The PCs just learned that their archenemies, the Black Hammers, had been in Arianport for weeks or more and had been behind a local smuggling ring to earn a steady income in this northern land. Though the PCs broke up that smuggling ring, the Hammers’ leader escaped, while other Hammers almost killed some PCs by immolation, first in a rowboat and later by setting the smuggling HQ aflame while the PCs were in the basement. Later, the PCs returned to find that the Hammers had also poisoned most of their hirelings and set their hunting lodge and stables on fire, resulting in six deaths and many casualties. One PC, Sir Tomo, rode to the Old Parish Church to get the aid of their friend and ally, Father Johann.
FROM THE DM:
This encounter was the culmination of some building tension between a PC knight and a local duelist, whom the Black Hammers hired to harass the PCs. He finally managed to get Sir Tomo alone. I did not arrange this battle in the snow to be a duel to the death, but the player surprised me in demanding that it be so. He was overconfident until a few rounds into the combat. By then it was too late. Yet, we played with house rules in which armor counts provides damage reduction so this fight was a classic of speed versus power. At the end, each combatant had about three hit points. Everyone at the table was holding their breath during the duel. Any textboxes contain text that I read during the game.
CAST OF CHARACTERS:
Diego de Vargas: Fighter and party leader
Simi Longblade: Fighter, Diego’s right-hand man
Sir Tomo Daegun: Fighter, Diego’s noble friend
Gabriel Lucien: Thief, Diego’s spymaster
Darocles Soterion: Magic User, Diego’s salvage master
Ogedai: Ranger, Diego’s Illuk (think Mongol) ally
Master Holgrim: Duelist Read more
Another tale from the Exploration of Isenwald campaign!
The party discovered a smugglers’ ring a few miles outside of Arianport. After clearing out the “haunted” house overlooking the sea, which the smugglers used as a base, the PCs learned more of the smuggling operation. Their archenemies from the south, members of an elite company called the Black Hammers, had followed them to the northlands and had settled in Arianport, where they planned to undermine all of the PCs’ work. Indeed, the Black Hammers were behind this smuggling operation. Unaware of this, the PCs accepted the request of the town council to destroy the smugglers. Therefore, the PCs lay in wait in the haunted house, along with detachment of town guardsmen, waiting to spot the smuggler ship, the Seegeist. Simi and some town guardsmen plan to ambush the smugglers that come ashore to the cave beneath the haunted house in a rowboat. Meanwhile the other PCs plan to row out the smuggler ship and take it.
FROM THE DM:
This session posed an interesting challenge. The PCs would try to board a crowded enemy ship in the blackness of night and then seize it. Considering the freeboard of the ship (the height of the side above the waterline), it seemed almost impossible. The PC magic user really proved the difference in this encounter with his floating disk and levitation spells. Simultaneously, a smaller battle would ensue on shore (this battle is not recorded below). Also, this was the party’s first run in with the Black Hammers so I wanted to make an impression. Almost all of the smugglers were hired swords, not Black Hammers, so the PCs would cut through them, but the Hammers had to somehow prove to be difficult. The PCs were victorious, which led to the big reveal—the Black Hammers are in town! Yet, this encounter started a pattern of the Hammers being one step ahead or at least always able to hit back.
The inserts contain text blurbs that I read during the game. Also, we used critical hit and critical fumble tables, which explain some of the narrative, like Ogedai falling repeatedly. It was amusing!