PRYMPTOWN
COURIER
Vol. 2,
No. 3 (March 1999)
EDITORIAL
Today,
while at work, I was thinking about a GREYHAWK Almanac. I was flipping through the TIME Almanac, and
making notes as to what my almanac would feature.
After
the last playing session of my campaign, I announced that this month I wanted
to run a stand-alone GAMMA WORLD scenario.
I have never run it before, but wanted to give it a try after all these
years.
Quite
some time ago, I had volunteered to put some material and drawings together for
an original campaign world that two of my players were working on. I got done some pages of notes, a map, and
one drawing.
The
obvious link that ties these things together is that they are projects I'm
never, ever, ever going to find time to finish.
For a few months, or a few weeks, or maybe just an hour, they consume my
attention and make me think they're worthy of my dropping all other projects
for them. But they each, in turn, get
set aside so I can work on the South Province campaign.
One
reason the South Province campaign always seems to come back to first priority
is that the novelty has not worn off for me of running a campaign that's
working like I planned, AND that people are liking! Most importantly, for me anyways, is that I
like it too. I like the places I've
fleshed out, and the people I've created.
And I like the heroes, or anti-heroes as the case may be, who were
plunked down into the middle of it all ten months ago, and immediately began
making this world their own too. Good
playing, guys...
LETTERS
Subject: Re: [GREYTALK] South Province campaign
update 15
Date:
Mon, 26 Apr 1999 22:16:34 EDT
From:
AOL Mandaemus
To:
GREYTALK@MITVMA.MIT.EDU
In a
message dated 4/26/99 8:07:38 PM Central Daylight Time,
scvolstagg@NETSCAPE.NET
writes:
<<
Perri, wanting something for his
efforts, waiting while two Watchmen started to chase
After Barada, and then tried to steal from the
toll box. >>
Not
true! I didn't want to steal from the
toll box.
I wanted
to steal the toll box!!!
May the shadows be deep, and
my treasure be safe in the sand.
Perpegilliam Brown
THE
ORIGIN OF BARADA
Barada
had seen port cities before. Prymp did
not particularly impress him. Chathold,
in Almor, had been three times Prymp's size.
People were staring at him.
People always stared at him when he came to a new town. The first few days were always the worst, and
Barada wished he could just skip them somehow.
His dark skin and massive build made him stand out in any crowd. These Oerdians had obviously seen very few
Flannish men. Barada told himself that
the constant stares were an annoyance, but he did walk around town for much of
that first day, and couldn't help smiling every once in awhile when he saw men
point his way.
Securing
a room at an inn proved easy. Prymp had
several, and Barada still had plenty of coinage left from his work in
Almor. Though he had personally seen no
action, he had hired on with several mercenary companies, and apparently given
some merchants enough peace of mind to warrant payment. Harensh's Inn was not the fanciest place to
stay in town, nor was it the most imaginatively named, but Harensh had a room
free for long-term rent at a modest price.
Harensh's wife, Penela, was not the best cook either, but she was much
more friendly and outgoing than her husband, and Barada guessed that their
success had more to do with her than him.
When Barada wanted better than stew for dinner, there was always the
Grinning Gargoyle Tavern to which he could go.
Work did
not come quickly to Barada in Prymp. He
tried making some contacts in the town watch, so he could join that if no
better prospects presented himself. It
would seem to an observer as if Barada had been foolish to leave Almor, when
work had come more easily for him there.
But while in Almor, Barada hardly ever slept. He was still haunted by what had happened to
his parents, and it came to him in nightmares everytime he slept.
Barada's
father had been a successful merchant, and sold various wares throughout Nyrond
and Almor. Barada was 13 at the time,
and a squire to one of his father's best fighters. They were all on a caravan trip along an
established trade route. There shouldn't
have been any trouble. But in the night,
things appeared from out of the darkness.
Barada awoke to see them ripping into the guards. Men were falling everywhere, and nothing
seemed to be able to stop these creatures.
