wail on Ichabod, dropping him. Lear repsonds by killing one of his combatants while Belven heals himself for 5.


Dewel opens the 5th round of combat with a missed shot. A sahaguin spears Lear with it's trident for 8 damage dropping him, 2 charge and miss Dewel. Belven manages to heal Lear for 8, getting him back on his feet and still in the fight.


Dewel backs off and wounds one for 2. Lear manages to avoid getting struck, but Belven takes a trident for 4 and a crossbow bolt for 8 which drops him to -3, bleeding out on the deck. Lear immediately heals Belven for 9 who stands up and takes a swing with his mace but misses.


Dewel shoots and kills the one in melee with Belven. Lear is struck for another 3 damage and a sahaguin advances on Dewel. Belven takes another crossbow bolt in the chest dropping him to -5 and critically bleeding unconsious on the deck. Lear shifts into a defensive fighting stance and misses with his club.


At this time Captain Angus comes tearing up out of the hatch with a scimitar in each hand, ready to join the fray. Dewel retreats and manages to wound another sahaguin. None of the sahaguin manage to score a hit this round, but unfortunately neighter does Lear.

Angus charges forward but misses, as does Dewel, and a sahaguin manages to shoot Dewel for 6 damage. Meanwhile Lear stablizes Belven with a successful heal check.

Angus then slays an opponent and Dewel shoots and kills one as well. The sahaguins respond by wounding Lear and shooting Dewel, who is exactly at 0 hit points (only allowing a single partial action). Lear does manage to kill the sahaguin who wounded him, leaving 4 enemies standing counting the Leader who has been observing for the whole fight.

Angus moves off of the lower deck, joining the rest of the fight. Dewel misses his shot. The sahaguin charge Dewel and Angus, but are unable to penetrate the party's defenses. Lear charges the one fighting Dewel and kills him.

Angus manages to kill the one who attacked him, and Dewel takes a pot shot at the Leader but misses. The sahaguin charge Lear and miss while Lear ignores them and advances to the upper to challenge the Leader.

Angus runs to the Leader as well, but before Lear and Angus can wail on him Dewel puts a crossbow bolt through his forehead. The remaining sahaguin tries to flee but is cut down by Lear (attack of opportunity). End combat.

During the fight Muckbottom and Diggory have released the crew who have dealt with the few enemies below deck. The Imperative is back in the hands of Captain Angus and crew. The PCs ask what happened and Angus tells them that they came up from below deck. He speculates that the portholes were jimmied. The Dinghy is brought up with Rufus & Noble. The floating body Dewel recovered from before is identified as Abe, an able seaman. Abe is apparently the only fatality from the initial attack.

The deck is turned into a clinic and the Quartermaster hands out bandages and supplies. One of the crew looks at the Roundabout witha spyglass and sees that it is in control of sahaguin who are pointing the ships guns at the Imperative. Lear asks Angus if there are any healing potions on board. He takes the party into his cabin and gives each of them an orange which provides the benefit of a cure moderate spell - apparently the PCs were not the only ones to take advantage of the tapestries in the Lighthouse Monastary.

The Imperative has begun firing on the Roundabout, which is returning fire. Angus and the party board a row boat and row through the night sea over to the Roundabout as the two ships' cannon balls fly over head.

End of Session

950 XP

Kill List: 14 sahaguin

Session ends night of the 12th day, 11th day of voyage

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