Joined: Jan 05, 2002 Posts: 539 Location: Sky Island, So Cal
Posted: Fri Jan 04, 2019 10:29 am Post subject: Post 45: The Siege, and Farewell to Salinmoor
Note: This post contains spoilers to module U3:The Final Enemy
Post 45: The Siege, and Farewell to Salinmoor
1 September, 570 - Seaton
The next day Tyrius is again invited to dine with the Viscount, though no one else in the party is. Willa’s informants among the navy messengers tell her that the campaign against the sahuagin is going well, but it is a slow siege with no early resolution in sight. Sensing that they will be the Viscount’s “guests,” (that is, social hostages) for quite some time, Willa, Tyrius, and Aurora meet. Tyrius says that he cannot keep Thokk drunk forever, and sooner or later an unfortunate incident is bound to occur. For some reason Willa seems more inclined than before to help. It is decided that they will ask permission for Thokk, accompanied by Larry and Babshapka, to retire to the woods to “commune with his wolf spirits,” while the rest of them remain at the palace.
It may be that the Viscount doesn’t deem the orc / dwarf / elf trio “responsible” (or valuable enough to hold until the conclusion of the sahuagin campaign) - they certainly are not the party leaders. Or it may be that he himself is concerned for what might happen should Thokk remain at the palace. For whatever reason, permission is granted, and before the day is out Thokk, Larry, and Babshapka are on their way to the southern Dreadwood, with admonishment that large game are for the Viscount’s table, only. Although Willa has grown up on tales of the Dreadwood being full of hostile monsters, Tyrius has spoken to enough knights to convince him that, at least within the Salin River valley, the forest is regularly patrolled and reasonably safe. Beyond the valley, however, they are just as likely to find goblin tribes, bugbears, or even ogres, as well as fell monsters.
2 - 4 September
The next three days, with just Tyrius, Willa, Aurora, and Shefak in the palace, are much quieter and pass peacefully. Barnabus is out on the town more than he is in (and see Post 47: Barnabus' choice).
Willa is taking a mid-day meal at a harbor-front tavern when a bustle from the dock area attracts her attention. A ship has been spotted coming into port, with the flags of a naval message cutter. Two or three of these a day have arrived since she has been in Seaton, so she finishes her meal before going out to the docks to meet it.
As it comes in, she can see that there are two men working sail and rudder, and another bearing an official messenger’s pouch but with his arm in a sling. Then she recognizes the messenger as Tom. As the sailors throw lines to the men on the dock she shouts “Tom!” and then, thinking better of it, “Corporal Stoutley!” He grins and waves at her.
Tom is initially close-mouthed with her, but apparently more than the other two on his cutter, and before they reach the end of the docks and can find a cart to the palace, the waterfront is ringing with cries of “Victory!” Tom, full of his official duty, will say nothing to her during the cart ride other than that his wound is not serious. He is whisked away to a private meeting with the Viscount upon his arrival in the palace, and Willa does not see him again for several hours.
Later, after dinner, Tom is happy to spin the whole long yarn to the five party members still at the palace.
Lord Nehemeyer’s fleet approached the sea devil lair from the east, with the three troop galleys they saw in Saltmarsh landing at the protected river mouth while the two warships and the flagship headed for the lair itself. Immediately the three ships in the lead were set upon by sahuagin. Within moments it was clear that their intent was to take the flagship - about four times as many devils were involved as in any of the waves the party had faced, at least two hundred devils in all. A hundred surrounded and assaulted the flagship with javelins, and another fifty each the two warships as distracting forces, to keep them from coming to the flagship’s aid. Once the decks of the flagship were crowded with human defenders, a great wave arose from the sea and washed many of them overboard. Riding the crest of the wave was the first sahuagin boarding force. In addition to the three priestesses the party had faced before, at least another two were involved in this fight, with the head priestess capable of casting control water, which she then used to clear the lower decks of the other two ships with more massive waves. While the sailors and marines washed overboard were quickly torn apart in the sea, there was a desperate fight on the deck of the flagship. The lesser priestesses concentrated on incapacitating the ballista crews of the other two ships, as these were on the fore- and aft-castles, and too high for the priestess’ waves to reach. The priestesses seemed to have a limitless supply of paralyzation spells. The entire crew and marine contingent of the flagship was slain, and it was down to just a handful of Nehemeyer’s personal guard against numerous sahuagin warriors, lieutenants, and chieftains. Nehemeyer himself was already lightly wounded, and would likely have have been slain or captured had the fish-men giant eel cavalry not arrived - Nehemeyer had held them back as a reserve force. When the fish-men's charge temporarily relieved the two other warships, they could move to assist the flagship and the sahuagin on board were forced to retreat. Their main assault broken, all the remaining sahuagin present fell back to the sea cave.