There were shouts warning that these were undead things. This made the craven flee, but the valiant
rallied, and the undead monsters were forced to flee -- carrying some of those
fallen in battle with them. Barada's
mentor, and both his parents were found amongst the dead that daybreak.
Though
normally a brave man, the vividness of his own recollection terrified him. Always, lack of proper sleep and his waking
preoccupation with his nightmares would cost him work. His only respite seemed to come when he was
on the move -- and so he moved frequently.
As he moved from Nyrond to Almor, he had now moved from Almor to the
South Province. He had every expectation
of only landing work for a few weeks and then moving on again.
But then
something unexpected happened. After a
few weeks, the nightmares had not returned.
Or at least, not nearly so bad as they had been. Barada had been lucky in finding work
too. Devid the Younger, a respectable-looking
Oerdian merchant, had approached Barada one day. From chatting, the two learned that Barada's
father was a former business associate of Devid.
Devid
saw usefulness in having Barada around him right away. Barada was fairly strong, but he knew that
wasn't why Devid wanted him. There were
undoubtedly many strong sword arms in Prymp.
Barada's best feature, he felt, was his surly face. It had the kind of gruff, no-nonsense
features that said, "I'm trouble, want to make something of it?" Over the next few months, Devid would call on
Barada's services fairly frequently as a bodyguard. With coins in his pouch, Barada was able to
upgrade his armor at last to chainmail, and to buy his first short bow!
Barada
was slowly preparing himself, for now that the nightmares no longer consumed
his waking thoughts, he had other dreams to ponder. Dreams of becoming a powerful, and famous,
adventurer. Dreams of slaying dragons
and rescuing princesses, as was told in so many folktales. Now, when he walked the streets of Prymp, he
did not feel as if the locals were watching him. He watching them --looking for that one face
belonging to someone who might have need of an adventurer-for-hire...
SCOTT
CASPER'S ULTIMATE GREYHAWK SOUTH PROVINCE CAMPAIGN
"The
Phantom Menace" -- Part 10
Cast:
Barada,
Neutral male Flannish human mercenary (1st level fighter)(played as NPC).
Alexander
Petrok, Lawful Neutral male Oerdian human templar of Zilchus (1st level paladin
variant)
(played as NPC).
Perpegilliam
Brown, Neutral male Hairfoot hobniz rogue (1st level Thief).
Hristo
Neutral Good male Wesevud ("Central") noniz ex-town watchman and
rogue (1st level fighter/1st level thief).
Vladamir
Kostitov, Lawful Good male Oerdian human prestidigitator for the Governor's
Guardsmen
(1st level Illusionist).
Abraham
the Radiant, Neutral Good male Oeridian human acolyte of Pelor (1st level
Cleric).
Quote of
the month:
"Wakachakawakachakawakachaka -- FLAN!"
~Vlad's
player, making the best Flanploitation joke of the day.
Setting: Relmor Bay, Prymp (free town of the Ahlissa Coast)
Readying
19, 581 CY
The rush
of activity had died down aboard the Red Zephyr. The crew, satisfied that the mermen were
no longer following the ship, settled down to clean and dress the injured. Captain Renspa was still livid with anger
over the mermen's attack, but was seldom to be seen on deck. It seemed as if everyone had forgotten about
their errant prisoner on board the ship, the noniz known as Hristo.
For some
time, Hristo pondered where fate had led him.
He could not find fault with how the pirates had treated him. Oh, sure, they had locked him in chains, but
he was a prisoner and that was just to be expected. They had killed Barada, and Hristo bore them
some animosity for that, but it was hard to hold a grudge since they had spared
Hristo. True, they were self-professed
pirates, but since Hristo was himself a thief he had no cause to complain
there. And lastly, over the two days he
had spent on board their ship, he had not been asked to do anything more
strenuous than help out in the galley, picking grubs out of biscuits.
Hristo
had just warmed up to the idea of becoming a pirate that afternoon, when First
Mate Kazimierz grabbed him and started to haul him off to the stairs leading
down to the hold. Hristo demanded to
know what was going on, and Kazimierz calmly explained that they would be
reaching port soon, and that it was time for Hristo to go back in chains. That didn't appeal to Hristo at all, and as
timid and subdued as he normally was, this finally made him angry enough to act! He kicked Kaz in the shin, and as Kaz
loosened his grip, Hristo bolted to the side of the ship and jumped
overboard.
