STAP - The Sea Wyvern's Wake - Tell your stories!

Wik

First Post
So, this is for players and GM's who have run through episode three of the Savage Tide arc. Tell your stories here! Note, though, that this thread is for both players and GMs, so try to keep any campaign spoilers that a character that had just finished episode three wouldn't know to yourself, okay?

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Our group went through much of this adventure fairly well. I had introduced two of the NPCs on the Wyvern in episode two, rather than introducing six NPCs all at once. So, the PCs met up with Tavey during the first part of the Bullywug gambit (he was the cabin boy of the Wyvern, and was far enough away to avoid the effects of the Tide), and they met Avner in a bar just before they left to go find Vanthus (and Avner was being a jerk... such that, the second the PCs found out they had to babysit a spoiled nobleman, all the players instantly knew WHO they'd be escorting and groaned).

Most of the encounters went as expected, although the Blue Slaad was rather tough. Actually, not a single character got even close to figuring out what was wrong with Conrad, even though the paladin had access to Remove Disease! The second the Slaad starting tearing into the group, everyone panicked. It tore through much of the ship and nearly killed our Goliath before some very lucky rolling on the rogue's part saved everyone's neck.

Tamoachan went really well. I actually got rid of a few encounters elsewhere in the adventure (such as the Flotsam ooze) so I could expand upon this section. I threw some Spark Lashers (from the Mini's handbook) at the group, as well as the Crayfish and Hermit crab from the original Tamoachan as an RP encounter. One of the best encounters so far, actually, as the PCs interacted with an intteligent, giant crayfish that insisted it was a GOD.

The PCs had two stone to flesh salves going into the basilisk fight (which they knew about), and only one character (The poor goliath) was turned to stone. Seeing a bunch of petrified adventurers about the entrance, the group said "once we get out of here, we're going to save one of these people", and then forgot about doing just that until they'd been at sea for two weeks.

The Will O' Wisp was detected early, thanks to the paladin's random use of Detect Evil. It was the lamest fight ever, with everyone trying to roll a hit on the damned critter as it buzzed them. The dwarf scored a crit, followed by the goliath getting a hit in on the next round. Too bad.

The fight against the flying demon was even tougher, as our group had no real source of damaging it. The Rogue's arrows did no damage, and everyone else couldn't reach the damned thing. Eventually, the Goliath did a flying leap off one of the scale models of a pyramid to score a hit, and the Rogue was able to use her ranks in Use Rope to tie a lasso that brought the critter to the ground long enough for the paladin, dwarf, and goliath to tackle it and kill it.

The best scene in the adventure, though, had to be the Olman village. Our paladin, annoyed at much of the problems being created by the others PCs and the NPCs on the ship (he had to keep Amellia and Urol away from each other; Avner was being incredibly annoying; Skald was just too sneaky; the dwarf in the group was stealing money from others to support his growing alcoholism, and so on) went to go fishing to get away from the troubles of the ship, figuring a friendly village was the best place to get some relaxation.

While he was gone, Avner tries to purchase the chieftain's daughter, forcing Avner into quarantine on the Ship and making most of the natives naturally upset. The Goliath, the sub-leader of the party, tries to smooth things over, and rolls a 1 on his diplomacy check, making the final result a... zero. Bringing the villagers from Indifferent to Unfriendly. The Villagers force every sailor onto the ship, and demand that they leave in the morning.

Upon hearing this (and angered that they'd try to make him leave the first bar he's set foot in for a month), the Dwarf walks right up to the chieftain and his twenty warriors and DEMANDS (using his intimidate skill) that the charges be lifted. I imposed a -4 penalty due to the appearance of a single dwarf making such demands, so that the final roll was a... 2. Bringing the villagers to Hostile.

The Villagers tie up the dwarf, get a fire ready, and threaten to kill him if the ship doesn't leave IMMEDIATELY. Of course, the paladin doesn't know about any of this, happily cleaning the bass he caught. When he gets back, the village is up in arms. He sneaks back to the ship, finds out what happens, and foolishly tries to sneak back in town to talk to the chieftain.