Nehemeyer pressed the advantage by having the sea elf wizard teams move in immediately to seal off both the sea cave entrance and the back door with magically-created rock. Guarded by fish-men, the sea elves were able to seal both entrances before the retreating sahuagin could respond.
By the end of the first hour of combat a total of about half the marines and crew of the three warships combined had been lost, but the allies controlled the waters around the lair and the two sea entrances were sealed, so that only the land entrance remained.
Once the sea was secure, the troops that had landed on the coast were met by the lizardfolk force that had moved in overland. The lizardfolk guided the humans in staying on the trail and not falling into the marsh until they reached the causeway. Nehemeyer sent his heroes and veteran heavy infantry in first, as the vanguard crossing the causeway. They met light resistance once they were inside the sahuagin lair, but their heavy armor gave them the advantage fighting on land and it appeared that most of the sahuagin force had been involved in the sea battle and were still recovering from wounds or exhaustion.
Once the heavy infantry had taken the first level stairway room, Nehemeyer moved in his light infantry levies, marine crossbowmen, and shortbowmen levies. All through the first night the sahuagin tried sorties to break the allied hold of the staircase room, but the prevalence of allied missile fire always beat them back, with losses on both sides.
When the room was still held at the start of the second day Nehemeyer moved in his pumps. Twenty horses working ten mining pumps set up positions in the various rooms and chambers of the first level. Tubes snaked everywhere throughout the first level, taking water from the staircase room and emptying it along the causeway and even into the latrines of the slave pen, which apparently drained outside.
During the second day, the sahuagin and their priestesses attempted to breach the rock barrier of the sea cave. The elven wizards were able to keep pace with them however, creating rock as fast as they could destroy it, and keeping a watertight seal. Merfolk now helped to guard the sea elf wizards.
The lizardfolk were now dispersed into the marsh, going far inland outside the range that the sahuagin had been foraging, with their need to stay close to the sea. They hunted game and supplied much of the fresh meat for the allied army to supplement the grain that had been brought aboard the galleys. The fish-men fanned out under the sea, scouting to make sure that the allied force could not be surprised by a relief force of sahuagin from the depths.
By the end of the second day the water level had dropped by two feet. Men assigned to the staircase room gave a cheer every four hours as a new stair emerged from the water.
By the third day the sahuagin had given up trying to breach the water barriers and had turned their priestesses to supporting the sorties on the staircase room. Their attacks grew more desperate, but also more strategic - targeting specific individuals to cause a few deaths rather than many wounded that might recover with rest or healing. The wounded sahuagin, meanwhile, grew more apt to retreat as they cycled through their forces. Nehemeyer likewise adopted a rotation schedule to make sure he always had fresh troops in the room for the next assault.
All the next week was largely a repetition of the third day, as the water slowly drained from the sahuagin lair. The Baron began making appearances, a huge sahuagin with four arms who would engulf the missile troops in a magic net and dispatch the infantry with an enormous trident. Each time, though, he and his forces were driven back to the water, and as the water dropped the lead time for the remaining allied missile troops increased, leading to higher sahuagin casualties.