A cry of
"Gnome overboard!" went up from the ship, but the Red Zephyr was
under sail and moving too swiftly for anyone to do anything about the errant
captive. Captain Renspa himself looked
out over the poopdeck, and sadly shook his head.
Hristo,
however, was jubilant. He had made good
his escape, saw no sign of sharks, and could make out what looked like land on
the horizon. It would be a simple
matter, he thought, to alternate between swimming and floating until he got to
shore. For the first hour, his plan
worked well. But, still injured from his
battle outside Skull Keep days earlier, he found that all that swimming had sapped
his strength. Also, the shore was not as
close as he had estimated. For miles,
Hristo could barely keep to the water's surface, and sometimes took in great
mouthfuls of seawater that threatened to drown him at any moment.
Yet, for
all this hardship, Hristo did reach shore.
He was washed up on a beach, at night, between two piers. There was a town, though the weary noniz
could not tell what town. He saw a
rowboat lashed to one of the piers, and he crawled over to it. Pulling the tarp open, Hristo crawled
inside. He found it hard to sleep. Once in the night, he heard something
skittering across the deck. Peaking out
from under the tarp, he saw a large rat staring back. Hristo was famished, and the rat began to
look like a meal of fine cuisine to him.
However, he was also barely conscious after his near-drowning, and was
relieved when the rat was the first to back away. Hristo fell back to sleep.
The
Rusty Bucket Tavern was a dimly-lit, run-down, but otherwise inhabitable
one-story wooden building in the Dock District.
In fact, it was one of the few places of business along that particular
length of street legitimate enough to advertise itself. A rusty bucket did indeed hang above the
front door. The tavern had a single
window to the right of the entrance, and narrow alleys on either side. The Rusty Bucket, except on rare occassions,
served nothing but beer and ale. Serving
boys carried both choices around in buckets, and patrons would call a serving
boy over so they could dip their rented flagons into the frothy, booze-laden
buckets. Serving maids were known to
work at the tavern as well, though their areas of service often ran much
wider.
Barada
and Perpegilliam Brown strolled into the Rusty Bucket Tavern. Barada looked intimidating, and Perri looked
nonchalant, which was not a stretch for either of them. They took a seat at an empty table. Shortly afterwards, Alexander Petrok, Vlaimir
Kostitov, and Abraham the Radiant walked in, and took a nearby table. The five adventurers were all fully-equipped
for dungeon-delving, and drew no end of stares from a dozen other patrons. Of course, this was the plan -- show up at
the tavern, and draw as much attention as possible until the mysterious Flying
Turtle Guild was flushed out of hiding. However,
after a little time had passed and the five new patrons showed no sign of
becoming violent, the rest of the customers went back to their previous
conversations.
In fact,
a half hour passed. The five adventurers
nursed their ales as long as they could do so without drawing ire from the
tavern's employees. It was about that
time that an attloi man named Gesualdo entered.
The small sect of attloi in Prymp was so reclusive that several members
of the party had not seen one before.
Gesualdo was certainly hard to miss, with his olive complexion, greasy
moustache, red bandana, and brightly-colored, baggy clothes. Perri had also not failed to notice him, but
to Perri, Gesualdo was an old friend.
The small hobniz jumped down from his bench and waddled over to the
tall, swarthy attloi, and the two greeted each other warmly and loudly. It had been much too long, they both agreed,
since they had been out drinking and wenching together. Perri brought Gesualdo over to sit with him,
and introduced Barada.
Everyone
sat quietly and waited, while Perri and Gesualdo caught up on old times. However, nearly an hour had passed since they
had entered the tavern, and even Perri was antsy for something to happen. The number of other customers had dwindled to
half of what it was, but Perri still spoke up for their benefit as he began
asking Gesualdo what he knew of the Flying Turtle Guild. Of course, he was also hoping to upset the
ever-uptight templar, Alex, by making their purpose their too obvious. To his chargrin, though, Alex seemed to
approve of the plan. Gesualdo admitted
that he had not heard much about this new guild, and that it was something the
Attloi should know about. He promised to
look into the matter.
