(S072) Dark Knights in Thornwinds
Exploring Thornwinds, the party gathers intel on guilds and magical ship upgrades, purchases underwater trinkets, and traces the plasmoid Garm to an abandoned church in the Bone Arch district.
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Chapter: =this.session-chapter
DM: =this.dm-session
Session Day: 138
Time Passed: Morning Rest & Naval Skirmish
Rewards: Orb,Teleportation Coin,Alchemy Jug,Adamantine Bars,Ivory Statue,Gold Braces,West Molly Ale,Dragon Turtle Scrimshaw,Scrimshaw Tooth,Shifting Color Pearl Necklace,Shark Tooth Necklace,Deep Sashelas Amulet,Black Stone,Glamour Guild Business Card,Black Road Market Coin,Whispers of the Drowned
👥 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
NoneS072: Dark Knights in Thornwinds
Date: 2024-06-08
Short
The party spent several days in the bustling port city of Thornwinds, gathering information and recovering from recent hardships. They learned about the city's gang-controlled but relatively peaceful environment and discovered rumors of undead activity in an abandoned southern graveyard. During their stay, Shadow and Sas explored guild memberships and purchased magical items from the Coral Haven Trinket Shop, including protective amulets and enchanted jewelry. Calliope visited the Bard School of Glamour but chose not to join immediately, while the party also handled practical matters like selling treasures and discussing potential magical ship upgrades.
Meanwhile, Barlo conducted a crucial investigation into Garm, the plasmoid who had stolen a mechanical hand from their passenger. Through his black market connections, he learned that Garm was traveling with two associates and a female drow, hiding in an abandoned church outside the city in the undead-infested Bone Arch district. The party reconvened with Nissa and Yggdra to share their findings and discovered a potential connection to a missing drow passenger named Vyerit. Rather than risk a dangerous nighttime encounter, they decided to investigate the abandoned church the following day, setting the stage for a confrontation to recover the stolen mechanical hand.
Summary
The party spent several days in the bustling port city of Thornwinds, taking time to rest and gather information while their crew recovered from recent hardships. During their stay, they learned that the city operated under the influence of various gangs and thieves' guilds, though crime remained relatively low due to these organizations preferring not to cause trouble in their own territory. The party discovered rumors about an old graveyard to the south where undead frequently rose, requiring periodic intervention from clerics to calm the restless spirits.
Shadow and Sas explored the possibility of joining various guilds, learning about membership requirements, annual fees, and the benefits of professional associations. They discovered that guild membership would cost around 500 gold pieces with annual dues of 100 gold, but would provide access to discounted materials and opportunities to learn new techniques. The party also discussed potential magical upgrades to their ship, including the possibility of transferring magical items into gems that could enhance the vessel's capabilities.
At the Captain's Coin tavern, Shadow spoke with Flint, an older human bartender and former ship captain, gathering information about local affairs. Flint shared details about the underwater kingdom of Coral Haven to the north, which maintained limited trade relationships with Thornwinds through trusted merchants. He also confirmed rumors about increasing undead activity in the abandoned cemetery and mentioned sightings of a ghost ship called the Drowned Regret in the Straits of Madness.
Shadow and Sas visited the Coral Haven Trinket Shop, run by a sea elf named Shell Whisper, where they purchased several magical items. Shadow acquired a carved scrimshaw tooth depicting Thornwinds and the underwater kingdom with a kraken swimming beneath, along with a pearl necklace whose colors shifted and glowed faintly. She also bought a shark tooth necklace for Artie, their owlbear companion. Sas purchased an amulet of Deep Sashelas, featuring a dolphin symbol said to bring good luck to ships, along with some aquatic incense for her herbalism practices.
Meanwhile, Calliope explored the Bard School of Glamour, a tall building with marble floors where various musical practices took place simultaneously. She observed a young drow attempting to levitate musical instruments while meditating and noticed a mysterious receptionist using a black stone to copy books. Calliope learned about the guild's membership process and received a glamorous business card, though she decided not to join immediately.