He meets the chief, makes his diplomacy check and gets... an 8 (he rolled a 1). The villagers are up in arms, and the paladin has to beat a hasty retreat to the Wyvern, a horde of screaming Olman natives behind him.

it was the first time I'd ever seen a group of friendly, happy natives be turned into a bloodthirsty mob in one afternoon. Hilarity was had by all.

Other great moments in the adventure include:

1) Our Paladin threatening to throw Avner off the ship.
2) The dwarf using his acid breath to attract Mashers to the group, even though the Mashers were letting the PCs go (and the Paladin threatening to throw the dwarf off the ship after two members of the party were knocked to negatives.... Those Mashers are TOUGH against melee characters)
3) The fight with the Hydra (hard, but not that hard)
4) Our Goliath killing the Gibbering Mouther in the very first round of combat, which made me quite upset, since I'd been looking forward to running that fight for weeks (I was tempted to just add thirty HP to the mouther, but figured that'd be unfair).

Things I didn't like:

1) Rowyn and her involvement in the adventure. I wasn't really a fan, and the players didn't like it, either. Because of her involvement, it made a lot of the journey seem to take longer, because I had to ask what the PCs were doing each day. It's been almost a month since we finished the adventure, and while the players brag about a lot of what they had done (explaining to the new player previous encounters), Rowyn hasn't come up once. Random NPCs I created have been more important to the players.
2) The fight with the pirate ship. It was far too simple... I was hoping for a chance to have ship to ship combat! Instead, there was a bit of shooting before the ships closed and the PCs mutilated the pirates on board. And I had doubled their number, too - the fight still only took three rounds.
 

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Last night was our 3rd or 4th session in the Sea Wyvern's Wake. So far we've been to Fort Blackwell, been poisoned, explored Tamoachan, been to Fort Greenwall, fought the hydra, slipped through the Scarlett Brotherhood blockade (well the Blue Nixie had to fight it out), got drunk at least once, had fun with the natives, then discovered Rowyn was the poisoner, the natives then promptly told us to leave because of Avner, and now we've found ourselves in the sargasso fighting the plant monsters.

We've had fun during most of the campaign but for some reason, maybe the "cabin fever" the Sea Wyvern voyage has been the funnest, possibly also silliest.

Our arrival on the island where Avner was almost lynched started a bit like this:

A little history on my character, a cleric of no particular god, Magic and Trickery are his domains. He got rip snorting drunk at the first Fort, (failed Fort save on first drink). So part of his mythology is now the party animal who runs around naked talking about "the mysteries of magic".

Anyway, we found ourselves at an island talking to the natives. We decided to make friends, have some local fire water, make a bon fire. The drinking gets heavy, due to the first mate, can't remember her name, Lirith?, participating.

Eventually I'm handed a drink that tastes funny. Turns out the stowaway took the chance of poisoning me yet again, so the chase it on. Except the others chase the poisoner, meanwhile I run up to the gangplank of the Sea Wyvern, with the intent of stopping anyone from coming aboard without being inspected by me.

Two of the natives are following me, with burning palm fronds, thinking it was part of the celebration, which caught Captain Venkalie's eye. I cast invisibility hoping it will get the natives off the gangplank. Being on shore, Venkalie walked to the bottom of the plank and asked if I was drunk again, to which I answered, "I'm invisible, so I can do what I want!"

After a brief exchange about "the others chasing someone down the beach" and a "strip search" of the captain, I decided to join the chase, only to arrive after the battle was over.

We decided to strand Rowyn on the island of Ruja.
 

Wycen said:
Last night was our 3rd or 4th session in the Sea Wyvern's Wake. So far we've been to Fort Blackwell, been poisoned, explored Tamoachan, been to Fort Greenwall, fought the hydra, slipped through the Scarlett Brotherhood blockade (well the Blue Nixie had to fight it out), got drunk at least once, had fun with the natives, then discovered Rowyn was the poisoner, the natives then promptly told us to leave because of Avner, and now we've found ourselves in the sargasso fighting the plant monsters.