Now it
was time for the next part of Perri's plan, which he had conveniently forgotten
to tell the rest of the party. Feeling
the need to relieve himself of the burden on his liver, Perri grabbed a pail
from the room's corner, and took it outside through the side door to the
alley. Everyone in the party watched the
hobniz wander off, but hesitated to do anything about it for fear of upsetting
the plan further. That is, until they
heard the sounds of combat from the alleyway.
Perri
had just stepped outside and found a half-orc standing on either side of
him. One, with a wooden club in his
hand, slammed the door shut. The other
swung at Perri with a leather sap. They
had not reckoned on so small or so nimble an opponent, however, and their every
blow missed, while Perri delivered glancing blows with his own short
sword. Barada and Abraham soon came
bursting through the alley door, and it looked like the battle would be soon
over. Just then, an arrow struck the wall
over Abe's head, having been fired by a masked man crouching on the slanted roof
of the neighboring building.
Vlad and
Alex emerged from the front door of the tavern, intent on circling around and
catching Perri's attackers from behind.
However, three more half-orcs wielding clubs sprang forth from the
opposite side of the building. Vlad
immediately recognized them as the half-orcs he had arrested earlier that day
and left in the town's stocks. Vlad
managed to reach into his component pockets for his colored sand, and spoke the
incantation for his Color Spray spell.
But just as the spell went off, one of the half-orcs managed to lunge
forward and give Vlad a vicious head blow from his blackjack. Vlad went down from the blow, and the three
half-orcs -- overwhelmed by the spell -- fell also. Alex, who had by now drawn his long sword,
could only kneel down and make sure Vlad was still alive.
Perri
ran to the back corner of the alley, and Abe hugged the wall under the roof
their new assailant crouched on. They
could hear their masked foe start moving across the roof -- towards Perri's
end. Perri stood with throwing daggers
at the ready, and Abe dropped his mace and drew out his sling. The fleeing figure received glancing blows
from slung bullets, and a serious wound in the back when Perri hurled a dagger
from his place of hiding. Their attacker
still managed to make the leap from his roof to the roof of a building between
the tavern and the town wall. Perri
called to Barada, telling the Flannish warrior that he needed to get up on that
roof. Barada picked Perri up by one arm
and one leg, and began spinning him around like a discus. With a Herculean throw, Perri went sailing up
into the air, and 60 lbs. of hobniz smacked into the figure on the roof. Their attacker had managed to climb to the
crest of the roof, but the impact sent the attacker tumbling down the far side
of the roof, and Perri tumbling down the near side. Perri landed with a nasty thump, but was only
lightly injured. Circling around the
third building, the adventurers found their assailant unconscious and seriously
injured from the fall. Abe stablilized
the man's conditon, and Abe and Barada carried him between them back to the
alley.
By now,
Alex had laid on hands upon Vlad, and the healing powers of a templar flowed
into Vlad and revived him. The three surviving
half-orcs were quickly bound before the spell that incapacitated them could
wear off. The others were just returning
when a Watch patrol approached. A Watch
patrol seemed suspicious -- arriving so quickly in the seedy Dock District --
but they did wear the town's device on their tabards, and Alex and Vlad were
duty-bound to respect their authority.
Perri
and Abe had other ideas, however. They
wanted out of there, fast. The each
explained a plan to Barada about what to do, and then had to take the time to
sort out their plans. Meanwhile, the
Watchmen spotted them in the alleyway.
It was too late for them all to get away, so Abe stayed behind to block
the Watchmen while Barada and Perri got away with their prisoner. Abe was brought out to stand with the others,
and blurted out that he didn't know why Perri was running away. Vlad wove a tale of half-truths that made it
seem like Perri was only a casual acquaintance of their's, and that they didn't
know who was fleeing with him. The
Watchmen took the three surviving half-orcs into custody, and asked the others
to come with them back to Prymp Keep for questioning. To this, the three adventurers agreed.
