(S018) Ship Battles with An Old Foe
Battling a violent storm and fending off a pursuing pirate warship commanded by Vernon Lazaria, the Mighty Menagerie finally reaches the bustling port of Wideberth.
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Chapter: =this.session-chapter
DM: =this.dm-session
Session Day: 57
Time Passed: Morning Rest & Naval Skirmish
Rewards: Glamourweave,Necklace with Black Spheres,Keys,Potion of Water Breathing
👥 PCs
👥 NPCs
🗺️ Locations
🗡️ Creatures
🏴 Factions
📦 Items of Note
| ◀️ Previous Session | ▶️ Next Session |
|---|---|
| 106 | 108 |
📝 Session Summary
The Wild Cards were called The Menagerie by some until they came up with the name The Wild Cards.
- Barlo: A grizzled tabaxi barbarian who has been doing some work for a network that one should be wary of.
- Bastion: An orphan human who spent his life studying magic and blades, even though his elder pushed him away from the sword. He replaced Reginald.
- Calliope: This bardic faun joined the party late when she needed to find help to save her homeland.
- Reginald: A leonin cleric who was off to show his family's royal background and would later find out there were secrets leading to him becoming a king.
- Sas: A tortle hermit was given an item of power and a quest.
- Shadow in the Snow: This tabaxi got a coin, and her curiosity set her on a path.
🎬 Scenes
- Scene 1: Barlo's Backstory — From The Bronze Canyon in Kampos. Gave up Tabaxi name, "Smiles". Help move people. On way to Eushia to help Black Road with a client. Currently on ship near Carrune.
- Scene 2: Bastion's Backstory — When Bastion Bladesinger was very young he lost both of his parents to a plague. He took care of himself as he taught himself how to use the rapier his father once wore. He lived in Dyrt and watched all of the great knights. He also had an interest in the ways of magic and he wished he could do both – use swords and excel in magic – like many elves he had heard about.
- Scene 3: Calliope's Backstory — Calliope was born into the nestled highlands of the Oraniad Mountains. The Skola Vale, wild and free, blessed by the gods and inhabited by whimsical Satyr and Faun. Deep within it among the lush valley, reside the Dawngreets, a long generational line of storytellers and lore keepers.
- Scene 4: Reginald's Backstory — He was born at home, a modest-sized mansion where his family lived a modest means – even though his father could never stop talking about how they were royalty and yet this was the only lands they currently possess. His childhood was generally a happy one full of several friends. He was an only child.
- Scene 5: Sas' Backstory — Sas was born on the continent of Oth'Mar – a content mostly inhabited by Tortles and is far to the south of the Carrune Isles.
- Scene 6: Shadow's Backstory — Deep in the snowy mountains high in the north, there lived a large group of Tabaxi, The Blinding Wild Clan.
📜 Missions & Quests
- Completed:
- Established individual party origins and initial connections to the world of Dierde.
- Active / Discovered Threads:
- Barlo's ties to the smuggling rings and the Black Road.
- Bastion's mysterious past and fallout with Grognard.
- Calliope's quest to save the Skola Vale.
- Reginald's pursuit of his family's royal mint commission and claim in Neyer.
- Sas's vision of the Cat Goddess Bast and journey to find her lost lands.
- Shadow's golden coin and mystical calling from her clan shaman.
NPCs
👥 NPCs with the party
None⚔️ NPCs Fought
None💬 NPCs Other Interactions
None🗣️ NPCs Discussed
NoneS018: Ship Battles with An Old Foe
Date: 2021-09-11
Short
The party battled a violent storm at sea that left their ship damaged and crew morale low. Despite their well-intentioned efforts to help—including Bastion's magical assistance, Calliope's inspiring words, and Shadow's navigation attempts—Sas accidentally knocked a crew member overboard, prompting the captain to send them below deck while the experienced crew took over. After several days of recovery and travel through persistent rain, a three-masted warship appeared on the seventh day, eventually revealing itself as a pirate vessel commanded by Vernon Lazaria, the mutineer from their past voyage. A fierce naval battle erupted, with Shadow demonstrating remarkable marksmanship by striking Vernon repeatedly from two hundred feet away across choppy seas, while Sas operated their mangonel with devastating accuracy, shredding the pirate ship's sails. After sustaining heavy damage and facing unexpectedly strong resistance, Vernon's warship retreated, leaving the party victorious but their vessel heavily damaged.
