(S036) Journey to a Keep
Planning a rescue mission for Sas's father, the party negotiates for their upgraded airship, travels north to a Blood Hands keep, and initiates an assault after Barlo's comedic diplomatic ruse fails.
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Chapter: =this.session-chapter
DM: =this.dm-session
Session Day: 96*
Time Passed: Morning Rest & Naval Skirmish
Rewards: saddlebags,Gloves of Missile Snaring,Sentinel Shield,355 gold pieces
👥 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
NoneS036: Journey to a Keep
Date: 2022-08-13
Short
The party prioritized Sas's quest to rescue her father from the Blood Hands, a dangerous group that had kidnapped him when she was young. Before departing, they confronted an unexpected complication: Morenars Neyers claimed ownership of their ship based on a contract, having invested in significant upgrades including flight capabilities and a transportation circle during their three-year absence. The party negotiated a deal to help Morenars Neyers test the ship on an off-planet mission in exchange for regaining ownership, though Bastion's possession of "the hat" gave them some leverage. They secured a few days' delay to help Sas first, then prepared for the journey by renting horses and a cart, estimating a thirty-hour trek to the keep where the Blood Hands operated.
During their journey north, Shadow commissioned custom saddlebags from Artie's outgrown armor, allowing her owlbear companion to be ridden comfortably. The party encountered dangers including a massive Roc in the distance and a flameskull with a troll that Shadow discovered during her watch, successfully leading the creatures away from camp without engaging them. They met a peddler named Volothamp Geddarm and sold him a Behir horn for three hundred fifty-five gold pieces. Upon nearing the keep, Shadow conducted reconnaissance and observed eight bugbears guarding the damaged fortification, noting they appeared relaxed rather than alert. The party debated their approach, ultimately deciding to attempt diplomacy first. Barlo approached the guards speaking Goblin and tried to deceive them by claiming to be part of their organization, referencing a raid from three and a half years prior, but his fabricated story about reporting to "Commander Dumbhead" failed to convince the suspicious bugbear, who threw a javelin at him, initiating combat.
Summary
The party gathered to discuss their priorities, weighing the urgent matter of their ship against Sas's deeply personal quest. Sas shared the painful memory of her father being taken when she was very young, never learning why he disappeared from her life. Letters had recently revealed that he was being held by the Blood Hands, a dangerous group that also had connections to other kidnappings. The party saw an opportunity not just to rescue Sas's father, but to interrogate members of the Blood Hands to learn about their headquarters, their leader, and their operations. However, an ominous situation with their ship demanded attention first, as someone in town needed to discuss improvements that had been made during their absence.
Before departing, Shadow sought out a leather smith with a specific request. Artie, her owlbear companion, had grown rapidly, and his old armor no longer fit. Rather than let the leather go to waste, Shadow commissioned the smith to transform it into saddlebags connected by a flat strip of leather that would allow someone to sit comfortably on Artie's back without the full burden of a traditional saddle. She used her ability to speak with animals to explain the plan to Artie, ensuring he was comfortable with the arrangement and maintaining the bond they shared. The smith agreed to create the custom piece for forty gold, and Shadow emphasized that comfort was more important than elaborate craftsmanship since Artie wouldn't be ridden constantly.
The party then met with the village elder and were directed to Morenars Neyers, who had been maintaining their ship during their three-year absence. The conversation took an unexpected turn when Morenars Neyers revealed he claimed ownership of the vessel based on a contract stating he would gain rights if the party failed to return. He had invested considerable resources in upgrading the ship, adding new rooms, a transportation circle, and the ability to fly using magical energy channeled through spell slots. Morenars Neyers proposed a deal: if the party helped him test the ship's capabilities on an off-planet mission, he would relinquish his claim and return the vessel to them. Bastion mentioned he possessed "the hat," which prevented Morenars Neyers from fully taking control, giving the party some leverage. Shadow revealed she knew the ship's history through her shaman and abbot, who had adventured with the previous captain, Meklan. The party asked for time to help Sas first, and Morenars Neyers agreed to wait a few days before expecting them to undertake his mission.