Cast:
Barada,
Neutral male Flannish human mercenary (1st level fighter)(played as NPC).
Alexander
Petrok, Lawful Neutral male Oerdian human templar of Zilchus (1st level paladin
variant)
(played as NPC).
Perpegilliam
Brown, Neutral male Hairfoot hobniz rogue (1st level Thief).
Hristo
Neutral Good male Wesevud ("Central") noniz ex-town watchman and
rogue (1st level fighter/1st level thief).
Vladamir
Kostitov, Lawful Good male Oerdian human prestidigitator for the Governor's
Guardsmen
(1st level Illusionist).
Abraham
the Radiant, Neutral Good male Oeridian human acolyte of Pelor (1st level
Cleric).
Setting: Relmor Bay, Prymp (free town of the Ahlissa
Coast)
Readying
19, 581 CY
Barada
and Perri made their way back to Perri's room at Izer's Place, a lonely
boarding house at the end of a street in the Dock District. There, they unmasked their captive, and found
it was no one they recognized. The man
was still unconscious, and from the looks of him, would remain that way for
quite some time. They tied the man to
Perri's bed, and took turns standing guard over him through the night.
Returning
to the Old City, the remaining members of the Band of the Grinning Gargoyle
were led to Prymp Keep -- home of the Town Watch. The three half-orc prisoners were placed in
one room, and the three Oerdian adventurers were escorted to an adjoining
room. There, the band members recounted
their stories for a Watchman named Bellosk, who listened for
inconsistencies. After awhile, Bellosk
seemed satisfied that they had acted in self-defense, and even granted them
permission to be present as he went next door to question the prisoners. However, when they entered the adjoining
room, they found it empty. The guard who
had been on-duty at the door came back and said that another Watchman, Ivan,
had already come by to take the prisoners to the dungeon and relieved him of
duty. Alex, being himself a Watchman,
made known his authority and left to spread the alarm. Vlad rushed to the courtyard to look for
signs of the escapees. Abe stayed behind
with Bellosk and examined the room they had been held in.
Abe
found no secret ways out of the room they were held in. Vlad discovered that no one had left the keep
by the gate since they had come in, and that it was the only way out of the
keep. The Watchmen did admit that it was
remotely possible for them to go over the wall if they had some way to scale
it. Alex, Abe, and Bellosk joined Vlad in the courtyard. There was no sign of the escapees. Also, the Ivan, who had supposedly visited
the prisoners, had been on-duty elsewhere, and others could vouch for him. Alex would stay to help sort out this
mystery, but it was now Watch business, and Vlad and Abe were politely asked to
leave so the keep could be sealed off.
Readying
20
Hristo
woke up, and could see daylight through the tarp above him. Then the tarp was removed. Some fishermen, ready to begin their daily
toil, were shocked to discover a noniz in their boat. Hristo looked perfectly dreadful in his
soaked, raggedy fullcloth, and the fishermen were moved to pity. They helped the small creature out of their
boat and set him down on the pier. There
were numerous piers stretching out over the beach and jutting out into the
bay. There were buildings at the end of
the piers, and streets, and beyond those -- a walled town. But not just any walled town. Somehow, Hristo had washed up right into
Prymp. He had spent the night in a
rowboat, and his own quarters had been just a few streets away.
Then
Hristo looked around a little more, and it dawned on him that the large sailing
ship out alongside the next pier over was the Red Zephyr. He had risked death to escape the
pirates, and they had gotten there ahead of him. The pier Hristo was on was now swarming with
fishermen making for their boats, and Hristo grabbed one and told him about the
pirates and his own harrowing escape.
The fisherman, being either civic-minded or gullible, ran off to inform
the harbormaster. Hristo decided not to
wait around and see if the fisherman did so.
