I’m currently running a game of D&D 3.5 for some of my family during our beach vacation. We’re doing fairly short and frequent sessions because of the vacation - so far it’s been a two or three hour session every day, once character creation got wrapped up on Sunday.
Cast of Characters
- Sir Guy, Human Paladin 3
- Una, Half-orc Barbarian 3
- Mimsy Whirlwidget, Gnome Druid 3
- Juno, wolf companion
- Tigvi, Dwarf Wizard 3
- Rat familiar, name unknown
Session 1
After being hauled aboard the HMS Tartarus, our heroes were grouped into a scavenger crew and ordered to search the hull for things of value. After reading the Gatetown Notice Board, they decided to follow up on a request to retrieve the worldly goods of Jonathan Almsker, a steward presumed dead after being attacked by frogmen. They met Jeremy Swinn, the steward who had posted the notice, and got directions and a list of Almsker’s possessions.
Passing through the Pale Gates, they followed the Straight Road until finding the side passage to Hydroponics Bay 17. Mimsy bribed their way past a pair of feral goldendoodles in a side room. They turned down a side passage, and Sir Guy detected evil behind a door of scorched wood. They opened it to find a hellhound, which was swiftly dispatched, and recovered 600gp from the room. the next door down the hallway was stuck, and took some effort to open. They found a sea chest containing a ruby, a pair of unknown devices, and 10 lead bullets wrapped in wax paper along with a strange black powder.
The next door down the hallway, marked “Summoner’s Study”, led to a room with four frogmen, carrying shields but with their weapons lying on a table. After a brief attempt at negotiation, Tigvi cast sleep, knocking out two of the frogmen and leading to a quick fight in which the others were easily dispatched. After tying up the sleepers, Tigvi cast Charm Person on one of them, then woke him and attempted to sweet talk him. The frogman spat back, and realizing that the spell had failed, Sir Guy took over the interrogation. After intimidating the frogman, Sir Guy got him to reveal that the shaman Revit had taken Almsker’s personal effects, Revit’s location in Hydroponics Bay 17, and a back route into the bay. Opting to avoid the back route due to a vague warning of danger, the party proceeded through the hydroponics storeroom across the hall. Disappointed to find that it contained only rice, fishflakes, and root vegetables, they went on to the bay proper.
Session 2
In the hydroponics bay, a flooded rice paddy with a system of catwalks, they found several frogmen, including a shaman. The shaman demanded 2000gp for the steward’s possessions, which matched the reward offered for their safe return. Tigvi used his wand of Enlarge Person to double Sir Guy’s size, at which point he was able to intimidate the shaman into giving the items back rather than starting violence.
On the way out, the party encountered another group of frogmen. A fight quickly broke out, Mimsy summoned a wolf to aid them, and the frogmen were slaughtered, aside from one who escaped back to the Straight Road.
Upon their return to Gatetown, they returned to Swinn and delivered Almsker’s possessions. Sir Guy attempted to detect evil in the tavern, but found none.
Session 3
The party divvied up the treasure. Sir Guy took one of the “strange devices”, now identified as pistols, while Tigvi took the worm lantern. They also purchased a pack dog, bred over the centuries for enormous size and strength. Returning to the Summoner’s Study, they found the two feral doodles, now reacting with hostility. The party resorted to violence, quickly slaughtering the dogs. Tigvi searched the shelves for interesting books and collected about 20, including treatises on elemental summoning and a few books on the history of the ship.
Opening the next door, they found more frogmen and another shaman. Tigvi cast sleep, Una charged the shaman and slew him in a blow, and the remaining frogmen were slain to a man. At Sir Guy’s insistence, the sleepers were tied up and left behind a chair in the Summoner’s Study.
They next entered the antechamber of the Summoner’s Court and found a hellhound, which was quickly dispatched. Returning to the hallway, they entered the Wardroom, where Sir Guy had detected six evil presences. Thwy found gleaming white skeletons in tattered naval coats with gold braiding, which quickly attacked with cutlasses. The front line held the door and Tigvi cast Flaming Sphere, which destroyed one of the skeletons. They found a gleaming longsword hanging on the wall, which was packed away to be identified on their return to Sterntown.
Beyond the wardroom, Sir Guy detected another six evil presences. The party found an armory occupied by six zombies with greenish skin and metal prosthetics. The party used similar tactics as they had against the skeletons, with Sir Guy and Una holding the door. After destroying the zombies, they found two arquebuses with ammunition, a keg of gunpowder, and twelve salvageable cutlasses.
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