The journey to Wideberth took fourteen days total—six days longer than planned—with the crew working constantly on repairs under poor weather and low morale. Upon arriving at the bustling port town, the captain promised to spread word about Vernon Lazaria through his merchant's guild connections and informed them that Reginald would send a convoy to meet them at the Silk Line tavern. The party's attempts to acquire magical items went disastrously when Calliope tried to steal a valuable necklace from a merchant while Shadow distracted him, resulting in the merchant catching them and leaving in frustration despite Calliope's attempts to smooth things over. At the Silk Line tavern, they secured rooms for three nights and settled in to wait, with Calliope making a dramatic entrance using magical Glamourweave cloth and engaging in a silent staring contest with an elf cleric of Kelemvor who seemed to mock her while eating venison.
Summary
The party found themselves battling a violent storm at sea, struggling to keep their ship afloat as waves crashed over the deck. Bastion used his magic to help secure the rigging and clean the slippery deck, while Shadow attempted to navigate using the ship's map, though she struggled to keep them on course. Calliope rallied the exhausted crew with inspiring words, boosting their flagging morale. However, Sas's attempt to secure loose barrels went disastrously wrong when she accidentally knocked a crew member overboard, then tried unsuccessfully to convince everyone that the man was fine and they were heading in the right direction. The captain, recognizing that the party's well-intentioned efforts were causing more harm than good, sent them below deck to rest while the experienced crew took over.
After a night's rest, the party awoke to find the storm had passed but rain continued to fall, and crew morale remained low from the previous night's chaos. The ship had sustained significant damage, though the crew had managed to get them back on track. Over the following days, Sas practiced her tattooing skills, Bastion studied his books, and Barlo worked on his lockpicking techniques as the ship continued its journey through persistent rain and rough seas.
On the seventh day at sea, Shadow spotted a large three-masted warship approaching from behind. The captain identified it as a warship flying no colors, and the party debated whether to flee or engage. They decided to try to outrun the mysterious vessel, but despite their best efforts, the warship kept pace with them throughout the day and into the night. During her watch, Shadow used magic to enhance her vision and borrowed the captain's spyglass to observe the pursuing ship more closely.
As dawn broke, the warship raised its colors—a black flag bearing a dragon skull in profile with a single horizontal bone beneath it. Through the spyglass, Shadow recognized the pirate captain on deck as Vernon Lazaria, the mutineer from their past voyage who had disappeared after the shipwreck. She immediately alerted the rest of the party to this dangerous development.
The pirate warship opened fire with its mangonel, launching a massive boulder that struck the party's ship. Naval combat erupted as both vessels exchanged fire across the open water. The party's ship fired its mangonel at the pirate vessel's sails, causing damage, while Shadow took aim with her longbow at Vernon himself. Despite the incredible distance of two hundred feet across choppy seas, her bolt found its mark, striking the pirate captain and drawing blood. Barlo followed up with his own crossbow shot, hitting Vernon again and forcing him to take cover.
The battle continued with both ships trading volleys from their siege weapons. The party's sails took heavy damage from the pirate's mangonel attacks, slowing their vessel considerably. The captain suggested using a barrel of black powder as a weapon, to be ignited by a flaming arrow, but the party realized they lacked a proper fuse to make it effective. Sas operated their mangonel with devastating accuracy, repeatedly striking the pirate ship's sails and crippling their ability to maneuver. Shadow continued her remarkable marksmanship, firing her longbow at Vernon and the pirate crew despite the extreme range.
