BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

SD.3.4 A Pirate's Gamble

Session Preface

  In the chill, damp air of the Skullport alleyway, you breathe heavily as the decaying form of one Copper Stormforge falls limp and lifeless to the ground. Though invisible to the naked eye, you sense around you the spirit possessing the body lift out of its corporeal form and drift out beyond your peripheral senses. As Hawk regains consciousness and the denizens of this underground city pass by in small clusters of folks eyeing you strangely, you dust yourselves off, regroup, and once again return to the task at hand - finally finishing this simple delivery.  

Session Summary

  With the battle with the revenant behind them, the party moves quickly and quietly back to Thimblewine Pawnshop. Once again picking the lock, Hawk and Thaust make their way back inside and place the bag of holding into the described hidden compartment behind a shelf on a hinge.   With their initial task complete, the group's attention turns to the next favor of murdering the Guild's general, Sundeth. Knowing the Guild's majordomo can be found playing gambling games at the Guts and Garter, the party make a brief trek to Buttons, Boots, and Rags for sufficient disguises. Following purchasing the necessary accessories to portray their pirate personas of Tiny, Bluebeard, and Johnny Two Thumbs, the companions navigate the winding streets and rope bridges of Skullport to their destination.   Even before stepping inside, the party identifies Ahmaergo by his ill-temper and an outburst of rage which results in a fellow gambler losing a hand while the rest of the tavern's activity goes on unaffected. Once inside, the party splits up, orders drinks, and observes the room full of local Skullport skulkers. After a few warm-up games at a quieter table, Hawk eventually sits down next to the Majordomo and plays several rounds of dice games with him. In the first, the dwarf places a massive pile of gold, forcing Hawk to fold. In the second, after Thaust has joined the table, Hawk observes a blur of motion which he suspects to be the Majordomo cheating. When he accuses Ahmaergo of cheating, the room's tension bursts with a spectator watching over the dwarf revealing itself as the companions manage to escape through a combination of invisibility, deception, and running away.   After escaping the attention of the Guild, the party is approached by an immature drow by the name of Zevir who explains he is a member of the Auvryndar family the party previously met during their venture to the 10th level of the Undermountain. Zevir requests the party's aid to return and defeat Murial, the mage-turned-scorpion which is now running amok during the new turmoil and chaos. With so much already on their plate, the party pushes against this notion, but accepts Zevir's advice regarding their current priorities while they consider his offer. Zevir tells the party to seek out Quilla Vaerned in the Swinging Rigging, as she is the leader of the Lovitar worshipers who is rumored to know how to control the gargoyles atop the Tower of Seven Woes.   With this new information and more plans to develop for the upcoming assassination, the party returns to the Flagon & Dragon for another night's rest.

Session Overview

  Party:
  • Hawk
  • Thaust
  • Fenris the Furious
  Time Passed: Flamerule 9-10, 1493   NPCs:
  • Sundeth
  • Ahmaergo
  • Zevir
  • Quilla Vaerned
  Loot:
  • 3 Pirate Disguises

Comments

Please Login in order to comment!