By the tenth day of the siege the entire second level of the complex was in water just two feet deep. Nehemeyer sent his remaining army down the stairs in a single massive charge. It was during this action, Tom mentions, that he was wounded, in capturing the second level, fighting the devils while sloshing through knee-deep water thick with blood and floating bodies. When the sahuagin broke before this combined assault and began retreating to the third level, which was still completely submerged, the sea elves opened narrow breaches in both the sea cave and back door. While the fish-men went in the back door, the entire lizardfolk force, which had been recalled slowly over the previous days, entered the sea cave, supported by the elven casters and the merfolk. There the sahuagin made their final stand, with the forces of just the aquatic races remaining to finish them off after the lizardfolk had to retreat to the second level to breathe. Tom heard that Oceanus was among the elves and merfolk who slew the Baron and the high priestess, but he has not seen him since to know whether he survived or not. With all the sahuagin slain and the fortress taken, the pumps were removed, water was allowed to refill the second level, and the whole place was turned over to lizardfolk. The sea elves have stayed on for now to help the lizardfolk until their females and young can be moved back in, while the fish-men are even now escorting the human fleet back to Saltmarsh and Seaton. Tom was sent ahead on this first message-cutter to personally bring news of the victory to the Viscount.
Some of the Viscount’s Own Foresters, rangers of renown, are dispatched to the Dreadwood to summon Thokk, Larry and Babshapka back to court. Meanwhile, the Viscount takes advantage of their absence to hold a victory celebration, with the rest of the party as his guests of honor, seated at the high table with the Viscount himself. That evening, in front of the entire court, the Viscount commends the party and makes it known their key role in the allied victory. During the dinner, he speaks with each of them personally, thanking them and inviting them to stay on as his guests through the celebrations that will greet Lord Nehemeyer upon his triumphant return to Seaton. “After that,” he chuckles, “I can’t imagine that adventurous types such as yourselves would be interested in staying much longer in as peaceful a place as Seaton…”
Knowing they will be leaving soon, Aurora withdraws her gold and the cached spellbooks she had in Seaton’s mercantile bank. Willa and Tyrius distribute the Viscount’s reward money to the party. In the morning, Tyrius visits the landless noble family who was given the plate armor he found in the cellar of the haunted house. After much exchanging of pleasantries, the impoverished nobles he meets with intimate that they have already sold the armor.
In the afternoon, Tyrius leads an expedition to Seaton’s marketplace. He spends nearly all of his savings on a suit of splint mail, while Shefak buys a tent and a few other supplies that may be useful on their planned overland trek to the Dreadwood. The other members of the party pick up a few odds and ends, but store most of their gold in the Seaton bank.
In the evening, Thokk, Larry, and Babshapka arrive in Seaton and return to the palace. _________________ My campaigns are multilayered tapestries upon which I texture themes and subject matter which, quite frankly, would simply be too strong for your hobbyist gamer. http://www.youtube.com/watch?v=7Mp7Ikko8SI
Joined: Jan 05, 2002 Posts: 539 Location: Sky Island, So Cal
Posted: Fri Jan 11, 2019 8:11 pm Post subject: Post 46: On to Gradsul
Note that Willa's Background gives Ship's Passage.
Post 46: On to Gradsul
8 September, 570 - Seaton
Willa visits the docks early in the morning, looking to find a vessel bound for Gradsul. There is a large whaling vessel in port. The ship has a full hold of whale fat, which will be rendered into oil upon arrival in Gradsul. She is taking on fresh water for the journey, but plans to depart as soon as she is re-supplied. After talking to the captain, Willa secures passage for the party, then hires a carriage back to the palace and has it wait for them. Fortunately they are mostly packed, mostly awake, and have little in the way of gear. They make it back to the docks just in time.
The quarters aboard the ship are cramped and stink of rancid fat and sweaty sailors, but the ship itself is fast and their passage is free. The whaler travels all day and all night with a fair wind behind her.
