(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.

Infobox

=this.title

image-planet-dierde-animated.webpcover

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.


🎬 Scenes


📜 Missions & Quests


NPCs

👥 NPCs with the party
None
⚔️ NPCs Fought
None
💬 NPCs Other Interactions
None
🗣️ NPCs Discussed
None

S072: 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

Discussion of Travel and Guilds

The party discusses potential travel routes, methods of transportation, and the benefits of joining various guilds in the city.

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

Discussing Ship Magic and Gem Transfers

The party discusses potential magical enhancements for their ship, including transferring magic to gems and using magical items

Selling Artwork and Treasures

The group discusses selling various art pieces, treasures, and trading materials like adamantine ingots

Conversation at Captain's Coin Tavern

Shadow and companions visit a nautical-themed tavern to gather local information from the bartender

Shopping at Coral Haven Trinket Shop

Shadow explores a sea elf-run shop selling magical underwater artifacts and trinkets, purchasing several items.

Exploring the Bard Guild

Calliope visits the Bard School of Glamour, exploring its various rooms and interacting with staff and members

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.

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