With their ship situation temporarily resolved, the party prepared for the journey to the keep where the Blood Hands were reportedly operating. They learned the location was half a day north of the village on the material plane, though the exact distance proved confusing in their planning. After discussing various transportation options including having Artie pull a cart or using transformation magic, they settled on renting two horses and a cart for one hundred twenty gold pieces. They estimated the journey would take approximately thirty hours of travel spread across multiple days, planning to maintain a normal pace for the first two days before slowing down to approach stealthily on the final day.
During their journey, Shadow took the first watch, spending time bonding with Artie and attempting to read a book about rocks, crystals, and gemstones in preparation for learning more about magical gems. Her studies proved frustrating as the information seemed more mythical than factual. As she kept vigil, she spotted an enormous bird in the distance, a Roc so massive it briefly shadowed the moon as it flew southeast with a cow clutched in its talons. She alerted the party to the creature's presence, though it was flying away from their position and posed no immediate threat.
Later during her watch with Bastion, Shadow heard unsettling noises and saw a flash of light in the darkness. Leaving Artie on alert at the camp, she stealthily investigated the disturbance and discovered a flameskull and a troll lurking in the woods. Recognizing the danger these creatures posed, especially the flameskull with its ability to return after being defeated, Shadow fled using her feline agility to cover ground quickly. She let out a shrill whistle to alert Barlo and Artie, then led the creatures away from the camp before casting a spell to move without leaving traces and successfully sneaking back to her companions undetected. She reported what she had seen, and the party remained vigilant through the rest of the night, though the creatures did not pursue them to the camp.
The next day, the party encountered Volothamp Geddarm, a human peddler traveling the roads with various wares. They examined his inventory, which included magical gloves that could snare incoming projectiles and a sentinel shield that required no special attunement. The party sold Volothamp Geddarm a non-magical short sword that Shadow had carried before finding her Firebrand, then negotiated the sale of a Behir horn they had been carrying. Volothamp Geddarm recognized the rarity and value of the horn, paying them three hundred fifty-five gold pieces for it. The transaction proved fortuitous, as the party had been uncertain what to do with the massive horn and had no immediate plans to craft anything from it.
As they neared the keep, the party made camp away from the road to avoid detection. Calliope created a magical shelter that would protect them during their rest, though Artie was too large to fit inside and remained outside to guard their horses and cart. Shadow enhanced their concealment with magic that would prevent anyone from tracking them to their location. Before settling in for the night, the party decided Shadow should conduct a reconnaissance mission around the keep to assess the enemy's numbers and defenses.
Shadow moved through the darkness with exceptional stealth, circling the keep's perimeter while remaining hidden in the tree line. She observed eight bugbears roaming outside the fortification, noting that they appeared relaxed rather than alert or preparing for any threat. The front entry showed the most damage, with crumbled and broken sections, but it was also where guards were stationed. Shadow carefully walked the entire perimeter, identifying potential entry points and gathering information about the fort's condition before returning to report her findings to the party.
The party discussed their approach, considering whether to attack at dawn when the guards would be sleepiest or attempt diplomacy first. Barlo suggested trying to talk to the guards to gather information, reasoning that the worst outcome would be them refusing to engage and possibly attacking, which would simply force the party's hand. The others agreed to let him make the attempt while they waited nearby. Shadow offered to have her familiar circle above the keep for additional reconnaissance, and Barlo borrowed a cloak to aid in his persuasion attempt.
Barlo approached the keep's front entry and addressed the guards in Goblin, having learned the language from a childhood friend. He attempted to intimidate one of the bugbear guards, asking about their tenure and claiming he needed to report back to "Commander Dumbhead," an orc he invented on the spot. To add credibility to his fabricated story, Barlo mentioned a raid on the Skull of Ale from three and a half years prior, hoping the guards would believe he was part of their organization. However, his creative deception failed to convince the suspicious bugbear, who threw a javelin at him. Barlo deflected the projectile with his shield and hurled it back at his attacker, his ruse discovered and combat about to begin in earnest.
Scenes
Discussing Priorities and Sas's Father
The party discusses their next steps, including investigating the Blood Hands who captured Sas's father and addressing an ominous situation with their ship.