Barlo conducted his own investigation into the whereabouts of Garm, the plasmoid who had stolen a mechanical hand from their passenger. Through his connections to the black market network, he spoke with Reed at the dock kiosk and learned that Garm was traveling with two other similar individuals and a female drow. Reed directed Barlo to speak with Franz at the Howling Gale tavern for more specific information about their location.
At the Howling Gale, Franz privately informed Barlo that Garm and his associates were likely hiding in an abandoned church outside the city. This church had been abandoned due to persistent undead problems in its associated graveyard, making it an ideal hiding place for those seeking to avoid detection. Franz also revealed that the group had been spotted in the Bone Arch district, a rundown area outside the main city walls.
The party reconvened at the Sleepy Seahorse tavern to share their findings with Nissa and Yggdra, the two adventurers whose companion had been attacked by Garm. They learned that Barlo had previously been tasked with transporting a drow passenger named Vyerit, who had failed to appear for pickup, and that this individual might be connected to the current situation. The group decided to investigate the abandoned church the following day rather than risk a nighttime encounter in the undead-infested area.
Throughout their time in the city, the party also handled practical matters such as selling artwork and treasures through the port's network, which provided full value for their goods. They considered various magical enhancements for their ship and discussed travel routes to reach Bastion, their ultimate destination. The session concluded with the party planning their approach to the abandoned church where Garm and his associates were reportedly hiding, setting the stage for a potential confrontation to recover the stolen mechanical hand.
Scenes
Town Exploration and Information Gathering
The party spends time in town learning about local information, guilds, and potential adventures
- Characters learn about local gangs and thieves guilds
- Discover information about an underwater kingdom
- Hear rumors about an old graveyard with undead issues
- Learn about Garm potentially cutting off someone's hand
Discussion of Travel and Guilds
The party discusses potential travel routes, methods of transportation, and the benefits of joining various guilds in the city.
- Discussed flying the ship above cloud line
- Explored potential teleportation options
- Learned about guild membership requirements and benefits
Discussion of Ship Upgrades and Guilds
The party discusses potential magical upgrades to their ship and explores the concept of joining various guilds in the city
- Discussed potentially adding alchemy jug taps to the ship
- Explored different guild options for party members
- Talked about magical item transfer and ship capabilities
Discussing Ship Magic and Gem Transfers
The party discusses potential magical enhancements for their ship, including transferring magic to gems and using magical items
- Discussing potential transfer of magic to gems
- Exploring options for hero's feast on the ship
- Considering magical item investments
Selling Artwork and Treasures
The group discusses selling various art pieces, treasures, and trading materials like adamantine ingots
- Evaluating selling artwork through port network
- Discussing value of gems versus coins
- Deciding to keep adamantine bars for potential crafting
Conversation at Captain's Coin Tavern
Shadow and companions visit a nautical-themed tavern to gather local information from the bartender
- Shadow orders West Molly ale
- Discuss local guilds and their operations
- Inquire about rumors and local happenings
- Learn about undead issues in nearby cemetery
Shopping at Coral Haven Trinket Shop
Shadow explores a sea elf-run shop selling magical underwater artifacts and trinkets, purchasing several items.
- Cast Detect Magic to examine shop items
- Discovered magical scrimshaw with illusion magic
- Purchased a dragon turtle scrimshaw and pearl necklace
- Shadow buys a scrimshaw tooth depicting Thornwinds and an underwater kingdom
- Shadow purchases a pearl necklace with shifting colors
- Shadow buys a shark tooth necklace for Artie the owlbear
- Sas investigates herbalism items and purchases an amulet of Deep Sashelas and incense
Exploring the Bard Guild
Calliope visits the Bard School of Glamour, exploring its various rooms and interacting with staff and members
- Calliope speaks with a halfling girl about joining the guild
- Observes a Drow meditating with floating musical instruments
- Notices a mysterious black stone used by the receptionist
- Receives a glamour guild business card
Investigating Garm's Whereabouts
The party seeks information about Garm, a plasmoid who stole an item and cut off someone's arm, from various sources including bartenders and port contacts.