Instead,
Hristo returned to Hogan's Hostel, where he boarded. However, Perri knew this as Izer's Place, and
unknowingly was lodged just a few doors down with his new roommate,
Barada. Perri was emerging from his room
on his way to find breakfast when he spotted Hristo. The two demi-humans gave each other a big
hug, as they were overjoyed to see each other alive. Hristo very briefly recounted his escape from
the pirates. Perri was eager to bring
Hristo the the Grinning Gargoyle tavern to surprise the rest of the band, but
Hristo needed a quick stop in his room to check on his laundry and change into
his cleanest clothes. Aside from
clothes, Hristo had no belongings remaining.
Perri armed Hristo with a spare short sword so the noniz would at least
have something for defending himself.
The poverty of Perri's companions, Barada and Hristo, became apparent
when the three of them tried to enter the Old City, and only Perri had money on
him for tolls. He grumbled as he paid
for himself and Barada, leaving Hristo to try Perri's old pebble-in-the-tollbox
trick.
Soon, at
the tavern, everyone gathered and welcomed Hristo back into their ranks. Hristo too was excited to be back. Alex, who had spent much of the night at
Prymp Keep, informed the others that no sign of the escapees could be found,
nor could an explanation to their escape be made. Everyone at the table agreed, though, that it
looked like corruption in the Watch was to blame. Hrist was briefed on their plans to return to
Skull Keep, and that they were only waiting for the Church of Zilchus to
recruit more members for them. Vlad had
high hopes that the Guardsmen could be persuaded to give them a contingent of
men to help wipe out the brigands and pirates with. In fact, Vlad planned to go to the Garrison
that morning in order to again petition the Castellan of the Garrison, Adam
Belkos. The others would find their own
ways of amusing themselves and passing the time, and everyone split up into
groups of one or two to go their own way.
And then
they heard the boom.
The
sound, like a deep thunder-clap, rang through the streets of town. It had been seldom heard, and not since
Nyrondese ships had last bombarded Prymp a few years ago. But their was no mistaking the sound of the
Bombard. There was serious trouble at
the Naval Docks. Every member of the
party ran to the North Gate that led to the Dock District. The Naval Docks were along the east end of
the beach, with a small, fortified structure between the piers and the
streets. It was there that the Bombard
was kept, and what it had fired at was a ship sailing away from Prymp -- the Red
Zephyr! Two naval ships were getting
ready to cast off in pursuit. The Band
of the Grinning Gargoyle managed to gain access to the docks, and boarded theVigilant. Captain Kostov could tell they weren't
mariners, but didn't have time to make them leave because the Vigilant
was ready to cast off. Vlad wondered to
himself if the captain might be some distant relative of the Kostitovs, but
such was not the time to ponder such thoughts.
The sails of the Vigilant caught a good gust of wind, and took
off from the pier, followed by another naval ship, the Man-O-War. Abe began giving the captain advice on how
they could catch the pirates -- advice which showed Abe to be lacking in naval
experience. As annoyed as that made the
captain, Kostov had to admit that there would be no catching the pirate ship as
long as they stayed on the same heading.
If only they knew what course the Red Zephyr was making for...
But
of course, the Band of the Grinning Gargoyle had a very good idea where the
northwest-bound ship was heading for.
The pirates planned to lose the other ships out in deep water, and then
head back to shore and Skull Keep.
Captain Kostov knew the coastline well enough that he could plot an
intercept course that would get them to Skull Keep first. So, the Vigilant turned hard to port,
leaving the Man-O-War to follow the Zephyr alone.
A
few hours passed. The Red Zephyr got
farther away. And then Skull Keep came
into view. Although every member of the
Grinning Gargoyle Band knew what Skull Keep looked like, none of them had seen
the skull-like cliff from this angle before.
The eye hole/tunnel where they had pushed goblins to their death, and
barely made their own escape from later.
The row of teeth/rocks and open mouth/cave where most of them had first
encountered the pirates. And above it
all, the lonely tower that lead to the dungeons below.