9 September - Azure Sea
By mid-morning the tallest buildings of Gradsul can be seen and the whole party gathers on deck. Barnabus has been in all the ports of the Azure Sea, and Aurora and Babshapka passed through Gradsul on their way to Saltmarsh, but the rest of the party is increasingly amazed as more and more of the city comes into view. Gradsul is a thousand years old and is rumored to have more than fifty thousand inhabitants - it is the largest city that any of them have ever seen, and approaching from the sea they have a great vantage of it, from the slums along the waterfront to the terraced garden estates of the nobles on the hills, from the great stone walls and numerous keeps and barracks, to the isolated towers jutting up all over the city. Tyrius has been in all the cities of his homeland of Sterich, but even the capital of Istivin is as nothing compared to this. Aurora recalls that her master once told her that Gradsul was home to the largest number of free mages anywhere in the Sheldomar Valley. Larry mentions that the human swarms in the streets and plazas look “worse than fleas in a winter cave.” Thokk seems uncharacteristically subdued. He grew up on tales of famous orc warlands uniting the tribes and burning down the human cities - but he does not understand how even a hundred orc tribes could assault such a place as this.
As they lower sails, keeping just those required to maneuver, and glide into the dock area, they can see that several of the recently-arrived ships are being met by the city watch and customs officers, checking new arrivals and collecting taxes. With a word to the second mate, Barnabus manages to get them off the whaler on a jolly before the ship itself docks. He directs them to a busy commercial part of the wharf where the watch do not notice their arrival. “If anyone asks you for a sword tax,” he says looking them over, the party all bristling with weapons, “tell them you already paid.”
“I will do no such thing,” huffs Tyrius indignantly as he carefully climbs from the boat.
Once they have left the docks and are making their way up a busy street crowded with shops and foot traffic, Barnabus tells the party that he has business to attend to and he will meet back up with them in several days. Before anyone can react, he melts into the crowd and disappears (see Post 47: Barnabus’ choice). “But, he doesn’t even know where we are staying…” says Aurora. “Uh, where are we staying?”
Willa smirks and tells them to follow her. She goes one block inland, takes a right at the next cross-street, and works her way parallel to the shore. Eventually she finds an acceptable inn - of the kind frequented by sailors between tours. It is cheap and serves food, but is none too clean and there are several beds to a room and common beds in some. At the moment it is unoccupied, all patrons having set sail that morning, and for a few silvers more the owner assures Willa they will remain the only guests for the duration of their time there.
In the afternoon, Willa takes Thokk back to the docks area, making sure he can find his way from the inn to the docks and back. Cities are unfamiliar terrain for him, but he is a quick study. She makes him promise to leave his axes at the inn and bring only a boot knife with him. She spends some time with him going from dockside tavern to tavern until she finds several that look like the kind of places in which he can easily get into bar brawls, but not be knifed and rolled if he is knocked unconscious. She makes him memorize the painted signs outside her choices and repeat them to her until she is sure he remembers and recognizes them. She tells him he is welcome to spend his days here drinking and fighting and she will know where to come find him when it is time to leave the city.
Thokk sighs wistfully. “Thokk lose his army...but he still has best evil advisor ever. Life of Thokk is great.” _________________ My campaigns are multilayered tapestries upon which I texture themes and subject matter which, quite frankly, would simply be too strong for your hobbyist gamer. http://www.youtube.com/watch?v=7Mp7Ikko8SI
Joined: Jan 05, 2002 Posts: 539 Location: Sky Island, So Cal
Posted: Sun Jan 13, 2019 9:47 am Post subject:
This is great, Kirt! Thanks for posting.
As great as the life of Thokk?
Next up: what is Barnabus doing? It's just business, not personal... _________________ My campaigns are multilayered tapestries upon which I texture themes and subject matter which, quite frankly, would simply be too strong for your hobbyist gamer. http://www.youtube.com/watch?v=7Mp7Ikko8SI
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