- Barlo approaches a halfling at a dock kiosk
- Discovers markings of a black market location
- Learns about Garm and his companions, including details about their race
- Receives information about a potential location for Garm (Bone Arch district)
- Inquires about a missing tracker named Andrex
- Learned Garm was seen in the Bone Arch district
- Discovered an abandoned church outside the city where Garm might be hiding
- Heard rumors about Garm being with two other similar individuals and a drow
- Barlo speaks with Reed at the port about Garm
- Barlo learns Garm is with two other similar individuals and a drow
- Barlo meets Franz at the Howling Gale and gets information about an abandoned church
- The party discusses potential next steps for finding Garm
- Barlo speaks privately with Franz in his office
- Franz reveals Garm and two others are hiding in an abandoned church outside the city
- Barlo learns about a potential Drow connection to the group
- Barlo reads Franz's book and notices racist undertones about Coral Haven
Memorable Moments
Shadow and Sas purchased magical items from Shell Whisper, including a shark tooth necklace for Artie the owlbear.
Shopping at the Coral Haven Trinket Shop in Thornwinds.
Calliope observed a young drow attempting to levitate musical instruments while meditating.
Exploring the Bard School of Glamour and learning about guild membership.
Barlo learned that Garm and his associates were hiding in an abandoned church in the undead-infested Bone Arch district.
Investigating the whereabouts of the plasmoid who stole a mechanical hand.
NPCs
Nissa and Yggdra
Adventurers who shared rumors about Garm and a stolen hand
Guild Representative
Explained the details of guild membership, including costs, benefits, and requirements for different professions
Flint
An older human bartender with a thin beard, former ship captain who now runs the Captain's Coin tavern. Knowledgeable about local guilds, trade, and city rumors.
Franz
A bartender at the Howling Gale who speaks privately with Barlo about Garm and provides information about an abandoned church where Garm and his associates might be hiding. He was reading a book called 'Whispers of the Drowned' with racist content about Coral Haven.
Kelpie (Shell Whisper)
The sea elf shopkeeper of the Coral Haven Trinket Shop, knowledgeable about underwater kingdom artifacts
Halfling Guild Representative
A young halfling girl who greets Calliope and explains the guild's membership process
Drow Musician
A young Drow sitting cross-legged, attempting to levitate musical instruments while meditating, wearing black robes
Guild Receptionist
A mysterious figure who uses a black stone to potentially copy books and interacts with Calliope
Reed
A halfling at the dock kiosk who provides information about Garm, potential locations, and directs Barlo to speak with Franz about finding Garm
Locations
Thornwinds Port
A bustling port city with connections to an underwater kingdom, known for trading sea life and coral
Old Graveyard
A southern graveyard with increasing undead activity that requires periodic cleansing by priests
Thornwinds
A port city with multiple districts, located near the Straits of Madness, with connections to various other regions and kingdoms
Ship
The party's magical flying vessel with various rooms including a galley, kitchen, and dining area
Captain's Coin Tavern
A warm, nautical-themed tavern with polished floors, nautical instruments, and a central bar. Features oil lamps, a crackling hearth, and a bard playing sea shanties. A nicer tavern frequented by ship captains, located away from the harbor on a higher street.
Bone Arch District
A rundown area of the city where Garm was reportedly seen
Coral Haven Trinket Shop
A unique shop selling artifacts, jewelry, and items from an underwater kingdom, with magical and illusion-touched pieces
Bard School of Glamour
A tall building with marble floors, multiple rooms dedicated to different musical practices, and a complex internal layout
Dock Area
A port location with a kiosk and black market markings
Sleepy Seahorse Tavern
A low-cost, shadowy inn near the port where the party meets
Howling Gale
A mostly empty bar with nautical remnants, located near Wine Gate in the Bone Arch district
Abandoned Church
An old church outside the city where people used to be buried, now abandoned due to recurring undead issues. This is where Garm and his associates might be hiding.
