The session opens in the back room of the Watchdog Casino in Manticore, where Grundel and Bludarious de'Tempoon engage in a high-stakes game of three-card stud (using a three-die progression system) against the Deep Crimson Syndicate underboss, Abraham Wheeler. The primary objective is to win back the Wind's Revenge. Mickle Cobblelob, operating under his “chubby Bludarious” disguise and heavily intoxicated, attempts a reckless intimidation tactic by jumping on the table and shouting, “Check these nuts!” He is immediately pinned and dragged from the room by Wheeler’s bodyguards, leaving his companions to finish the game.

Despite the chaos, Grundel demonstrates surprising card skill. He wins a massive pot by revealing a “trip fives” hand, leveraging his gambling proficiency to adjust his dice rolls. The party concludes their gambling spree with a profit of over 5,000 gold pieces. Impressed by their card prowess, Wheeler eventually departs, leaving the remaining 16,000 gold pieces sitting on the table for the party to collect.

Following the game, Wheeler offers the party a formal contract. He reveals that The Baron (Harvey Proudbottom) was also a Syndicate underboss, and his capture in Caracas has left a power vacuum that Wheeler intends to fill. Wheeler tasks the party with returning to Caracas to investigate the Baron's status; if he is still alive, Wheeler wants him eliminated to ensure he is no longer “in his hair.”

As a gesture of faith and payment, Wheeler returns the Wind's Revenge fully repaired, gassed, and provisioned. He also provides the party with a specialized key to the Baron’s vault—an ornate object cast in the likeness of the Baron’s own face—noting that whatever “nest egg” remains inside belongs to the party.

While the group prepares for departure, Mickle engages in several “industrial acquisitions.” He successfully steals 20 feet of copper piping from the casino’s unventilated bathroom. Later, at the city’s gantry, he attempts to siphon hydrogas fuel directly into his Bag of Holding. The attempt causes a massive leak of green neon gas that briefly poisons Mickle but successfully secures 40 cubic feet of explosive fuel. To cover his tracks, Bludarious alerts the facility's simple attendant, Henry, that a pipe has “come loose,” allowing the party to escape suspicion as the attendant rushes into the vapor to fix the valve.

To bolster their numbers, the party recruits a Tabaxi bard they caught counting cards on the casino floor. After the Tabaxi is beaten and evicted by Wheeler’s enforcer, Willis, the party hires him for 100 gold up front. The crew, now including the Tabaxi (nicknamed “Furball”), Hargrave Umfridus, and the visibly depressed Captain Barnaby Harrier, prepares to move out.

At midnight, the party departs Manticore, maintaining two vessels: the Wind's Revenge and the Sloop Dogg. They tack against the wind, heading toward Lobo Village to drop off the Sloop Dogg as a hidden backup vessel before proceeding to Caracas. Amnon, Nebish, Bludarious, and Mickle crew the Wind's Revenge, while Grundel keeps a close watch on Barnaby and the new Tabaxi recruit aboard the Sloop Dogg.

As dawn breaks, Hargrave spots a shape on the horizon. Using his rifle's scope, Bludarious identifies a massive Cordoban Navy galleon tailing them from approximately half a mile away. Unlike the party's ships, the galleon utilizes magical propulsion rather than sails and is heavily armed with four cannons on each broadside. The crew members are standing at attention on deck, their spyglasses fixed on the party's vessels.

The session ends with the party preparing for an aerial confrontation. Realizing they cannot outrun the galleon while sailing against the wind, the group deliberates several tactical options:

  • The Suicide Lofta: Mickle proposes opening a Dimension Door portal to roll a barrel of explosives directly onto the enemy's deck.
  • Propulsion Sabotage: Nebish suggests a stealth flight to apply thermite to the enemy's propulsion units to “melt them shut.”
  • Grounding the Fight: The party considers landing on the ground to force the Cordoban ship into a ground-based bottleneck, potentially negating its broadside advantage.

With the warship gaining ground, the party prepares to roll initiative at the start of the next session.

  • campaigns/apocalyptica_arcanum_-_first_modern_campaign/campaign_one_recaps/session_twenty.txt
  • Last modified: 11 days ago
  • by drefizzle