The
Red Zephyr drew closer. In fact,
it hard turned hard and was coming straight towards Skull Keep. The Vigilant would be broad-sided if
they did not turn, and so Captain Kostov ordered his ship to turn to starboard
and meet the pirates head-on. Rolling
over the waves, the two caravels closed the distance between them, with the Man-O-War
still tagging along some distance behind the Zephyr. They seemed to inch towards each other, but
their pilots were true to their captains' orders, as the two ships were going
to pass each other so close that they could have rammed each other. As their forecastles passed each other, the
mariners on board the Vigilant prepared crossbows, and held boarding
planks over the starboard rail of the Zephyr. On board the Red Zephyr, a few of the
pirates had bows or crossbows, and one armored man held an arquebus. And above them all, in the netting of the Vigilant,
Perri had undone a rope, and now used it to swing over to the deck of the Zephyr!
The
battle was joined, with the firing of the arquebus drowning out the calls to
board. Missiles were fired from both
decks, with the pirates taking more hits.
With the two ships still slowly passing each other, Abe, Vlad, and
Hristo ran across the boarding planks to join Perri in melee with the
pirates. The successful volley of the
naval mariners had the pirates in disarray, and a Color Spray spell from Vlad
left much less of the crew in the position to fight. Still, Abe found himself facing a pirate in
single combat. Hristo faced an old
shipmate named Pon, who was all to eager to exact revenge on the gnome who had
somehow returned from his watery grave.
Perri was confronted by the Second Mate, Gershom -- a man who fought
with a short sword in one hand and a dagger in the other. Each of these heroes was evenly matched with
his opponent, and the situation looked grim as Captain Renspa was rallying his
men for a charge. As the Vigilant
sailed past, there would be no reinforcements coming until the ship came around
again along side the Zephyr.
But
then, Vlad cast his Phantasmal Force spell.
He concentrated hard as his hands worked eldritch forces in the
air. He had never tried an illusion on
so grand a scale, but he managed to make what looked like a ghost ship begin to
materialize off the port side of the Zephyr. The pirates were superstitious of ghost
ships, as Vlad had hoped, and this through them in disarray. When it looked like the ghost ship was on a
collision course with the Zephyr, about half the crew panicked and
herded into a lifeboat in order to abandon ship. Vlad made the ghost ship appear to ram the
lifeboat, and most of the crew who was already fooled by the illusion fell into
the water trying to escape the collision.
Captain
Renspa surrendered. One by one his men
followed suit, though Pon, apparently blaming Hristo for their misfortune, was
the last to drop his weapon. The Vigilant
had now come up alongside the Zephyr again, and after matching their
speeds laid down the boarding planks a second time. Alex and Barada, who had missed their first
chance to cross to the pirate ship, came onboard with part of the naval crew to
take Renspa and his remaining crew members into custody. Where the rest of the pirate crew had jumped
into the water, only shark fins could now be seen.
Perri,
Hristo, Abe, and Vlad then took the time to search below deck, hoping to fill
their sacks with pirate loot. Hristo was
actually more interested in finding what the pirates had already taken from
him, but his armor, arms, and equipment seemed
no longer to be on board. Several
chests filled with clothes and coins were found. Hristo warned the others that hobgoblins had
been on board the Zephyr before, but had not been seen on deck during
the battle. This was fortuitous, as Abe
ran into one while searching the crews' rooms.
Abe shut the door on the spear-wielding hobgoblin and held it shut while
the others went up top to get help from the Vigilant. Some mariners came down, and the adventurers
let the sailors go in first. The
hobgoblin was more than a match for three mariners with short swords, however,
and Abe reluctantly took a hand in bringing the monster down.
Vlad
found the cabin belonging to the 3rd Mate, Pulnka, and amongst his possesions
recovered a slender spellbook that Vlad couldn't read. In the Captain's quarters were two more
books, Principles of Navigation and Legal Distinctions in Letters of
Mark, which Vlad took. Vlad returned
to the deck and found the crew from the Vigilant taking everything not
nailed down out of the fore and aft castles.
It was
Hristo who first entered the Captain's Quarters, and it was there that they
discovered Hristo had not been the last captive of the pirates. A beautiful woman, clad in just a white
tunic, was sitting on the bed. An ankle
chain led from her leg to one leg of the bed, and the bed itself had an iron
frame and was bolted to the cabin floor.
