Session 19

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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

We're Going Home!

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.

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