Session 196 - Enemies of the Guild Report in Misty Isle of Harn | World Anvil

Session 196 - Enemies of the Guild

General Summary

 

28th to 30th of Kelen (Third Month of Spring) 724TR

The story so far

The heroes have learned that the mad priest of Ilvir, Xantosa, is hellbent on collecting relics (body parts) of the Crab-Titan Obsidapor. What are his nefarious plans? Does he intend to resurrect this ancient monster? And why are the covert priests of Agrik, the evil god of fire and war, interested in him?

Meanwhile, Remy has a grudge against a particular group of pirates who have a connection to a guild of smugglers and thieves.

This is the continuation of Session 194 - Ghosts of the White Clay.


Location - Castle of Sarkum in the Kingdom of Kanday.


Part 1 - The Messenger

While Odin restocks arrows in the town, he is met by a young man dressed in the Earl of Sarkum's colors. The young page delivers a message from the Castle's Constable telling Odin that a supply ship to the Earl's colony on Anafla Island is due to leave early on the month of Larane. This is around a month's time, and the ship will be departing from the City of Aleath.

Odin believes that the traveling weaponcrafter, Cearbhall Ciernack, is on that remote island searching for meteorite iron. Odin would very much like to meet with this master craftsman.


Location - Turmale Hills in the Kingdom of Kanday.


Part 2 - Flying Dragons

Meanwhile, the party is concerned that their friend Edelina Sprunstone may be involved with the thieves, smugglers, and ship wreakers. She could be in danger.

Scurgah
Scurgah by Attacus
While they travel to her observatory on Mt Tause, they spot another group of men, four shady-looking characters, moving in a similar direction. Keeping a wary distance, they run into other predators. Gliding in from an outcrop of trees are six Scurgath or the Dragon Birds. However, these face-hugging Ivashu are quickly dealt with. These hills are filled with many strange and aggressive Ivashu, and their numbers seem to be increasing.

Part 3 - The Observer

Edelina, art by Artbreeder
As the heroes approach Edelina's camp, the characters were initially unsure how to inform the Save K'Norian priestess that either the Thieves Guild or the King's Bailiff may be after her. Remy decides to directly tell her that she is in danger. The Thieves Guild has a map with a dagger through it at the exact location she is based.

Convinced of his sincerity Edelina confesses that she is working with the Bailiff. A stargazer at night, but she uses her telescope to seek out bandits, smugglers, and ship wreckers during the day. She has identified several wrecker crews on the peninsular, and it appears the thieves guild have become aware of her meddling in their business. Odin, using her telescope, spots the suspicious characters noticed previously, sneaking up the north side of the hill. They could be guild assassins who intend to silence the young woman.

Pirates are Edelina's nemesis. She passionately tells the characters that her father's ship was lost at sea, likely in this region, and believes the so-called Bloody Flag Pirates were responsible. Until five years ago, this organization was nothing more than a band of pretentious smugglers whose ego far exceeded their abilities. Then something changed; they seemed to control the tides driving ships onto reefs or capturing them. They leave no survivors. She has speculated that a powerful spellcaster may have joined their crew. Alternatively, Odin suggests that they may be using a relic of the demigod Obsidapor. This legendary Ivashu was said to control tides and the weather. She studied the routes taken by the merchant ships and noticed anomalies. A suspicious ship, possibly a pirate ship, has been seen avoiding the Emaba Strait several times; instead, it seems to be traveling east, likely from around Analfa Island.

The suspicious-looking men are not far away, so Remy hides in Edelina's tent while Odin lurks in a bush in a ridge above. Abaddon stays to protect Edelina.

Part 4 - Assassins

The scoundrel's approach. This gang consists of a smarmy thief, a warrior with multiple hand axes, a brutish thug, and a deadly-looking archer who hangs back. Their spokesman shows interest in Edelina's telescope; however, Abaddon blocks him as he approaches. The rouges spot Remy's movement in the tent and realize the game is up. They attack, but immediately everything goes wrong for the villains.

Odin breaks cover, delivering three expertly aimed arrows into the archer at the rear, nearly killing him. The severely injured man staggers back, falling to death behind a rocky ridge. Abaddon occupies the remaining thieves while Remy emerges from the tent and blasts with spells. The would-be gang assassins cannot coordinate and are quickly disabled, then killed. The noble heroes did not want any witness or word getting back to the thieves guild.

Edelina is not upset by their deaths; they are dangerous criminals, and she is easily persuaded to leave the area. She will set up her observatory in Andel Point near Hebon. Meanwhile, the heroes stage a death scene, making it appear that dangerous beasts killed the would-be killers. They even herd a pack of Hooked Hounds to the battle scene to scavenge, making it, hopefully, appear as though they were responsible for the deaths.

Part 5 - The Swallow

Before Edelina leaves, she directs the heroes to a shipwreck along Agrik's Cauldron. This may be of interest to Odin, who is searching for the wreck of the Obsidian Razor. A treasure ship filled with the contents of the nearby looted temple.

Instead, the wreck turns out to be the merchant's ship, the Swallow, and apart from three angry Giant Octopi, they find minimal treasure. However, there is a water-filled cave nearby, and they choose to explore it. The characters find some strange glowing moss. Then without warning, Abaddon receives a powerful telepathic message "LEAVE."

With no obvious valuable treasures in sight, the heroes decide caution might be the best option and back off. As they move out of the cave and make their way up the cliff, they spot two huge sharks swimming towards the cave's mouth. The heroes feel that they have avoided something perilous.

To be continued.

NPC Interactions

Edelina Sprunstone - Priestess of Save K'Nor.

Challenges Overcome

6 x Scurgaths.

1 x Thief, 1 x Archer, 1 x Thug, and 1 x Axethrower.

3 x Giant Octopi.

Rewards

Nothing major.

Created Content

Nothing new.

Related Reports

Edelina Sprunstone - Updated.

Agrik's Cauldron.

Player Character Status

Odin - Human - Level 5 Gloom Stalker.

Abaddon - Elf - Level 5 Open-hand Monk.

Remy - Half-Elf - Level 5 Bladesinger.

Encounters and Events

Session 196 Map, art by Attacus

Edelina's Observations

Pirates, art by Attacus
Campaign
Games of the Gods - Campaign On Hold
Protagonists
Remy
Abaddon
Odin
Report Date
04 Dec 2021
Related Characters


Cover image: by Attacus

Comments

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Dec 7, 2021 15:58 by MrGunn

Wow PCs taking telepathic advice from fungi... will the wonders never cease. Most PCs are oppositionally defiant: "Tell me to, 'Leave', will you! I take my sword and stab the fungus!" GM, make a Death Save vs Con. Oooo you rolled a 19, yeah, your character is quickly overwhelmed by the poisonous spores, and wishes they had taken that leaving advice before all fades to black, time to roll a new PC. Player, aww man, not again....

Thanks!   MrGunn [email protected]
Dec 7, 2021 21:39

I was surprised, it was a tough boss battle. And the players correctly deduced that the Fungi was a distraction, and they also deduced the location of the real threat, although they had no idea what it was. As a party are poorly equipped to fight in water so I can understand their caution and lack of enthusiasm.   And its always good to have a mystery.