As the pirate warship's sails were shredded by the party's attacks and their captain wounded by Shadow's arrows, the pirates deployed oars to maintain their pursuit. However, after sustaining significant damage and realizing the party was putting up far more resistance than expected, Vernon's warship eventually turned away and retreated. The party's ship was left heavily damaged but victorious, having driven off the pirates without losing anyone.
The journey to Wideberth took an additional six days beyond what was planned, making for a total of fourteen days at sea. The weather remained poor with persistent clouds and rain, and crew morale stayed low as they worked constantly on repairs. Despite the extended voyage and damaged condition of their vessel, the pirates did not return. When they finally limped into the port of Wideberth, the captain informed them that Reginald would send a convoy to meet them at a tavern called the Silk Line, and he promised to spread word through his merchant's guild connections about Vernon Lazaria and his distinctive flag.
Wideberth proved to be a large, bustling port town known for its diverse trade in rare goods and exotic wares. Shadow sought out a place to have her weapons enchanted and found a merchant operating a wooden kiosk filled with mysterious trinkets. The merchant showed her a necklace with small black spheres of unknown magical properties, valuing it at a thousand gold pieces. When Shadow offered only ten gold, the merchant refused, and Barlo attempted to steal the necklace while Shadow distracted him. The merchant caught Barlo's clumsy attempt immediately and scolded him harshly, and even Calliope's attempt to smooth things over with charm and offers to identify items failed miserably, causing the frustrated merchant to pack up his cart and leave.
The party made their way to the Silk Line tavern, where they were greeted by Cune, an old elven bartender. They ordered food and drinks—boiled pork and mushrooms with stout for most, and raw meat for Barlo's companion Artie. Calliope retrieved a magical cloth called Glamourweave from their bag of holding and made a dramatic, glittering entrance, sauntering around the bar and staring down patrons who were eating venison. A male elf cleric wearing the symbol of Kelemvor, god of the dead, gleefully ate his venison and stared back at her in apparent mockery, though his group of poor-looking pilgrim companions seemed disinterested in the exchange.
The party secured two rooms at the Silk Line for three nights while they awaited Reginald's convoy. Shadow asked Cune about where to find silk in town and was directed to a fabric shop three blocks away, while Barlo mentioned looking for sturdy knitting materials. As the evening settled in, the party prepared to rest and wait for word about the next stage of their journey, their ship safely docked but bearing the scars of their harrowing voyage and battle at sea.
Scenes
Storm at Sea and Crew Assistance
The party attempts to help the crew stabilize their ship during a violent storm, with mixed results that ultimately hinder more than help.
- Bastion uses prestidigitation to help secure the ship's lines and clean the deck, making it less slippery during the storm.
- Sas attempts to navigate using a map but struggles to keep the ship on the right course.
- Calliope successfully inspires the struggling crew with persuasion, boosting their morale.
- Sas attempts to secure barrels but accidentally knocks a crew member overboard, causing a 'man overboard' situation.
- Sas tries to deceive the crew about the overboard member and the ship's direction, but his lies are transparent.
- The captain sends the party to rest, stating the experienced crew will handle the ship, implying the party's efforts were counterproductive.
Post-Storm Recovery and Continued Journey
After a night's rest, the ship continues its journey through rainy weather with low crew morale as the party engages in personal training.
- The party takes a full rest, recovering from the storm's effects.
- The weather remains rainy, and crew morale is still low due to the storm's events and lack of sleep.
- Bastion assesses the ship's damage, noting it is still significantly damaged.
- The crew manages to get the ship back on track, making good time despite the lingering rain.
- Sas practices tattooing, Bastion reads his book, and Barlo works on lockpicking during the travel days.
Warship Sighting and Pursuit
A large warship is spotted on the horizon, approaching the party's vessel, leading to a tense discussion about whether to flee or engage.
