The session begins with the Wind's Revenge and the Sloop Dogg fleeing the massive Cordoban Navy galleon. Captain Barnaby Harrier, spurred by the impending combat, snaps out of his depressive stupor and begins shouting navigational orders to optimize the ships' speed. Despite the galleon being faster in a straight line, it lacks maneuverability. Bludarious de'Tempoon identifies a vast canyon system—a “gully”—that offers significant shelter from the galleon’s broadside cannons.

The party executes a rapid descent. The Sloop Dogg lands admirably, but the Wind's Revenge scrapes the sandy bottom in a wide arc, slamming Gil and the Tabaxi, Rufus Massey (Furball), into the handrails, causing them minor injuries. The Cordoban galleon, unable to match the sharp turn, lazily lists over the top of the canyon, training its cannons downward from 100 feet above.

The galleon's commander, acting under orders from Governor Scarborough of Cordoba, demands the party surrender their vessels for “crimes against the state”. While Amnon uses Thaumaturgy to amplify his voice and buy time by claiming the party is already his “bounty,” Nebish stealthily flies beneath the Cordoban warship.

Nebish discovers the galleon’s ballast systems are held by simple ropes and methodically cuts 18 counterweights. This sabotage prevents the galleon from descending to board and causes it to list and rise uncontrollably. As the Cordoban crew descends into confusion, Nebish is spotted and takes a “million-dollar wound” bullet to the butt cheek while fleeing back to the party's ships. Leveraging the chaos, both the Wind's Revenge and the Sloop Dogg rocket out of the gully and escape toward Caracas.

During the three-day journey east, the party engages in several activities:

  • The Scimitar's Contract: Hargrave Umfridus advises the party on the Abyssal-cursed scimitar, noting it likely requires a sacrifice or offering to fulfill a contract with a demon. He suggests seeking experts at the College of Arcana at Caracas.
  • Industrial Mishaps: Mickle Cobblelob attempts to bottle the explosive hydrogas from his Bag of Holding into jars. The attempt is mostly a failure; he loses half his fuel, shatters his jars, and accidentally poisons himself while attempting to “huff” the gas to see if it has recreational properties.
  • Tailoring: Mickle and Amnon successfully sew a secret pocket into Amnon’s ankle cuff to hide his thieves' tools.

Upon arrival, the party finds Caracas heavily scarred by the recent Amazonian naval bombardment, with entire districts smoldering and refugees living in tents. They dock at the damaged gantry, where Mickle and Grundel use their combined engineering and strength to repair a buried air compressor for the facility's young attendant.

The party travels to the Baron’s compound (now an Amazonian military outpost) to fulfill Abraham Wheeler's contract and open the Baron's vault. Bludarious successfully bluffs the Amazonian guards and Midshipman Royden, using his reputation and the name of Captain Dashan to gain “free rein” of the castle.

They find the captured Baron (Harvey Proudbottom) in a dark top-floor cell, mangled and beaten from interrogation. Under a Zone of Truth, the Baron reveals his vault is hidden beneath the private booth in his basement bar. After the interrogation, Grundel decisively ends the Baron’s life by using a massive crescent wrench to twist his head nearly 180 degrees. To prove the kill to Wheeler while leaving a dummy body for the Amazonians, the party harvests the Baron’s head and hands, stuffing the remains of a bedroll and a piton into a bag on the stump to mimic a hooded prisoner.

In the ruins of the basement bar, the party finds a magical rune etched into the private booth’s oak table. After identifying it as an Arcane Lock of the school of abjuration, Grundel bypasses the puzzle by hacking the table into kindling with his great axe.

Descending the secret stairs, they navigate a gauntlet of traps:

  • The Statues: They vandalize four bronze statues of the Baron to prevent them from animating.
  • The Pillars: A hallway of color-coded pillars (Yellow, Red, Green, Purple) blasts the party with Thunder, Fire, Poison, and Psychic damage. They eventually solve the trap by hitting the pillars with matching magical damage types.
  • The Secret Office: They reach a furnished office and trigger several mechanisms, including a pitfall trap beneath the guest chairs and a hidden blade in a desk drawer.
  • The Bookshelf: By knocking books off the shelves in the correct order, they reveal a secret closet containing a “dollhouse” table. Lighting the four tiny candles on the miniature table triggers a mechanical stone-scraping sound, revealing a final chamber.

The session concludes as the party enters a room where five featureless stone statues sitting at a dining table spring to life and take up combat positions.

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