ToEEPlayers / ToEE-Session25


We pick up at the camp - it's been two hours since the pirate attack.

The pirates have archers and spearmen - and suddenly there were webs everywhere. Some pirates did die, but they took the bodies.

We decide to sneak into Nulb, to get to Otis. We can tell that the pirates had a wagon. Otis tells us the priates have already left - like an hour ago.

Spit sends out his owl to see how far they are. He figures that they're about half an hour down river as a boat travels. He then sends an owl out to keep them in sight.

We debate how to pursue - we opt for following on land with Theldin and Elmo mounted on Binky and a horse borrowed from Otis. We also spend a bit of time asking around the tavern to see if we can find out where they're headed and which side of the river they'll dock on.

There's a long rambling story from drunk fellows. But basically the pirates usually spend nights in the middle of the river. We need a boat and a sailor. A sailor we rescued from the first level of the temple volunteers to take us. He leads us to the dock where he arranges to rent a couple of rowboats.

There's bargaining - bad bargaining... but we end up with two boats and rowing down river. About half an hour downstream, we meet up with Spit's owl and soon turn a bend of the river and there's a ship moored in the middle of the river. It's two masted, a couple of decks, 60 feet long or so. We pull off to the shore and plot. And it gets weird... The plan is launched!

A silent image is cast on a rowboat - to look like us. An air elemental is summoned and told to obey Theldin. Theldin gets in the boat. Pire casts waterbreathing on us - everyone gets an hour. And a message is cast so we can communicate.

The rowboat floats out - alerting the pirates who start to disappear... We all crawl up the anchor chain and a rope of climbing... And see no one. Theldin is floated over by the air elemental. Elmo opens the door to the stairs below deck and has to avoid a bit of falling rigging. We start to explore below decks, and as Elmo goes to the fore door, a sheet of flame shoots out. Diren dodges and doors open and ettercaps emerge.

A fight breaks out... And an explosion rocks the ship there's a hole in the side of the ship and between the two lower decks. Theldin has tried to yank open the cargo hatch and failed, so he dives off the ship. Regrettably, his cloak of the manta ray requires Salt Water... oops. But he's got waterbreathing and tries to block the hole with his shield - almost. Diren wriggles out of webbing and dives through the hole - finding three of the hirelings chained to the mast. Combat continues - with Elmo busting free of his webbing and slamming the door in the face of two giant spiders.

Theldin finally makes it through, jamming his shield in to slow the flow of water. Diren opens the lock one of the manacles. Then there's another explosion and the front compartment of the cargo hold opens. Fighting continues and Diren unlocks hirelings from the front hold. The first three hirelings flee up the stairs with Theldin carrying Thomas Blackheart who is knocked unconscious. At the top of the stairs, Theldin is webbed by one of the spiders and can't break free. Pixie is unchained by Diren and then tears the webbing off Theldin.

Spit has been entangled and trying to break free. Finally, he's frustrated and shoots both the remaining spider and ettecap, killing them. Elmo tries to free Spit, but can't. Neither can Pixie as she runs up. But eventually he's freed and we get off the ship - our hirelings are safe.

We load into two rowboats - our sailor friend has brought one more to us. As we settle, Moth spots movement on the other bank. Spit sends his owl to check it out. An javelin whistles out and grazes him.

We order the boats back to Skewer Tees, and then we slip off the boats and wade across to the bank where we saw movement.

Page last modified on February 17, 2013, at 04:04 PM