- Sas shares that her father was taken when she was very young and she never found out why.
- The party discusses the opportunity to interrogate Blood Hands members to find out more information about their headquarters or leader.
- The party learns from letters that Sas's father is being held by the Blood Hands.
- The party decides to address the situation with their ship first before pursuing the Blood Hands.
- They discuss that someone in town needs to be seen regarding the ship, which has been improved but has something ominous to discuss.
Shadow Commissions Saddlebags for Artie
Shadow seeks out a leather smith to repurpose Artie's old armor into saddlebags, ensuring the owlbear's comfort and consent.
- Shadow approaches a leather smith to have Artie's old armor converted into saddlebags with a flat piece of leather for sitting.
- Shadow uses Speak with Animals to communicate with Artie about the saddlebags and ensure his consent.
- The party discusses Artie's rapid growth and his mental age versus physical size.
- Shadow pays 40 gold for the custom saddlebags, emphasizing they should be comfortable and not a full saddle.
Negotiating with Morenars Neyers About the Ship
The party confronts Morenars Neyers about their ship, which he claims ownership of due to a contract. Morenars Neyers proposes a deal involving an off-planet mission.
- The party meets with the elder and discusses their ship being fixed.
- Morenars Neyers reveals he has been maintaining and upgrading the ship during the party's three-year absence.
- Morenars Neyers claims ownership of the ship based on a contract stating he would get rights if the party did not return.
- Morenars Neyers proposes returning the ship if the party helps him with an off-planet mission to test the ship's capabilities.
- The party discusses the ship's upgrades, including new rooms, a transportation circle, and the ability to fly using spell slots.
- Bastion reveals he has 'the hat,' which prevents Morenars Neyers from fully claiming the ship.
- The party asks for time to help Sas first, and Morenars Neyers agrees to wait a few days.
- Shadow mentions knowing the history of the ship and Captain Meklan through her shaman and abbot.
Preparing for Travel to the Keep
The party prepares to travel to a keep where the Blood Hands are located, discussing transportation options and renting horses and a cart.
- The party learns the keep is half a day north of the village on the material plane.
- They discuss various transportation options, including using Artie to pull a cart, Polymorph, or Wild Shape.
- The party decides to rent two horses and a cart for 120 gold pieces.
- They estimate the journey will take about 30 hours of travel, planning for multiple days.
- The party discusses travel pace, deciding on a normal pace for the first two days and slowing down on the last day to approach stealthily.
Journey to the Keep and Night Watch
The party travels toward the keep, with Shadow taking watch and spotting a massive Roc in the distance.
- During the journey, Shadow takes the first watch, bonding with Artie and playing with a coin.
- Shadow spots an enormous bird, a Roc, flying in the distance, large enough to briefly shadow the moon.
- Shadow attempts to read a book on rocks, crystals, and gemstones but finds the information to be more myth than fact.
- Shadow alerts the party about the Roc, noting it was flying southeast and had picked up a cow.
Encounter with Flameskull and Troll
Shadow investigates strange noises and a flash of light during her watch, encountering a flameskull and a troll, which she leads away from camp.
- Shadow and Bastion hear unsettling noises and see a flash of light during their watch.
- Shadow stealthily investigates the disturbance, leaving Artie on alert at the camp.
- Shadow encounters a flameskull and a troll in the woods.
- Shadow flees, using her feline agility to double dash and whistling to alert Barlo and Artie.
- Shadow casts Pass Without a Trace and successfully sneaks back to camp undetected.
- Shadow reports the presence of the flameskull and troll to the party, who decide to remain vigilant and wait.
Encounter with Volothamp Geddarm the Peddler
The party encounters a traveling merchant named Volothamp Geddarm, examining his wares and selling some of their own items.
- The party meets Volothamp Geddarm, a human peddler, who offers to show them his wares.
- They examine gloves of missile snaring and a sentinel shield among other items.
- The party sells a non-magical short sword to Volothamp Geddarm for a small amount of gold.
- The party sells a Behir horn to Volothamp Geddarm for 355 gold (35 platinum pieces), noting its rarity and value.
