Session 12

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Session Notes
Part 1: Dawn of the First Day -72 Hours Remain-
1) Coppernight Hold (Sumner 3-29)
2) The Broken Tower (Garrett 4-5)
3) Orc Stronghold (Jim 4-19)
4) The Raiders' Hideout (Neil 4-25)
5) Temple of the Zealots (Quang 5-3)
6) The Search for Jim (Sumner 5-10)
7) And Then We Found Everything Out (Garrett 7-12)
8) Indiana Jim and the Temple of Doom (Jim 8-1)
9) Escape to the Shadowfell (Neil 8-23)
10) 3.5 Rears it's Ugly Head (Sumner 8-30)
11) It's Chult! And It's All Wacky! (Quang/Garrett)
Part 2: Brand New Day
12) Moral: Don't Touch Poor People
13) Mutiny!
14) Today's Session is Brought to You by the Letter 'L'
15) We're Solving a Puzzle!
16) In Which Quang Finds a Hat
17) Pull Switch -> Release Cthulhu
18) Neil's the Scout, So He Goes First
19) We're Going Home!
20) God Dammit, Jim
21) Alien Danger Dungeon
22) No Plot Element Left Behind
23) Wimpington Jr Explains the Universe
24) Everyone Hates You
25) No One Will Notice a New Brackish River
26) Rocks Fall Everyone Dies
Part 3: Twilight of the Crime King
27) Garrett's Shitty Gang
28) The Life and Death of Dr. Steel
29) Captured!
30) Let's Whine Some More, Guys
31) In Which Edwin Avoids Murdering His Parents

Moral: Don't Touch Poor People

Faced with a quarantine, a sickness, and little specific direction, the party adopted a "blackjack" strategy of dicking around until the solution to their predicament became apparent. The plan unfolded as follows:

  1. Harass the merchant who had sold the adventurers a plethora of gear when the first arrived in town in the hopes that he might get them off the island.
  2. Harass poor people outside the city in the hopes of finding Thuroban who might get them off the island.
  3. Harass jungle wildlife in the hopes that they might find a cure for the sickness and be rewarded with a trip off of the island.

Rather than finding their golden ticket, the party instead found themselves infected with several terrible diseases, and had to spend the last of their funds to purchase treatment.

Eventually, the group discovered that a privateer's ship had broken the quarantine and was sitting tied up down by the docs while her captain and first mate were sitting in the town lockup. After interrogating the sailors on board and securing promises of passage, the Five set off to break the captain and first mate out of jail.

This went poorly. Contributing factors included a botched entry that allowed the jailhouse guard to sound the alarm, inadequate identification information for the captain and his first mate, and a non-existent escape plan. In the end, however, the team and the rescues managed to beat a hasty exit towards the Scorpion and escaped to the open seas.

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