Session 1 - Crescenteve the 8th to Fullorb the 12th of Harvestfall
General Summary
The morning sun cast its golden hues across the lively city outside the windows of The Toad & Duergar Inn. The city slowly awakens with the sounds of street vendors haggling, horses clip-clopping, and the general hustle and bustle of the city picks up.
Kaldor awoke with a strange dream haunting his thoughts. Someone else shared his name, and an unshakable melancholy clung to him. Pharox found himself awoke with a chuckle. He dreamed he had successfully stabbed someone in the ass during the bar fight the previous night.
Reuniting with Gale, the tabaxi bard, the party embarked on the final leg of their journey to the Fianna's Favor, a freight ship that awaited them at the docks. Gale shared tales of bar fights and nocturnal explorations through the city's darker corners, saying he found another traveler bound for the Skeggs and invited them to join.
The Fianna's Favor, a weathered vessel with its sails fluttering in the brisk wind, loomed ahead. Kalvrod, the hobgoblin first mate, welcomed the party and guided them through a tour of the ship. In their lodgings, they encountered Nightshade, the enigmatic Kenku ranger, whom Gale had mentioned earlier.
Gale gave a word of caution to Pharox, who was unaccustomed to boats: stay away from the sides. As they explored unsupervised, an unannounced foray into the Merchant Officer Licaster Mourningarm's quarters resulted in a tense first introduction with the half-high elf. However, their first meeting with the Ship's Cook Gilly Ferguson was much better. The party, reveling in Gilly's potent beobo and delicious stew, bonded with the gregarious halfling. The beobo, a traditional karamin wild yeast brew, seasonally flavored for the fall with apple and honey, left an unforgettable taste on their palates, a sensory delight that also proved highly intoxicating.
Amidst the exploration, Gale playfully persuaded Nightshade to join him in the cargo hold, leading to their unintended entrapment when the crew noticed displaced crates. In a request for help, Gale magically messaged Pharox. Pharox, still swaying from the effects of Gilly's potent brew, attempted to punch the lock, only to hurt his hand. Kaldor, wielding his dagger, tried picking the lock without success. After their futile attempts to break the lock failed, they got the rest of the party to join the rescue mission.
Inebriation played its part as the party's unmodulated voices brought the notice of the crew, most notably Merchant Officer Licaster, who sternly lectured the party on the importance of steering clear of the North Wind Freight's cargo. Amalfi distracted the crewmembers long enough for Kaldor and Alana to join the already concealed Maylin.
With Licaster and the crew gone, Alana's skills came to the fore as she picked the locks to rescue Gale and Nightshade and the mysterious hatch leading to the ship's bottom, where Gale discovered a chest of dried white flowers. Maylin identified them as Angel's Trumpet, a flower that, when smoked, allowed one to perceive and converse with departed spirits without being perturbed by their ethereal presence.
The next few days were spent in uneventful travel, with the party indulging in the remainder of Gilly's fall beobo. The ship sailed smoothly, its wooden frame creaking rhythmically with the gentle rocking of the waves.
On the fourth day, however, the ship was mysteriously pulled off course, leading them into a fierce storm. Gale, standing at the bow, defiantly played "Thunderstruck" on his lute as the tempest surrounded them.
As the ship battled the storm, it was unexpectedly set upon by Sahuagin raiders. Guildcaptain Eamon Hackett and crew worked tirelessly to keep the ship steady, while Kalvrod stood guard alongside the captain. The party engaged in a harrowing battle against the aquatic raiders.
Maylin, severely injured in the initial assault, bravely reentered the fray, unleashing arrows upon her attackers. Pharox's ice knives proved deadly, but he paid the price when one of the Sahuagin shredded his hand with its trident. Alana and Amalfi showcased their combat skills, dispatching foes with skillful precision. Nightshade's keen archery skills and Kaldor's eldritch powers proved pivotal, turning the tide of the battle.
Amidst the chaos, a Sahuagin started to search the ship and entered Kalvrod's room. Alana and Amalfi rushed to intervene, while Gale, using his bardic magic, forced one Sahuagin to flee in terror.
High above in the crows nest, Hilula Summerbelly, the stout halfling Ship's Watch, fought valiantly but was eventually struck by lightning. She fell to the deck, temporarily knocked out but resilient enough to regain consciousness and rejoin the struggle.
From the galley, a scream echoed through the ship. Gilly had fallen victim to a Sahuagin attacker. Licaster and Gale, doing a backflip off the upper deck, rushed to her aid. Despite her best efforts to defend herself with Sizzles the cast iron pan, she was gravely hurt and knocked unconscious. Licaster dispatched the assailant with his flintlock and attempted to stabilize the fallen Gilly to no avail. Gale then began to play "Living on a Prayer" to assist.
Nightshade, demonstrating incredible marksmanship, delivered a headshot from across the ship to the Sahuagin that had severely injured Pharox and then also rushed to assist Gilly. With inspiration drawn from Gale's music, Nightshade was able to stabilize Gilly.
Kaldor, unleashing his eldritch powers, played a crucial role in eliminating two Sahuagin attackers.
Though victorious, the party now stands on the battered ship, the storm still raging around them, leaving questions unanswered and bodies unlooted.
Rewards Granted
Levelled up to Level 2
Notes
Ship in a Storm. Environmental Action on Initiative 0 roll a d6 to determine the effect.
1 - No effect. If previously rolled "Heavy Winds" that condition stays
2 - Small Wave. (3d12 dmg to ship. Players make DC 10 Dex Save or be knocked prone. Players rolling under 4 are swept off the ship and into sea)
3 - Medium Wave. (6d12 dmg to ship. Players make DC 10 Dex Save or be knocked prone. Players rolling under 6 are swept off the ship and into sea)
4 - Large Wave (5d20 dmg to ship. Players make DC 15 Dex Save or be knocked prone. Players rolling under 8 are swept off the ship and into sea.)
5 - Heavy Winds. - For the next round, all ranged attacks are done with disadvantage.
6 - Lightning Strike. Creatures in area hit make DC 13 Dex Save or take 2d8 Lightning dmg or half as much on a successful save. Roll a d6 for location:
1 - No effect. If previously rolled "Heavy Winds" that condition stays
2 - Small Wave. (3d12 dmg to ship. Players make DC 10 Dex Save or be knocked prone. Players rolling under 4 are swept off the ship and into sea)
3 - Medium Wave. (6d12 dmg to ship. Players make DC 10 Dex Save or be knocked prone. Players rolling under 6 are swept off the ship and into sea)
4 - Large Wave (5d20 dmg to ship. Players make DC 15 Dex Save or be knocked prone. Players rolling under 8 are swept off the ship and into sea.)
5 - Heavy Winds. - For the next round, all ranged attacks are done with disadvantage.
6 - Lightning Strike. Creatures in area hit make DC 13 Dex Save or take 2d8 Lightning dmg or half as much on a successful save. Roll a d6 for location:
- Hits bow
- Hits centre deck
- Hits front mast
- Hits rear mast.
- Hits stern.
- Misses ship.