Setting Up Camp Near the Keep
The party sets up a magical camp near the Blood Hands' keep, with Calliope casting Tiny Hut for shelter.
- The party decides to make camp away from the road, near the keep, to avoid detection.
- Calliope casts Tiny Hut to provide a secure resting place for the party.
- Artie is left outside the hut to guard the horses and cart, as he is too large to fit inside.
- Shadow casts Pass Without a Trace to enhance the party's stealth during their rest.
Shadow's Reconnaissance of the Keep
Shadow performs a stealthy reconnaissance mission around the keep, observing the enemy's numbers and defenses.
- Shadow conducts a stealthy reconnaissance mission around the keep, rolling a 32 for stealth.
- Shadow observes eight bugbears roaming outside the keep, noting their relaxed demeanor.
- Shadow identifies the front entry as the most crumbled and broken, but it is guarded.
- Shadow walks the perimeter of the trees, gathering information about entry points and the fort's condition.
- Shadow reports back to the party about the bugbears and the fort's layout.
Planning the Approach
The party discusses their strategy for approaching the keep, considering a dawn attack or attempting diplomacy.
- The party discusses hitting the keep right before dawn when everyone is sleepiest.
- Barlo suggests trying to talk to the guards first to gather information.
- The party agrees to let Barlo attempt diplomacy, with the rest of the party waiting nearby.
- Shadow offers to have her familiar circle above the keep for reconnaissance.
- Barlo borrows a cloak to aid in his persuasion attempt.
Barlo's Failed Deception
Barlo approaches the bugbear guards at the keep, attempting to deceive them by claiming to report to 'Commander Dumbhead,' but his ruse is quickly discovered.
- Barlo walks up to the keep's front entry, addressing the guards in Goblin.
- Barlo attempts to intimidate a bugbear guard, asking about their tenure and claiming he needs to report back to 'Commander Dumbhead,' an orc.
- Barlo mentions a raid on the Skull of Ale from three and a half years ago to add credibility to his story.
- A bugbear guard becomes suspicious and throws a javelin at Barlo.
- Barlo deflects the javelin with his shield and throws it back, revealing his deception and initiating combat.
Memorable Moments
Barlo attempts to deceive bugbear guards by claiming to report to 'Commander Dumbhead,' an orc, but his ruse is immediately seen through.
Trying to gather information through diplomacy, Barlo's creative but unsuccessful deception attempt
Shadow encounters a flameskull and troll during her night watch, leading them away from camp with a shrill whistle before escaping.
Tense moment during reconnaissance when Shadow discovers dangerous enemies near the party's camp
Morenars Neyers reveals he claims ownership of the party's ship based on a contract, proposing an off-planet mission in exchange for its return.
Unexpected complication when the party returns to reclaim their ship after three years
Shadow spots a colossal Roc flying in the distance, large enough to briefly shadow the moon, carrying a cow in its talons.
Awe-inspiring moment during night watch revealing the dangerous creatures in the area
NPCs
Morenars Neyers
A character who has been maintaining and upgrading the party's ship during their three-year absence. He claims ownership of the ship based on a contract stating he would get rights if the party did not return. He proposes returning the ship if the party helps him with an off-planet mission to test the ship's capabilities. He agrees to give the party a few days to help Sas before undertaking his mission.
Volothamp Geddarm
A human peddler encountered by the party on the road, selling various magical items including gloves of missile snaring and a sentinel shield. He buys items from the party, including a non-magical short sword and a Behir horn for 355 gold, noting the horn's rarity and value.
Bugbear Guards
Guards stationed outside the Blood Hands' keep, observed by Shadow during reconnaissance. Eight bugbears were seen roaming outside in a relaxed manner. One guard becomes suspicious of Barlo's deception and throws a javelin at him, initiating combat.
Flameskull
A magical, undead creature encountered by Shadow during her night watch near the camp. Known to be powerful and persistent, capable of returning after being defeated.
Troll
A monstrous creature encountered by Shadow during her night watch near the camp, alongside a flameskull.
