Friday, June 11, 2010

Session #11

Session 11 is the introduction of a new group of players to the campaign. As sometimes happens in these games, the original group ceased playing a few months ago. We'll leave the fate of those characters a mystery for now, though the events of session 11 do give us some clues.

Session 11 was a "play test" game, with players who were new to 4e. When we continue the game, I will assume that the events described here happened. But the players will be free to generate new characters, now that they understand more clearly how the mechanics of 4e work.

The wizard Sihirbaz has summoned 4 adventures who he has worked with in the past to investigate a mystery for him. He tells them that he was expecting a package to arrive by ship from the south, but it never arrived. This package was a set of papers and a magical device for collecting visual images. An associate of his had made an archialogical discovery in the islands to the south. He was sending details of this discovery to Sihirbaz. The items were to be carried by a ship called The Hemmingway. Upon arrival at the channel into Fort Aralan, the ship was boarded and the items were stolen. Sirhirbaz has not reported this theft to the authorities. He's very curious who would steal his package, why, and how they knew about it.

The party went to The Hemmingway located at Whiteharbor. The crew was quite reluctant to speak, but the party learned that they had seen a ship called The Jawbone prior to being boarded by bandits. The bandits threatened the crew, and told them that no one would be harmed if they turned over the Wizard's package, which they did.

The Jawbone is a vessel reputed to be owned by a thieves guild known as White Skull. The captain of The Hemmingway doesn't want to make any trouble with White Skull, so he will not report this minor act of piracy to the authorities. He told the party of this with great reluctance.

Eventually, the party went to The Jawbone, docked at Miller's pier. There they confronted the crew. A fight broke out. The party was victorious over 1 human bandit (captain Brandis), 1 human soldier, 2 minion "human rabble", 1 minion archer, and a kobold Wyrmpriest.

The party recovered Sihirbaz's package from the ship. Included in the package is a detailed diary written by Gaius, the wizard from the party in sessions 1 thru 10. Also included is the set of teleport sigils recovered from the fortress in the zombie swamp. There's also a magic orb. Within this orb, one can view images taken of a lengthy set of epic poems found written in the tombs beneath an ancient pryamid. Within this poem, lie a forgetten history and beliefs of the Bahumati kingdom.

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