- Shadow spots a large, three-masted warship approaching from the rear starboard side of their ship.
- The captain identifies the vessel as a warship, noting it flies no colors.
- The party discusses the nature of the ship and the possibility of pirates from the Karun Islands.
- The captain attempts to use the winds to outmaneuver the warship, but it appears to be gaining or keeping pace.
- The party decides to maintain their course and try to outrun the warship.
Night Watch and Pirate Identification
During the night, Bastion and Shadow take turns on watch, with Shadow identifying the pirate captain as Vernon Lazaria, a former mutineer.
- Bastion takes the first watch but struggles to see clearly in the dark without darkvision.
- Shadow takes the second watch, casting darkvision to enhance her vision.
- Shadow uses a spyglass to observe the warship and identifies its flag as a black flag with a dragon skull in profile and a single horizontal bone.
- Shadow recognizes the pirate captain on the deck as Vernon Lazaria, a mutineer from a past encounter.
- Shadow informs the party of Vernon's identity.
Naval Combat Begins
The pirate warship fires a mangonel at the party's ship, initiating ship-to-ship combat as the party prepares to defend themselves.
- The pirate warship fires a mangonel, with a large boulder striking the party's ship's hold.
- The warship raises its black flag featuring a dragon skull emblem.
- Bastion attempts a history check to identify the pirate flag but finds no serious notoriety associated with it.
- The party's ship fires its mangonel at the pirate ship's sails, causing damage.
- Shadow fires her crossbow at Vernon Lazaria, hitting him and causing injury.
- Barlo also fires his crossbow at Vernon, hitting him again.
- The pirate ship continues to pursue, deploying oars to maintain speed after its sails are damaged.
Naval Battle and Pirate Retreat
The party continues to engage the pursuing pirate warship, damaging its sails and injuring its captain until the pirates retreat.
- The party's ship sustains further damage to its sails from the pirate's mangonel attacks.
- The captain suggests using a barrel of black powder as a deterrent, to be ignited by a flaming arrow.
- Sas operates the mangonel, successfully hitting the warship's sails multiple times and causing significant damage.
- Shadow continues to fire her longbow at Vernon Lazaria and the pirate crew.
- The party discusses using the black powder keg but decides against it due to lack of a fuse.
- The pirate warship, realizing the party is putting up a significant fight, eventually turns and retreats.
- The party's ship is left with heavily damaged sails but is no longer pursued.
Extended Journey to Wideberth
Following the pirate encounter, the party endures a prolonged and difficult voyage through bad weather, eventually arriving at the port town of Wideberth after 14 days at sea.
- The journey continues for an additional six days after the pirate encounter, making a total of 14 days at sea.
- The weather remains poor, with clouds and rain, contributing to low morale among the crew.
- The ship's crew works on repairs throughout the extended journey.
- Despite the extended travel and damaged ship, the pirates do not return.
- The ship arrives at the port town of Wideberth, heavily damaged but safe.
- The captain informs the party that Reginald will send a convoy to meet them at the Silk Line tavern.
- The captain promises to spread word about Vernon Lazaria and his flag through his merchant's guild connections.
Arrival in Wideberth and Merchant Encounter
The party arrives at the large port town of Wideberth and explores, with Shadow seeking magical items and encountering a peculiar merchant.
- The party disembarks in Wideberth, a large, bustling port town known for trade and rare goods.
- Shadow inquires about a tattoo artist in Wideberth.
- Shadow investigates the town for a place to enchant her longbow and finds a merchant with a wooden kiosk filled with trinkets.
- The merchant shows Shadow a necklace with small black spheres, valuing it at a thousand gold, with unknown magical properties.
- Shadow offers ten gold for the necklace, which the merchant refuses.
- Calliope attempts to steal the necklace using sleight of hand but is caught and reprimanded by the merchant.
- Calliope attempts to use deception to smooth things over and offers to identify items, but fails.