Roc
A colossal bird observed by Shadow during her night watch, flying in the distance and briefly shadowing the moon. It was seen flying southeast after picking up a cow.
Commander Dumbhead
An orc mentioned by Barlo as part of a fabricated story to deceive the bugbear guards. Barlo claims this commander led a raid on the Skull of Ale three and a half years prior.
Captain Meklan
The previous captain of the party's ship, who according to Morenars Neyers gifted the ship to him. Shadow mentions that her shaman and abbot had adventures with Captain Meklan and shared stories about them.
Locations
River's Keep
A fortified structure located half a day north of the village, currently occupied by the Blood Hands and guarded by bugbears. Its front entry is noted as crumbled and broken. The party observes eight bugbears roaming outside in a relaxed manner.
The Road to the Keep
A travel route where the party journeyed by cart pulled by horses for several days. It was here they made camp and encountered a Roc, a flameskull, and a troll during their night watches.
Roadside Camp
A temporary camp set up by the party near the Blood Hands' Keep, utilizing Calliope's Tiny Hut for shelter and Artie to guard their horses and cart outside.
Items
Artie's Old Armor
Leather armor previously worn by Artie that broke when he grew. Shadow commissions a leather smith to repurpose it into saddlebags with a flat piece of leather for sitting, paying 40 gold for the work.
Saddlebags
Custom-made leather bags designed to be worn by Artie, created from his old armor. They include a flat strip of leather between the bags for sitting and a strap that connects under his belly, allowing for storage and a comfortable seating area without being a full saddle.
The Hat
An item possessed by Bastion that prevents Morenars Neyers from fully taking ownership of the party's ship, despite Morenars Neyers's claims based on a contract.
Mangonel
A type of siege weapon discussed as a potential addition to the party's ship for defensive purposes against pursuers.
Gloves of Missile Snaring
Magical gloves sold by Volothamp Geddarm the peddler that require attunement and can be used to catch incoming projectiles.
Sentinel Shield
A magical shield sold by Volothamp Geddarm the peddler that can be used by anyone without special attunement.
Short Sword
A non-magical, clean, and sharp short sword that the party sold to Volothamp Geddarm for a small amount of gold. It was the sword Shadow had before finding the Firebrand.
Behir Horn
A large, rare horn from a Behir that the party sold to Volothamp Geddarm for 355 gold (35 platinum pieces). The party also had Behir scales but decided to sell the horn.
Horses and Cart
Two horses and a cart rented by the party for 120 gold pieces to facilitate travel to the Blood Hands' keep.
Rocks, Crystals, and Gemstones Book
A book Shadow attempts to read during her watch to learn about magical gems and their uses. She finds the information seems to be much more myth than fact.
Cloak
A traveling cloak borrowed by Barlo to aid in his attempt to approach the bugbear guards at the keep, intended to help with persuasion checks.
Shield
An item carried by Barlo, used to deflect a javelin thrown by a bugbear guard during his failed deception attempt.
Spells
Speak with Animals
Cast by Shadow to communicate with Artie about the new saddlebags, ensuring his consent and comfort. She uses this to explain what she's doing and maintain their bond.
Pass Without a Trace
Cast by Shadow multiple times during the session: first to sneak back to camp after encountering the flameskull and troll, then to enhance the party's stealth during their rest near the keep, and finally during her reconnaissance mission around the keep, contributing to her exceptional stealth roll of 32.
Tiny Hut
Cast by Calliope to create a secure, invisible shelter for the party to rest during their journey to the keep. The hut provides a safe resting place, though Artie is too large to fit inside and must guard the horses and cart outside.
Polymorph
A spell mentioned as a potential way to transform a party member into a horse to pull a cart, though not ultimately used for this purpose during the journey.
Wild Shape
Sas's druid ability mentioned as a possibility for her to transform into a horse to pull a cart during the journey, though not ultimately used.
Notes
NEED THIS!!!
