Session 19
From 4th Edition
We're Going Home!
| Departure |
|---|
| You rest peacefully, only to be awakened by a flurry of activity. "Get up, get up! The ship is leaving" Arat has burst into the room along with a contingent of sailors who bustle to gather your belongings and get you moving out the door. "Jones messed up big time. The ship leaves this morning, not this afternoon. We've got less than an hour to get you over there and get you on-board or the captain is going to have our heads!"
Once again, Memnon is alive in the morning hours, and the crowds pay you little mind as you rush towards the docks. Avoiding the militarized section that you were involved in yesterday, Arat guides you to a large warehouse complex towards the east. The buildings here are different than elsewhere in the city and considerably larger. Arat explains that this is the portion of the city that belongs to the human-run Continental Trading Company, whom the Genasi rulers here tolerate because they provide necessary trade access to the wider realm of Faerun. Almost all of the free humans in the city, such as Lord Hemmingway are associated with the company in some way, and for outsiders such as yourselves, it stands to reason that travel north would involve the Company in some fashion. Arat is heading towards the grandest of the Continental Trading Company's buildings, which you discover, after entering through a service entrance, is an indoor drydock. A massive galleon sits in front of you, draped in tarps and rigging. Despite Arat's claims that it's leaving in only a few minutes, it seems entirely unfit for sailing of any kind, though that doesn't seem to discourage the parade of passengers boarding further down. Almost all of them appear to be foreigners, and rich ones at that. From the scale and ornate appearance of the ship, you can infer that it caters to a rich and powerful clientele, which makes you wonder what sort of strings Jones pulled to put your uncouth group aboard. Even as your pondering this, Arat shoves you towards a gang-plank on the back where uniformed workers load luggage and supplies and hands you a small big filled with something metal. "These are your badges. Havoc will be waiting for you in his chambers to give you your orders. You can ask the crewmen on-board how to get there. Good luck in your journeys, friends," Arat turns to leave. "What? Jones didn't tell you. Oh, of course he didn't" says Arat in disgust. "Well, we're a little bit past the point of carefully weighing options so I'll do my best to explain what Jones has apparently signed you up for without your consent. This ship is the Leviathan, the personal luxury liner of Amadeus Sol, the owner of the Continental Trading Company. Mr. Sol is an… aggressive… business owner, and has recently received a number of threats to his life that he's apparently taking quite seriously. As such, he's taking on extra mercenaries here in Memnon. Jones is friends with the Captain of the Guard on board and convinced him that you were just the men for the job. Jones received a handsome finder's fee, and you will be paid a reward as well, assuming that you perform your job well. Captain Havoc can tell you more, once you're on-board. Jones was given these badges to give to you to display your depute status while on-board, lest the nobility become alarmed by your presence. Any questions?" |
So it looks like Jones signed the party up for bodyguard duty on board a luxury liner without actually consulting anyone in the party beforehand. Assassins are eager to kill Amadeus Sol for some reason and it's up to the party to stop them. After some investigation (with the help of Lady Bernadette) and another run-in with the mysterious disappearing man, the adventurers finally discover that the assassins have taken the place of the ship's dinning room staff.
Without a moment to spare, the adventurers rush upstairs just as the assassins have dropped their ruse and proceed to hand their asses to them. However, after coming face-to-face with the bandit's leader, the party discovers that the assassins have white spheres embedded in their heads, that cause them to explode when captured, suggesting that the bandits may be unwilling pawns in someone else's plot.
With the assassination averted, the ship carries the adventurers the rest of the way back home to Waterdeep.