- The merchant, annoyed, pushes his cart away and leaves the party.
The Silk Line Tavern
The party heads to the Silk Line tavern, where they are greeted by the elf bartender Cune, order food and drinks, and encounter various patrons including a cleric of Kelemvor.
- The party heads to the Silk Line tavern, as instructed by the captain.
- They are greeted by Cune, an old male elf bartender.
- The party orders boiled pork and mushrooms with stout, and Shadow requests raw meat for Artie.
- Calliope retrieves a Glamourweave from the bag of holding and dramatically puts it on, making a grand entrance.
- Calliope saunters around the bar, making a show of her Glamourweave and staring down patrons eating venison.
- A male elf with sharp blue eyes, wearing a religious symbol of Kelemvor (a skeletal arm holding scales), gleefully eats venison and stares back at Calliope, seemingly mocking her performance.
- Calliope notices the elf cleric is accompanied by a group of poor-looking pilgrims who seem disinterested in the exchange.
- The party secures two rooms at the Silk Line for three nights, awaiting Reginald's convoy.
- Shadow asks Cune about silk in town, and he directs her to a fabric shop three blocks away.
- Barlo mentions looking for jute or sisal fiber for knitting material.
Memorable Moments
Sas accidentally knocks a crew member overboard while trying to secure barrels during the storm, then attempts to convince everyone the man is fine and they're going the right way.
Sas fumbles with barrels during the storm, causing chaos
Shadow identifies the pursuing pirate captain as Vernon Lazaria, the mutineer from their past, through a spyglass.
Tension builds as the party realizes they're being hunted by someone from their history
Shadow fires her crossbow across 200 feet of open ocean, striking Vernon Lazaria twice and forcing the pirate warship to eventually retreat.
During the naval battle, Shadow's exceptional marksmanship turns the tide
Calliope attempts to steal a necklace from a merchant's kiosk but is immediately caught and scolded, with Calliope's attempt to smooth things over also failing spectacularly.
The party's first interaction in Wideberth goes poorly as they try to acquire items
NPCs
Captain
The captain of the party's ship, experienced in naval matters. He guides the ship through a storm and a pirate encounter, making strategic decisions including sending the party to rest when their help becomes a hindrance. He is familiar with local pirate activity, suggests using a barrel of black powder as a deterrent, and promises to spread word about Vernon Lazaria through his merchant's guild connections.
Hugo Chirvers
(Ship's First Mate) | Half-Orc male on The Lady's Avarice. A crew member who alerts the Captain to the approaching warship, indicating his role in maintaining watch and communication on the ship.
Vernon Lazaria
A pirate captain and former mutineer, recognized by Shadow through a spyglass. He commands a warship flying a black flag with a dragon skull in profile and a single horizontal bone. He is injured by Shadow's crossbow fire during the naval engagement, eventually leading his ship to retreat.
Volothamp Geddarm
A vendor in Wideberth who operates a wooden kiosk with various trinkets, spell scrolls, and potions. He displays a necklace with small black spheres of unknown magical properties, valuing it at a thousand gold. He is wary of theft and quickly rebuffs Calliope's attempt to steal, leaving in frustration after the party's failed negotiations.
Cune
An old male elf who serves as the bartender and possibly innkeeper at the Silk Line tavern in Wideberth. He is accommodating to the party, offering food, drink, and rooms, and provides information about the town including directions to a fabric shop.
Cook
Works in the kitchen of the Silk Line tavern, preparing food like boiled pork and mushrooms, venison, and raw meat for the party.
Male Elf Cleric
A male elf patron at the Silk Line tavern with a narrow face, blonde hair, and sharp blue eyes. He wears a religious symbol of Kelemvor (a skeletal arm holding scales), god of the dead. He is accompanied by a group of poor-looking pilgrims and gleefully eats venison, seemingly mocking Calliope's performance.
Jade Baldridge
Jane Baldridge is the Ship's Quartermaster on The Lady's Avarice. A half-orc female.