Classic
Last we left off, the party found themselves torn between urgent matters—their ship, now claimed by a man named Morenars Neyers after three years of absence, and Sas's deeply personal quest to rescue her father from the Blood Hands. After negotiating a temporary reprieve with Morenars Neyers, who had upgraded their vessel with flight capabilities and a transportation circle in exchange for a future off-planet mission, the party turned their attention to the more immediate concern. They journeyed north toward the keep where the Blood Hands operated, encountering dangers along the way—a massive Roc soaring through the night sky, and more pressingly, a flameskull and troll that Shadow skillfully led away from their camp. A chance meeting with Volothamp Geddarm the peddler lightened their coin purses and rid them of a cumbersome Behir horn, providing resources for the confrontation ahead.
As they approached the keep, Shadow conducted a careful reconnaissance, circling the perimeter and counting eight bugbears patrolling the damaged fortification with casual confidence. The party debated their approach—a dawn assault when guards would be drowsy, or perhaps diplomacy to gather intelligence before resorting to violence. Barlo volunteered to attempt the latter, approaching the front entry and speaking in Goblin to the guards. He spun an elaborate tale about reporting to "Commander Dumbhead" and referenced a raid from years past, hoping to pass himself off as one of their own.
But the bugbear guards saw through his deception. A javelin flew through the air, deflected by Barlo's shield and hurled back at his attacker. Now, with his ruse discovered and weapons drawn, we pick up as the battle for the keep begins in earnest...
Middle English
Harken well, ye gentlefolk brave,
Of heroes true and bonds they gave;
Sas spoke of father, stolen away,
By Blood Hands cruel in younger day!
The ship they owned was claimed by one,
Named Morenars Neyers bold, whilst they were gone;
With upgrades wrought and magic flight,
He'd trade it back for mission's might!
To northern keep they journeyed far,
With Artie clad in leather's spar;
Through Roc's great shadow, flameskull's gleam,
They traveled on through danger's stream!
A peddler Volothamp Geddarm they chanced to meet,
Who bought their Behir horn so sweet;
Then Shadow crept through darkened wood,
And spied eight bugbears where they stood!
Bold Barlo tried with tongue so sly,
To trick the guards with crafted lie;
But "Commander Dumbhead" failed the test,
And javelins flew—now comes the quest!
Snarky
When last we left our heroes, they were juggling more problems than a circus act—which, let's be honest, is pretty much their brand at this point. Between Sas's father being held hostage by the Blood Hands, their ship being "technically stolen" by a guy named Morenars Neyers who apparently reads contracts like a lawyer, and Shadow turning Artie's old armor into a DIY riding system, the party had their hands full. After some wheeling and dealing (and discovering their ship can now fly, because why not), they set off on a rescue mission that involved renting horses, dodging a Roc the size of a small building, and Shadow pulling off an impressive "run away from the flameskull and troll" maneuver that would make any track coach proud.
But of course, things couldn't stay simple. After selling a Behir horn to a traveling peddler named Volothamp Geddarm and sneaking up to scout the Blood Hands' keep, the party decided to let Barlo try the diplomatic approach. Spoiler alert: claiming you work for "Commander Dumbhead" and making up stories about orc raids is apparently not the best negotiation tactic. Now, with a javelin flying through the air and Barlo's cover thoroughly blown, our heroes are about to crash headfirst into another chaotic battle. Because subtlety is overrated anyway.
Limerick
The party debated what to do first,
Sas's father or ship business worst.
Shadow made Artie gear,
From old leather, quite dear,
While Morenars Neyers claimed ownership—cursed!
They rented some horses and cart,
To the Blood Hands' keep they'd depart.
Half a day to the north,
They set bravely forth,
With Shadow on watch, playing her part.
A Roc flew by, massive and grand,
A flameskull and troll roamed the land.
Shadow fled with great speed,
Her companions took heed,
And escaped with their lives still in hand.
They met Volothamp Geddarm, a peddler with wares,
Sold a Behir horn—answered prayers!
Three-fifty-five gold,
For the horn they had sold,
Then camped near the keep unawares.
Shadow scouted eight bugbears outside,
The keep's damage they couldn't hide.
Barlo tried to deceive,
"Commander Dumbhead," believe!
But a javelin flew—his ruse died!
Exported from GMAssistant on 2026-08-16