We've had fun during most of the campaign but for some reason, maybe the "cabin fever" the Sea Wyvern voyage has been the funnest, possibly also silliest.

Our arrival on the island where Avner was almost lynched started a bit like this:

A little history on my character, a cleric of no particular god, Magic and Trickery are his domains. He got rip snorting drunk at the first Fort, (failed Fort save on first drink). So part of his mythology is now the party animal who runs around naked talking about "the mysteries of magic".

Anyway, we found ourselves at an island talking to the natives. We decided to make friends, have some local fire water, make a bon fire. The drinking gets heavy, due to the first mate, can't remember her name, Lirith?, participating.

Eventually I'm handed a drink that tastes funny. Turns out the stowaway took the chance of poisoning me yet again, so the chase it on. Except the others chase the poisoner, meanwhile I run up to the gangplank of the Sea Wyvern, with the intent of stopping anyone from coming aboard without being inspected by me.

Two of the natives are following me, with burning palm fronds, thinking it was part of the celebration, which caught Captain Venkalie's eye. I cast invisibility hoping it will get the natives off the gangplank. Being on shore, Venkalie walked to the bottom of the plank and asked if I was drunk again, to which I answered, "I'm invisible, so I can do what I want!"

After a brief exchange about "the others chasing someone down the beach" and a "strip search" of the captain, I decided to join the chase, only to arrive after the battle was over.

We decided to strand Rowyn on the island of Ruja.

You know, I think thats the best way to get rid of her. I wish my PCs had done it. They just ganged up and killed her in two rounds.
 

The ranger kinda killed her. In their battle, he hit her for 30 some points of damage, but then added, "Oh, let's separate the damage, I don't want to kill her without questioning her first". So his first 9 points of damage knocked her unconscious.

The ranger, Dirk, has his own story of course. When we were exploring Tamoachan, we opened the tomb with the mummy and the willo wisp was floating around menacingly. It seemed to make perfect sense that maybe the willo wisp was connected to the mummy. Destroy the body and the spirit follows, right?

So he jumped up and started stabbing the mummified corpse. Urol started throwing fits, since we were destroying precious archeological treasures.

Now Urol hates Dirk. Dirk has been trying to help navigate the Sea Wyvern, except everytime he rolls a check, a 1 comes up on the die, so Urol starts running away when he sees Dirk coming.
 


We're just into this adventure. The Flotsam ooze killed half our party. :(


I think we must have bypassed the Blue Slaad thing - assuming that was the "disease" the infected Father Feres. We had a scroll of Remove Disease that got rid of it.
 

Tung - Human Cleric of Obad Hai
Mr. Dibbler (Cut Me Own Throat) - Halfling Rogue
Brok - Human fighter / Rogue
Morogoth - Half-Orc Fighter
Cleland - Halfling Wizard (R.I.P.)
Braigan - Halfling Wizard

Hibble - NPC Elf Ranger found at Tamoachan (statue)

**********************SPOILERS***************************

Session 11 (25 April 2007)

The party relaxes for a week traveling about sasserine while healing up from the bullywug attack, buying and selling of magic items and planning to return to Krakens Cove to retrieve the Whore's Nipple (As soon as they found the Sea Wyvern the renamed it.... ugh). They have dinner with Lavinia wherein they are appraised of her plan to make it to Farshore, a settlement on The Isle of Dread which her parents had started. The group plans for the trip (with Lavinia's assistance), returns to collect the nipple and stocks up on supplies. The trip is to last approxametly three months.

On the day of departure, the group meets with some of the crew, as a bit of a ruckus breaks out between the captain and one of the passangers. That evening, Tung and Cleland have dinner with Lavinia, Liamae, Trissa (Lavinia's new servant), Urol, Amera, and Avner. At the end of the dinner the rope between the ships is cut and the party is attacked by a water mephit, which was released from a magical jar (a pickeled mephit).