Josceline Canon
Josceline Canon, a Rock Gnome, is the Ship's Bosun for The Lady's Avarice.
Lucy Rees
Lucy Rees is the Ship's Shantyman for The Lady's Avarice
Reginald Ivoryclaw
Reginald is a cleric once an active member of the Mighty Menagerie, he left the faction to return home and lead his nation.
Locations
The Party's Ship
A sailing vessel used by the party for sea travel, which endures a severe storm and a naval battle with a pirate warship. It sustains significant damage to its hull and sails during the journey, requiring ongoing repairs by the crew.
At Sea
The open ocean where the party's ship travels, experiencing both stormy and clear weather. The party is pursued by a warship in these waters, leading to a naval engagement.
Wideberth
A large, bustling port town in the east where Campos is, known for its diverse trade and rare goods from animal types. It serves as a hub for adventurers and merchants, with various shops, a merchant's guild, and taverns.
Merchant's Kiosk
A small, wooden stand with numerous cubbies and handles in Wideberth, operated by a merchant selling various trinkets, spell scrolls, and potions. Shadow attempts to purchase items here, and Barlo attempts to steal from it.
The Silk Line Tavern
A smaller tavern in Wideberth, tended by an old male elf named Cune. It features a handful of patrons and serves simple fare like boiled pork and mushrooms, venison, and various ales. The tavern has two small rooms with wooden cots and a mezzanine with several cots, often frequented by adventurer types.
Wide Berth Dock Ward
Wideberth is a busy port city on the East coast fo Kampos. This is the main entry point for ships.
The Sun
The sun is the center of this realm's "Universe" and has many satellites including planets and nebula. According to the Astronomia Praesidium Societatis it is a direct portal to the Elemental Plane of Fire and holds something very evil at bay.
Kampos
Kampos is a large continent that is full of rainforests and other lush grounds, making it a great habitat for the more anthropomorphic species. With The Dark Rain Forest in the center. Geography The most notable thing about this large continent is the dominant rainforest, The Dark Rain Forest which is on the Eastern side and goes up into the large mountain range in the center. This continent is mostly settled on the Eastern side and with settlements which are predominantly Anthropomorphic Creatures or Feys. Ecosystem The ecosystem is highly reliant on the connection to the Feywild as it connects through Skola Vale
Lost Sailor Pass
This is a dangerous pass of water.
Outding Refuge
This church is in Outding Refuge, and has a long history. There is a ghost in the basement, and a secret network of tunnels and rooms.
Items
Map
Used by Sas to help navigate the ship during the storm and keep track of their route, though she struggles to keep the ship on the right course.
Spyglass
Used by Shadow to observe the approaching warship from a distance and identify Vernon Lazaria on the deck. Shadow borrows it from the captain.
Mangonel
A type of catapult weapon mounted on ships, used to fire large projectiles. Both the party's ship and the pirate warship are equipped with mangonels, which are used extensively during the naval battle to damage sails.
Ballista
A large crossbow-like weapon mounted on ships, used for ranged attacks in ship combat. The party's ship is equipped with a ballista.
Black Flag with Dragon Skull
The flag flown by Vernon Lazaria's pirate warship, featuring a dragon skull in profile with a single horizontal bone underneath it. It is identified as a pirate flag, though not one of serious notoriety according to Bastion's history check.
Barrel of Black Powder
A single barrel of black powder suggested by the captain as a potential deterrent against the pirate ship, to be ignited by a flaming arrow. The party discusses using it but decides against it due to lack of a fuse, as pouring it out would just scatter the powder without the concussive effect.
Crossbow
Barlo's personal weapon, used to fire bolts at Vernon Lazaria during the naval combat. Shadow also uses a crossbow to successfully hit Vernon twice.
Longbow
Shadow's personal weapon, which she seeks to have enchanted in Wideberth. She uses it to fire arrows at Vernon Lazaria and the pirate crew during the naval combat.