Perri took an immediate interest in the long-legged beauty, but neither
Hristo or Perri could pick the lock that held her there. The woman introduced herself as Lemunda, but
she said little else and what words she spoke dripped with bitter sarcasm --
especially when no key for the lock could be found. By now, Abe had returned, and he too wished
he could free the lovely Lemunda. It was
not until Vlad returned, however, that the idea was proposed that Captain
Renspa might have had the key on his person still. Vlad went back aboard the Vigilant and
learned that Captain Kostov had indeed confiscated a set of keys from Renspa
before hurling the man in the brig.
Kostov followed Vlad back to the captured ship, and the captain freed
Lemunda. Lemunda was extremely grateful,
and virtually ignored the others as Kostov escorted her off the pirate
ship. Every male in the room hated
Kostov.
When
everyone was safely back onboard the Vigilant, Vlad had another
discussion with Captain Kostov. This
time, Vlad was curious about what was to be done with the Red Zephyr. Vlad and his companions thought the Zephyr
should be saved, and brought back to Prymp.
Kostov was adamant, however, that the Zephyr be scuttled. It would do the morale of the townspeople
more good, he argued, to destroy the ship than let it sail into the harbor
again. The Grinning Gargoyle Band did
not agree, but since they were on his ship, they could do nothing to stop
him. The hull of the Zephyr was
breached with spears and left to slowly flounder. The triumphant crew of the Vigilant,
and the Band of the Grinning Gargoyle, sailed back to port.
BONUS
FEATURE: CATCH THE BLOOPERS!
Been
studying the campaign closely? Reading
every write-up to follow the clues? Uh,
oh. Then I'd just like to remind
everyone that even Dungeon Masters are fallible, and this last playing session
has several -- what one might call bloopers -- in it.
First of
all, Barada only has a 16 STR. Perri
weighs about 60 lbs. There's no way
Barada could have picked up Perri and flung him 15 feet into the air, no matter
what kind of wind-up he used. At best,
maybe Barada could have thrown Perri up to the edge of the roof. However, the event as it was played was much
funnier than Perri just reaching the edge of the roof, and I'll always consider
taking comedy over realism.
My
players may remember that when the Vigilant and the Zephyr were about to
engage, Captain Renspa ordered the crew to prepare to ram. While at the time that felt like a really
dramatic thing to say, upon reflection I can't imagine a seasoned ship captain
trying to ram with a caravel. I have
re-written the scene to delete that command , and would explain what the PCs
misunderstood what they heard in the noise and confusion of the moment. I should mention that I will not normally re-write
scenes like this, unless some aspect of my performance really bothers me later,
and seems detrimental to the scene it was in.
The
naval ships, the Vigilant and the Man-O-War, were not named in the scenario
when it was played. I realized when I started
writing the scene that I was going to need some names so I didn't have to call
them "those ships" each time.
So I held a Name the Ship contest amongst my players. The Vigilant was suggested by Hristo's player
-- who will earn 100 xp for the name. Second place went to Abraham's player, who
will earn 50 xp for his contribution.
Most
controversial about this playing session was the sinking of the Red
Zephyr. My argument was that sinking the
Zephyr was necessary as a symbolic end to the pirate menace and, through Capt.
Kostov, I argued that it would be bad for the people of Prymp to see the pirate
ship return. Of course, the ship COULD
have been sailed to the next town over, Porton, and sold there -- but I didn't
think of that so neither did Capt. Kostov.
Abe's player has suggested that Kostov didn't do so because he had too
small a crew on board to man both his ship and the pirate vessel, which sounded
like a good enough excuse to award Abe 25 xp for.
And
lastly, a goof I made even longer ago, but has haunted me since. When Barada was at the farmer's house several
sessions ago, and given a ride back to Prymp, the farmer had produce in the
back of his wagon. In winter? Admittedly, I have mentioned in the game
before that it has been unseasonably warm, but no one could have a crop already
by the month of Readying. Clearly, it
was some other type of goods that he was transporting.
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