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Amera Venkalie- the captain.

Avner Meravinchi - a nobleman who has partially funded the expedition. He is a very pompous man.

Skald - a feytouched ranger

Urol - A gnomish naturalist and the navigation expert who is travelling on the blue nixie. The expedition will be stopping at the Ruins of Tamoachan for him to explore for a bit.

Father Feres - a cleric of pelor who is travelling on the whore's nipple.

Lirith Veldirose - The tomboy, a general member of the crew.

Tavey Nesk - The Cabin Boy, looks up to CMOT.

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Session 12 (2 May 2007) Sea Wyvern's Wake II:

The heroes recover from the pickled mephit and start to enjoy the tedious monotonous life of the sea. A few days into the voyage they see a strange site, miles of burned jungle with a large number of tribal totems and Lizardmen bodies strung up and disembowled. They decided to leave this evil site to its own ends...

A few days later they reached Port Blackwell, whereupon they enjoyed a night off of the ships and tasted some of the local whiskey ("The Green Man"). They resupplied the ships and started out again the next afternoon. Within a few days Father Feres started to show signs of being ill. After a few ministrations of Tung, he was still not getting better. It was not until Feres fell so ill that he could no longer stand on his own, staying up all night long moaning and saying strange things like "The world has gone fuzzy and the light won't end" did Tung finally call upon his god to cast out the disease which was wracking Feres' body. The strange seed of a creature from the plane of chaos was forced out of his body and identified by Cleland and Tung to be the larvae of a Blue Slaadi. It was a few days before Father Feres was well enough to be up and about. The party began to become paranoid.

The next day Tung was poisoned after eating breakfast with Urol to discuss what had happened to Feres. They gathered the cook and Father Feres to interogate them, and, after some discussion came to the conclusion that the father is not telling them the entire truth. Unfortunately, Livinia came in with the common sense that it would not be a good idea to interrogate everyone on the ship as this would arise suspicion, propagate a witch hunt and utterly and completely lower morale on board the whore's nipple.

The party relented, and the voyage went on. When they had arrived at the mouth of the Havekihu River to replenish their fresh water, the ship was overtaken by bad weather. During the height of the strange weather, a ghastly, heavy fog, the ship was attacked by a huge Floatsom Ooze; A natural creature that looked like a bit of clearish liquid, which tried to engulf the ship. The creature caught Cleland unawares and knocked him out almost immediately. A lengthy fight broke out whereupon Cleland, Brok, Tung, Amera and Lirith fought the creature. Unfortunately Cleland and Lirith were not long for this world and perished in the fight. While Tung and Brok were collecting the body of their friend Cleland for proper burial they spotted Lirith and a few other badly decayed bodies of creatures which had previously been devoured. Upon these other creatures they found a ring engraved with arcane markings and a set of gauntlets, which, although they had been enclosed in the creature for some time were still in good shape.

After this fight the only real remarkable event to transpire before the group finally made fall at the ruins of Tamoachan was when a flight of Wyverns flew up and played on the sea while keeping pace with the Whore's Nipple (The Sea Wyvern) and playing with the masthead.

Livinia arrives at the Whore's Nipple to remind and impress upon the members of the party that everyone of them shall be vital to the survival of the expedition and that they simply MUST come back alive. Furthermore, that they must keep track of Urol and make sure that he returns as well.

Upon arrival at the ruins the party met a shipwreck survivor, a halfling wizard of some talent who agreed to follow them into the dangerous environs beyond. Urol explained that he had purchased a map leading to a previously unexplored section of the ruins. He further explained how he had purchased it from a one legged pirate who himself had received it from an elf he had found half drowned in the middle of the seas. The elf had been part of an expedition which had found the ruins, unfortunately their group ran afoul of a creature which Urol believes to be a Basilisk who turned the bulk of them to stone.

We leave the heroes on the trail to this strange section of the ruins...

