Friday, January 19, 2018

Campaign 2.0

All right, here we have an all-new campaign with the same players! The first one was really a "Welcome to Pathfinder" sort of thing to start with, but now we're on a real adventure! (Still not sure if that's a good or bad thing, lol) Here we go!




That's right, we're running a high-seas, high-stakes adventure!


I suppose I should mention that, even though I said we have the same players, there has been a change.


See, our druid Hedwig wasn't originally playing with us. For this campaign, however, we're just going with the "he's been there the whole time" thing.


Now with that out of the way, let us begin the adventure!






We begin in Port Peril, with our adventurers sitting the local tavern. They're celebrating their success with their previous adventure in Sandpoint, spending their hard-earned gold and listening for any new jobs that may be available in the area.

Ryuk and Queek are entertaining the patrons by farting on torches to make brilliant displays of flame. The bartender is in such a good mood from the spectacle that he gives the group drinks on the house. The patrons are also in good spirits, leaving Azez well enough alone as she sits at the bar, making smalltalk with the bartender to try and find work while her companions goof off. So far she's found nothing of interest to fill her pockets, and Hedwig merely sits at the end of the bar sipping from his mug. He doesn't understand Common anyway, and no one else in the party seems to be able to speak a language he understands. What a strange little party they've turned out to be.
A woozy feeling, movement. The party opens their eyes to find themselves in a wooden room, stripped of their weapons and other belongings. Queek makes his way to the small round window and announces that the group is on a ship. Azez discerns that they were poisoned, must have been that round of free drinks. Ryuk is strangely silent, even as Queek walks to the door to pick the lock.

The door slams open, Queek whacked in the face and pinned to the wall as an unpleasant man steps through, flanked by two guards.

"Get up you lazy layabouts!" He barks, and his two guards move to bind their new captives.

The four adventurers find themselves being led out onto the main deck, where other prisoners are there waiting. A tall, dark-skinned man stands at the helm delivering orders.

"This is Captain Harrigan," the first man announces, "you don't talk to him, you don't look at him. The First Mate, Mister Plugg, will be in charge of you lot, so you listen when he talks at you. I am Master Scourge, and you best stay out of my way."

Mister Plugg is a thin, lean, bald man with a long ponytail at the base of his head and a scraggly beard that he keeps tied with little round gold clips. He looks over everyone and grunts.

"You, rigger," he snaps as he jabs a finger at Ryuk, who flies up to the crow's nest, anything to get away from Queek. Plugg points at the ratfolk and owl kin, "you and you, swabs. And you," he points to the white-skinned Azez, "you cook?"

"I can try."

"Get down to the galley. Ol' Fishguts'll love to have a look at you."

Ambrose "Fishguts" Kroop
Finding her way to the kitchen area, Azez finds herself looking down at "Fishguts". He's a small, disheveled man with a filthy apron covered in blood, a perpetual five o'clock shadow, and a large empty bottle at his side.

Thoroughly disgusted and still feeling ill from the drugged drink, Azez looks about the kitchen for anything that looks remotely edible. She may be here against her will, but that doesn't mean she's going to take her job any less seriously.


Meanwhile, Ryuk has completed his rigging for the day, only getting tangled in the ropes once. He doesn't mind the work, glad to be away from the tiny rat man, who consistently has horrible gas due to nerves. The large obsidian gargoyle spends the rest of his day resting in the crow's nest, looking over the ship from his higher vantage point, looking for anything he could use to aid in escape.


Queek spent much of his time chasing after rats, rescuing as many as he could from the poison that awaited them in the ship's corners. A talented rogue in his own right, he navigated the traps and disposed of the poison, using his ratfolk charm to lead the rats to safety. He did this, however, under the gaze of the ship's parrot, Pluck. Hedwig was stuck cleaning the deck and not making very good headway.


Dinnertime comes, Azez and Ambrose having made fishcakes and talking while they cooked. He was a former soldier, staying with the ship only because he has nowhere else to go. He lets Azez know that, "the walls have ears," and to be careful when moving about the ship. She in turn passes this on to her party to warn them... not that they're really listening.


A strongly-built woman takes notice of the white Tiefling, a woman so terrifying that none of the ship's crew dared to even try taking her weapon from her.


"Do you mind if I sit here?" She asks as she takes her seat regardless. "I'm Rosie. Rosie Cusswell. You're new too."


A nod. "I'm Azez and... well I'm ashamed to admit, but I came with them." She groans, gesturing to the seven foot gargoyle fighting with the three foot rat man over a fishcake.


"Terribly sorry about that. I feel your pain. Drink?" She pours two glasses anyway, and Azez is all too  happy to accept. She'd already been drugged by one drink, what were the chances of it happening twice in so little time?


"Those lousy shits were smart not to mess with me," Rosie muses, "but they took my violin. That bastard quartermaster has it. If you get it back for me, I'd owe you one."


"I'm happy to help."

So ends our party's first day aboard Captain Harrigan's Wormwood. More to come next week!




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