Items
Coin/Orb
A mysterious item connected to Bastion, related to the party's future destination
Teleportation Coin
A magical item that potentially allows teleportation, though the party has not yet tested its full capabilities
Alchemy Jug
A magical item that can produce different liquids, which Barlo considers installing as taps on the ship
Adamantine Bars
Rare and valuable metallic bars that the party decides to keep for potential armor or weapon crafting
Ivory Statue
A valuable art piece worth 250 gold
Gold Braces
Two large gold braces worth 250 gold
West Molly Ale
A strong ale brewed by monks, golden in color with spicy aromas and a dry finish
Dragon Turtle Scrimshaw
A magical carved bone artifact depicting an underwater scene with illusion magic
Scrimshaw Tooth
A carved tooth depicting Thornwinds and an underwater kingdom, with intricate carvings showing a kraken and coastline
Shifting Color Pearl Necklace
A necklace with pearls that slowly change colors and emit a faint glow
Shark Tooth Necklace
A necklace made of shark teeth, purchased for Artie the owlbear
Deep Sashelas Amulet
An amulet with a dolphin symbol, said to bring good luck on ships
Black Stone
A mysterious magical stone potentially used for instantly copying books, observed by Calliope at the guild
Glamour Guild Business Card
A shiny cardstock card representing the Bard School of Glamour and the Elusive Symphony
Black Road Market Coin
A coin used by Barlo to signal his connection to a black market network
Whispers of the Drowned
A book read by Franz that appears to contain racist content about people from Coral Haven
Spells
Fly
The only spell that can be transferred to the ship, allowing it to fly, but vulnerable to anti-magic fields
Detect Magic
Shadow uses this spell to investigate magical properties of items in the Coral Haven trinket shop, revealing illusion magic on various artifacts
Classic
Last we left off, our intrepid adventurers found themselves taking respite in the bustling port city of Thornwood, where the salt air mixed with the sounds of commerce and the whispered dealings of thieves' guilds. While their crew recovered from recent hardships, the party delved deep into the city's underbelly, discovering that Thornwood operated under a delicate balance of organized crime—gangs and guilds that kept the peace by avoiding trouble in their own territory. Through conversations with locals like Flint, the weathered bartender at the Captain's Coin, they learned of mysterious happenings: the underwater kingdom of Coral Haven to the north, the ghost ship Drowned Regret haunting the Straits of Madness, and most troubling of all, an abandoned graveyard to the south where the dead refused to stay buried.
As Shadow and Sas explored guild memberships and acquired mystical trinkets from Shell Whisper's shop, and Calliope investigated the prestigious Bard School of Glamour, Barlo pursued a more pressing matter through the city's black market connections. His investigation into the whereabouts of Garm—the plasmoid who had stolen a mechanical hand from their passenger—led him through a web of informants, from Reed at the dock kiosk to Franz at the Howling Gale tavern. The trail grew hot when Franz revealed that Garm and his associates, including a mysterious drow, were likely hiding in an abandoned church outside the city walls.
Now, having shared their discoveries with Nisa and Yigi—the adventurers whose companion had been wronged—the party stands at the threshold of action. The abandoned church beckons from beyond Thornwood's walls, its unhallowed grounds made even more dangerous by the restless undead that plague the surrounding cemetery. With dawn approaching and their quarry within reach, our heroes must decide how to approach this den of thieves, knowing that both stolen goods and ancient evils await them in the shadows of that forsaken sanctuary...