Swords
Shadow pulls out two swords, preparing for potential close-quarters combat during the ship chase. She mentions they are regular short swords, not enchanted like her longbow.
Glamourweave
An uncommon magical cloth imbued with illusory magic that Calliope retrieves from the bag of holding. It can be used as a bonus action to create a moving illusory pattern within the cloth, adding a D4 to charisma checks. Calliope uses it to make a grand, glittery entrance at the Silk Line tavern.
Necklace with Black Spheres
A necklace displayed by a merchant in Wideberth, featuring small black spheres about three-quarters of an inch in diameter. Its magical properties are unknown, and the merchant values it at a thousand gold despite not having inspected it yet. Shadow offers ten gold for it, which is refused.
Spell Scrolls
Items mentioned by the merchant as being available for sale, though described as mostly cantrip spells that he considers not worth much money.
Potion of Water Breathing
A magical potion available for sale from the merchant in Wideberth.
Keys
Provided by Cune for rooms three and four at the Silk Line tavern, which the party rents for three nights.
Bag of Holding
A magical item that creates a pocket dimension for storage. Items stored within cannot receive external communications, as discovered when the scroll from Lars and Ursa failed to receive messages.
Alchemy Jug
An item already possessed by the party that can produce unlimited water, mentioned in context of the party now having unlimited food and water.
Journal of Jacoby CODED]
A coded journal from Jacoby.
Necromantic Artes, v.1
a primer on the art of Necromancy and controlling the undead.
Tattoo Kit
This kit is a sturdy briefcase which can hold a variety of hammers, needles, medical supplies needed for sterilization, and differently colored inks, all of which are necessary in the creation of magical and mundane tattoos. The kit may also include a sketchbook filled with original designs, and has space for any magical templates the owner finds during their journeys.
The Lady's Avarice
The Lady's Avarice is a sailing ship that is helmed by Vikar.
Thieves' Tools
This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.
Spells
Prestidigitation
Used by Bastion to help stabilize the ship during the storm, cleaning the deck to make it less slippery and helping secure lines and rigging with magical assistance.
Mage Hand
Calliope attempts to use this spell to upright fallen barrels during the storm, but the DM notes it's too similar to what Bastion was already doing. Later, Calliope uses it to create a giant magical hand that waves hello at the pursuing warship. Bastion also attempts to use it to deflect a mangonel projectile, but it proves ineffective against the force of the boulder.
Darkvision
Cast by Shadow during her night watch to enhance her sight and better observe the pursuing warship in the darkness. The spell requires a dried piece of carrot as a component.
Gust of Wind
Bastion considers using this spell to aid the ship's speed, but the DM advises it would not be effective given the ship's size and the existing strong winds already propelling them.
Notes
Factions.
The Fortunate Mead Heroes
(+ Allies)
Captain Lazarius & Crew
(- Caused mutiny and then later chased down the party)
Classic
Last we left off, our party found themselves battling the fury of the open sea as a violent storm threatened to tear their ship apart. Through a combination of magical aid, inspiring words, and one spectacularly disastrous attempt to help that ended with a crew member overboard, the party was politely but firmly sent below deck by the captain. After weathering the storm and several days of rough seas and persistent rain, their respite was shattered when a mysterious three-masted warship appeared on the horizon—a vessel that revealed itself to be commanded by none other than Vernon Lazaria, the mutineer from their past, now flying the black flag of piracy.
What followed was a desperate naval engagement across two hundred feet of churning ocean. Shadow's incredible marksmanship found Vernon himself despite the impossible distance, while Sas operated their mangonel with devastating precision, shredding the pirate warship's sails. Though their own vessel took heavy damage and their sails were battered by enemy fire, the party's fierce resistance forced Vernon and his crew to retreat. The victory came at a cost—six additional days limping toward port with low morale and constant repairs, but the pirates did not return.
