[9 Kuthona 4707]
Pinkeye’s Comeuppance once
again gets underway on a cold, clear morning.
While she fishes, Briza expresses her concern to the other adventurers
about whether Bey will have been successful in getting Arnald raised from the
dead in Sandpoint. Artemis says he
thinks it’s unlikely. Conversation turns
to Sandpoint in general, with Kozen stating that she was only there for about a
week but liked how it was far safer than Magnimar, with Kang agreeing that the
added peace and quiet (and fewer guards) made Sandpoint a more suitable place
to conduct his research. Goragar says he
plans to return to Sandpoint once he’s investigated the rumours of giants
gathering in central Varisia. Briza
seems intrigued by Goragar’s talk of Gorum, even to the point where she borrows
a holy text to read in her spare moments.
[10
Kuthona 4707]
Over
breakfast, Briza reminds everyone that it’s Winter Week, and says she plans to
get everyone gifts. The appearance of a
Varisian wagon on the north bank some hours later seems fortuitous, as the
nomadic folk are known for carrying trinkets to sell. However, Captain Othlo refuses to stop and
Briza is forced to shout for one of the wanderers to throw her a random trinket
in exchange for a hurled gold piece as the keelboat passes by. She ends up with a pretty scrimshaw dolphin,
and is quite pleased with the result.
At
dusk, as the ship nears Whistledown, the crew begin loudly grumbling about
Othlo’s adamant refusal to stop despite the fact that it will mean
tomorrow’s Ascendance Day will be spent without any opportunity to
celebrate. Things start to get heated
until Artemis brokers peace by noting that the ship would normally tie up at the banks at sunset, just an hour’s journey beyond Whistledown (which would be time enough for the
shipmates and passengers to enjoy in evening in the town and return by
morning). Othlo begrudgingly gives
permission, but notes that the ship will be leaving at dawn whether everyone is
aboard or not.
Simmy Dams isn't shy about drumming up business for his criminal enterprises. |
The adventurers split up. Goragar
has a couple of drinks in the Azure Cup, one of the few human-sized
establishments in Whistledown. Artemis
purchases thoughtful gifts for his companions, while Briza and Kozen pair up to
do the same thing. Kang is led to Simmy
Dams’ pesh lab and is quite vocal about how crude it is. The master alchemist spends a couple of hours
whipping up a virtually pure batch that Simmy knows will be a market
sensation. Kang leaves the lab with a
hefty purse of gold coins for his trouble, having resisted Simmy’s entreaties
for him to stay in Whistledown to launch a joint enterprise. Soon it’s time for everyone to head back to
the boat, even if the halfling shipmates are miffed that their time in
Whistledown was shorter than they would have liked.
Shambling mounds are aggressively carnivorous plant monsters. |
The
rest of the walk back to the boat is less idyllic, but uneventful. Near morning, while on watch, Briza and Kang
see floating lights, small rainbows, and trails of stairs suddenly appear just
above a copse of trees in the distance.
They wake Artemis, but he realizes the conjured images are merely
rituals common to worshippers of Desna, and that a traveller’s shrine is likely
nearby.
[11
Kuthona 4707]
As
the ship gets underway, the adventurers exchange gifts in honour of Ascendance
Day, the highlights of which include Briza receiving two new sets of fishing
tackle, Artemis receiving a voucher so he can send a messenger to his wife for
free, and Goragar receiving a battle-stained war banner to Gorum that Artemis
somehow managed to find in Whistledown.
Even Tillia and Shalelu receive gifts, and the crew and passengers are
in good spirits as Pinkeye’s Comeuppance leaves
the Yondabakari for the wide, open vista of Lake Syrantula. The hundred-mile long lake is a major part of
the trade route between Magnimar and Korvosa, and even in the winter, fleets of
fishing boats can be seen plying their trade.
Esrelda Woodmere spends as much time out in the community helping her fellow Ilsurians with mundane tasks as she does in the temple attending to their spiritual needs. |
When
she’s finished, she welcomes the visitors to Ilsurian, and explains that
they’ve come to a city with an excellent tavern, one of the best weaponsmiths
in Varisia, and (for the past few days) host to an exciting carnival. She says she’ll see what she can do to help
Artemis with his problem, and invites everyone to stay at the Temple. However, all but Artemis decide word of a
tavern sounds more entertaining, and they set off through the darkened
streets. By the dim light cast by lamp
poles, the friendly city of Ilsurian takes on a more ominous aspect, as several
of the closed businesses spot “No Varisians!” signs. Briza expresses dismay, but Kang and Goragar
seem supportive of “decent” folk keeping distance between themselves and
“thieves and conmen.”
The
Two Waters Tavern turns out to be a welcoming, jocular place, with several
locals celebrating Winter Week. The
proprietor, a middle-aged woman named Noria Arephion, finds rooms for the
travellers and tells them about the “Wheel of Freedom” upstairs. In this makeshift shrine to Cayden Cailean,
local fisherfolk have laid out a multi-colored ship’s wheel horizontally and
pay homage to the God of Drink by spinning the wheel and imbibing beverages
that match a particular colour. Kozen
notes that the trip downstairs to get a drink and back up to spin the wheel
again (“paying Cayden his due”) seems dangerous for the drinkers, but Briza
throws herself into the idea with full force, spinning the wheel long into the
night until she eventually collapses, quite drunk, and is carried safely into
her room.
[13
Kuthona 4707]
The
adventurers wake in Ilsurian, with the prospect of a full day to explore the
city before starting on the final push to their destination, Turtleback Ferry,
the next morning.
--------------------------------------------------------------
Director's Commentary (8/04/2018)
The journey along the river towards Turtleback Ferry continues in a fun, light-hearted session. There were times I was worried the surprisingly number of sessions spent chronicling the journey might be a problem (since it's all summed up in a few paragraphs in the AP), but I think everyone had fun with it. Little things like the Winter Week holidays (keeping a calendar works wonders for making the setting feel like a real place), Kang's side-trek to show a drug-dealer how to really make product (in true Breaking Bad fashion), and Briza's turn at the "Wheel of Freedom" kept the session going.
I didn't have a lot of material to work with for Whistledown--essentially, a paragraph's description in one of the gazetteers. For Ilsurian, on the other hand, I had a map and nice overview in the Towns of the Inner Sea sourcebook. I also had a module, Murder's Mark, that takes place there, and I was thinking about trying to fit it in but it was for Level 1 PCs and I thought it would take way too much work to try to adjust everything (plus, I didn't want to derail the story from the AP).
Next Recap
I didn't have a lot of material to work with for Whistledown--essentially, a paragraph's description in one of the gazetteers. For Ilsurian, on the other hand, I had a map and nice overview in the Towns of the Inner Sea sourcebook. I also had a module, Murder's Mark, that takes place there, and I was thinking about trying to fit it in but it was for Level 1 PCs and I thought it would take way too much work to try to adjust everything (plus, I didn't want to derail the story from the AP).
Next Recap
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