Snarky
When last we left our intrepid adventurers, they had traded the chaos of the high seas for the bustling streets of Thornwood, a port city where crime syndicates apparently run things so efficiently that nobody bothers committing actual crimes. Because nothing says "professional criminal organization" like maintaining excellent customer service standards and keeping the streets clean for tourism. Our heroes spent their downtime like any reasonable adventuring party would: shopping for magical trinkets, investigating guild memberships with the enthusiasm of suburban parents researching HOAs, and casually learning about local undead problems as if zombie-infested graveyards were just another Yelp review concern.
Shadow and Sas went full consumer mode at the Coral Haven Trinket Shop, because nothing says "prepared for adventure" like buying jewelry that glows ominously and shark tooth necklaces for your pet owlbear. Meanwhile, Calliope visited what can only be described as a magical conservatory where someone thought it was perfectly normal to have a drow levitating instruments while a mysterious receptionist used dark magic to photocopy books. Barlo, ever the practical one, decided to play detective and track down Garm the plasmoid thief through what amounts to the fantasy equivalent of asking around at the local dive bars.
After a productive day of networking, shopping, and gathering intel that would make any private investigator proud, the party discovered that their target was holed up in an abandoned church surrounded by an undead-infested graveyard. Because of course the stolen goods are hidden in the one place where the neighbors are literally dead and the property values have gone through the floor. Now our heroes are gearing up for what promises to be either a straightforward retrieval mission or another spectacular example of how simple plans never survive contact with reality.
Middle English
Harken well, ye gentle folke,
Of adventurers bolde and true,
Who tarried long in Thornwood's port,
Where salty windes and commerce blew.
In that faire citie by the sea,
Where guildes and thievys holde their sway,
Our heroes sought both reste and lore,
Through many a bustling market day.
Good Shadow and faire Sas did seeke
The guildes of craftsmen skilled and wise,
Five hundred golde the price to joyne,
With yearly dues that ever rise.
At Captain's Coyne, a tavern brighte,
Olde Flint did tell of mysteries deepe,
Of Coral Haven 'neath the waves,
Where sea-elves their dominion keepe.
He spake of ghostly shippes that sayle
Through Straits of Madness, darke and drear,
The Drowned Regret, a vessell cursed,
That fills all mariners with feare.
To Shell Whisper's shoppe they wente,
Where trinkets from the depths were solde,
A scrimshaw tooth and pearls that gleame,
Worth more than silver, more than golde.
Meanwhile, sweete Calliope
Did seeke the Barde School's marble halls,
Where musick floated through the aire,
And magick danced upon the walls.
But Barlo, cunning as a foxe,
Pursued the thief called Garm with haste,
Through dockes and taverns, darke and lowe,
No time nor effort would he waste.
At Howling Gale, good Franz revealed
The plasmoid's hiding place at laste,
An abandoned church beyond the walls,
Where undead spirits gather faste.
The graveyard olde, where restless soules
Do rise when darkness claims the lande,
Provides the perfect sanctuary
For those who flee justice's hande.
So gathered at the Sleepy Horse,
Our heroes planned their nexte assaulte,
To reclaim the stolen mechanicke hande,
And right the grievous, thieving faulte.
When morning's light shall pierce the gloome,
They'll venture to that cursed place,
Where Garm and his fell company
Must answere for their vile disgrace.
Limerick
In Thornwood they rested with care,
While gangs kept the streets mostly fair.
They shopped and they learned,
Guild memberships earned,
And heard tales of undead out there!
At taverns they gathered their clues,
From Flint came some interesting news.
A ghost ship's been seen,
In straits dark and mean,
While Coral Haven pays merchant dues!
Shell Whisper sold trinkets so fine,
With scrimshaw and pearls that did shine.
For Artie a tooth,
And amulets smooth,
Plus incense for Sas to combine!
Calliope toured the Bard School,
Where glamour and magic were cool.
A drow tried to float,
While scribes busily wrote,
But she chose not to join as a rule!
Barlo tracked down Garm through the street,
From Reed to Franz made contacts meet.
An old church they found,
Where thieves can't be found,
Tomorrow they'll make their retreat!
Exported from GMAssistant on 2026-08-16