Now, having finally reached the bustling port of Wideberth after fourteen grueling days at sea, the party has settled into the Silk Line tavern to await Reginald's convoy. Their first foray into the town's markets ended in disaster when Barlo's clumsy theft attempt drove away a merchant with potentially valuable magical wares. As Calliope makes a glittering entrance with her Glamourweave and locks eyes with a mocking cleric of Kelemvor, and as the party secures their rooms for the next three nights, we pick up with our adventurers finally on solid ground, their ship bearing the scars of battle, and new opportunities—and dangers—waiting in this exotic trade city...
Middle English
Harken well, ye gentlefolk brave,
Of heroes sailing o'er the wave,
When tempest wild did test their might,
And pirates came with fell delight!
Upon the sea, the storm did rage,
As Bastion wrought his mystic sage,
While Calliope's words did raise
The crew's faint hearts through darkest days.
But Barlo's hands brought woe and strife,
And cast a sailor to his life!
When dawn did break, a sail appeared,
A warship black that all men feared,
With dragon skull upon its flag,
And Vernon Lazaria, that scoundrel-brag!
The mangonels did roar and crack,
As Shadow's bolts did drive him back!
Through six-score feet o'er churning foam,
Her arrows true did find their home,
And Sas with engine wrought such harm,
The pirate sails lost all their charm.
Though battered sore, they won the day,
And sent the villains on their way!
To Wideberth port, fourteen days hence,
They limped with damage most immense,
Where Barlo's thieving hand was caught,
And Silk Line tavern shelter brought.
Now rest they there, their journey paused,
Till Reginald's convoy comes, as claused!
Snarky
Welcome to the maritime disaster where our party proved that sometimes the REAL enemy isn't the storm—it's your own incompetence. After Bastion magically cleaned the deck and Calliope inspired the crew, Barlo decided to contribute by KNOCKING A CREW MEMBER OVERBOARD and then gaslighting everyone about it. Nothing says "we're heroes" like committing manslaughter and insisting the drowning guy is totally fine. The captain, recognizing that the party's "help" was actively sinking the ship faster than the storm, banished them below deck where they couldn't kill anyone else.
But wait, it gets better! After days of uneventful sailing, a mysterious warship started pursuing them, and guess who was captaining it? VERNON LAZARIA, the mutineer from their past who apparently got a major upgrade from "shipwreck survivor" to "pirate captain with a three-masted warship." Shadow proceeded to hit him with a crossbow bolt from TWO HUNDRED FEET AWAY across choppy seas, because apparently she's been saving all her competence for the one moment it would look coolest. The party shredded the pirate ship's sails with their mangonel, drove Vernon off, and limped into Wideberth six days late. They celebrated their victory by immediately getting banned from a magic item shop after Barlo tried to steal a thousand-gold necklace in the most obvious way possible, because why break a streak of terrible decisions? Now they're waiting at the Silk Line tavern where Calliope is having a staring contest with a cleric of the death god over venison, which is definitely the most normal thing that's happened all week.
Limerick
A storm tossed their ship on the sea,
While Barlo knocked crew overboard with glee.
The captain said "Rest!"
As the crew knew what's best,
And sent the whole party below deck to flee.
When dawn broke, a warship gave chase,
With Vernon's skull flag in its place.
Shadow's bolt found its mark,
Through the distance so stark,
And struck the vile pirate's smug face.
The mangonels traded their fire,
As sails became tattered and dire.
Sas aimed with great skill,
The pirates lost will,
And Vernon retreated from Shadow's ire.
Fourteen days brought them to Wideberth's shore,
Where Barlo tried stealing from a merchant's store.
The necklace he sought,
But quickly was caught,
And the merchant packed up his cart with a roar.
At the Silk Line they settled to wait,
With Glamourweave making Calliope great.
A cleric ate deer,
While staring with cheer,
As the party rested to learn of their fate.
Exported from GMAssistant on 2026-08-16