Session Seven Recap
Return to Lobo Village and Preparations
After defeating the wolf entity Shusiva and escaping the mountain cave, the party returns to Lobo Village to report their success. They inform Remus that the wolf threat has been eliminated, though they confirm the existence of werewolves, validating the fears that had plagued the village.
- Upgraded Weaponry: The village blacksmith, Tilda, completes two projects for Bludarious. She provides a heavy sack of “carpet tacks” (mini-caltrops) designed for use as blunderbuss ammunition and constructs a custom five-shot rifle cobbled together from an old pistol and musket components.
- The Shardisite Discovery: The party presents Tilda with a strange green-glowing crystal. She immediately identifies it as a fragment of shardisite and reacts with visible fear. She warns the party that wars have been fought over such objects and urges them never to reveal it to anyone, especially the authorities at the Great House.
- Downtime and Resting: The party takes a long rest within the village. During this time Khalid grinds a silver coin into powder using a grindstone and mixes it into food to test the townspeople for lycanthropy. No villagers display signs of infection.
The Journey to Caracas
Leaving the forested hills behind, the party travels north toward the coast.
- Military Patrols: As they descend from the foothills into open plains and desert terrain, they observe Amazonian and Cordoban military patrols marching in mirrored formations several miles to their east and west.
- Entering the City: The party eventually arrives at Caracas, a neutral pirate-controlled city. The settlement is choked by caustic smog and surrounded by foul brackish water. The streets are unpaved, the air heavily polluted, and the overall atmosphere is one of decay and desperation.
Urban Activities and Reconnaissance
Once inside the city, the party conducts several errands and investigations.
- Curing Lycanthropy: After previously being infected, Nebish and Khalid visit a temple in search of healing. An elderly priestess performs a ritual using Lesser Restoration. The process takes four hours and costs ten gold pieces each, successfully curing both of them.
- The Gantry: The party visits the gantry, a massive airship docking facility featuring elevated orbital platforms used to moor vessels. They negotiate a deal to have the hydrogas engine repaired for two hundred and fifty gold pieces, leaving the device there for a day before retrieving it.
- Identifying the Demon Armor: At a magical shop operated by Alara Windlass, the party identifies the dark spiked armor recovered from the acid pit in an earlier session. The item is revealed to be Legion Armor (+1 plate), which enhances unarmed strikes but carries a powerful curse. Once worn, the armor cannot be removed without high-level divine intervention.
Financial Deals
To cover the increasing cost of supplies and services, the party engages in several financial transactions.
- They sell three muskets and two revolvers to a weapons dealer for fifty-five gold.
- Mickle reluctantly sells his enchanted gold chain to a goblin jeweler named Boblin for seventy gold.
- Through Boblin, the party schedules a meeting with The Baron, Harvey Proudbottom, the pirate ruler of Caracas, in order to sell a large diamond they discovered. Boblin negotiates a ten percent finder's fee.
Mission: The Opium Den Raid
- The Job: Captain Barnaby secures employment from the Baron's agents to collect a five-hundred-gold debt from an opium den located on the Amazonian side of the city.
- Infiltration and Combat: The party scouts the target location, a dilapidated farmhouse compound guarded by four large mastiffs and an inactive archanotech spider automaton. Khalid enters the building disguised as a customer to scout the interior while Mickle casts Silence on the dogs to begin the assault.
Battle Highlights
- Nebish dive-bombs the compound and kills two of the mastiffs.
- Grundel attacks the archanotech spider with his greataxe, but the machine proves extremely resistant to damage and attempts to trample him.
- An enemy marksman shoots Khalid with a poisoned crossbow bolt, knocking him unconscious and forcing him to make death saving throws.
- Bludarious unleashes a barrage of gunfire, killing the marksman and another fleeing guard with precise shots.
Session Conclusion
The session ends in the middle of the battle. Captain Barnaby finds himself in dire condition, severely wounded and grappled by a frenzied pirate wielding a hammer and sickle.