Tag: whip of andrei korsky

Taking the Seegeist

Another tale from the Exploration of Isenwald campaign!


BACKGROUND:

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!
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Vengeance of Andreas Fuchs

Another tale from the Exploration of Isenwald campaign!


BACKGROUND:

Not long after arriving in the northern land of Isenwald, the party had made an enemy of the selfish knight Banneret. They had defeated his band of knights and custrels in a barrier combat during a spring festival in Arianport. Unhappy with the loss, Sir Andreas Fuchs and his men later ambushed the party to steal the winnings. The party defeated them, and Diego was merciful. However, Andreas Fuchs took this for weakness. After attracting a few more swords to his band, he followed the party northwards to the Cloister Mine and witnessed the Battle of the Muddy Fields. His men then laid a careful ambush for the weary party.

FROM THE DM:

This session was the closest we came to a TPK (editor’s note: that’s “Total Party Kill” for those unfamiliar with roleplaying parlance), at least to this point. The PCs were already at half-strength when I hit them with a fresh band of armored knights. I pushed them to their limits, but the players responded well. Ironically, the PCs won the battle when all the main fighters were down or dying. The peace-loving thief (he would say spymaster) of the party turned the tide with a magical whip! This encounter gave the PCs tremendous satisfaction because they killed a worthy foe that they hated. Read more