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Session 13 (7 May 2007) Sea Wyvern's Wake III:

The party continues onward through the ruins of Tamoachan to try to find the ziggaraut which Urol has stated is unexplored. Upon Reaching the site, they are attacked by a Basilisk (C.M.O.T. is turned to stone and then later healed by Urol). They continue onwards through the site finding all sorts of interesting artifacts from a bygone age. Urol is extra exited about the vast amount of history that the place holds while the rest of the group is just trying to stay alive.

The party next encounters a room with a strange bone archway which the thieves move forward towards, disable an attached trap. Beyond the archway is a room filled with a model of Tamoachan that was. This model is, as the city above, ravaged by time. The room explodes into a moving wall of fire as a trap goes off.... Again and Again. Brok moves through the room between explosions and scouts ahead, whereupon he encounters a strange creature of mist and fog.... A will o' Wisp. After a short and fierce battle he runs back towards the rest of the party, only to fall in the center of the room. The rest of the party moves forward to battle the creature and save their party member.

After the short fight (the creature aparently ran away) the party moves forward exploring the next room, an antechamber leading to a large wall of iron. They search this for a bit before Brok decides to smash it down, which he does.

After searching the next room, a room filled with a model of an ancient city (not tamoachan), the party finds that the central ziggaraut of the room is in fact a sarcophagus. They open it up to reveal a mummified corpse inside, which has in its possesion a strand of prayer beads which Brok quickly picks up. In the midst of searching this room they have alerted a beast in the next chamber.... A creature of the abyss rips out attacking them, breathing fire into their midst again and again before finally falling to the overwhelming spellpower of the halfling wizard.

A search beyond finds a room with an anceint calendar stone, a series of statues which once held a powerful trap, and a series of crypts below. A quick search reveals an exquisite golden idol of a bat which the party takes. On the way out of the ruins, back towards the ship, Urol uses his last dose of stone to flesh salve on one of the two statues remaining...

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Session 14 (15 May 2007) Sea Wyvern's Wake IV:

The party heads back to the ship with the elf ranger hibble in tow and introduce both the ranger and halfling wizard to Livinia. After discussion with these two for a few hours Livinia states that she would like for Hibble to stay on board with her whilst Braigan goes with the Whore's Nipple....

During the Journey away from Tamoachan Tung is once again the target of a planned accident as the yard arm slams towards him. Brok searches the ship for awhile, able to find nothing...

A few days later Lavinia asks for an audience with the party and tells them that the next part of the trip will be dangerous as it is often the site of a blockade by the scarlett brotherhood. As the blue nixie sails through, the whore's nipple attempts to and is set upon by one of the scarlett brotherhood's ships.... however, they are able to easily avoid it through the use of one of Tung's magic items (Quals feather token).

One evening after the run through the sound, Tung is confronted by Amella, who is acting quite strangley and asks him to go swimming with her... He refuses and she storms off.

A few days later the party reaches the site of Fort Greenrock. It has been burned to the ground and thoroughly destroyed. They are not able to identify who or what did this.

At the side of the Atikula river, an inlet which is at the tail end of a huge waterfall, the party starts to refill their water supplies (as they had done at the Havekuhu and Xatalati River Mouths before this) and to explore the depths of the ocean. They soon discover an Aquatic Hydra which chases down brok and morogoth trying to eat them. They flee back to the whore's nipple whereupon the Hydra goes crazy and knocks brok unconcious, whilst nearly ripping a hole in the hull. The creature is overcome by the combined powers of the party. During this attack Tung is once again the target of attack as Rowyn, the leader of the lotus dragons emerges stabbing into him, holding him and then disappearing. She is eventually cut down when she tries to finish off Brok after the Hydra has been dispatched.

The party heals up and searches the cove for valuables, finding some gold (102), a magical suit of chainmail and a magical cloak in the bay area as well as a suit of magic leather, magic buckler, magic rapier, and magic boots on Rowyn.

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Session 15 (22 May 2007) Sea Wyvern Wake V:

Repairs are made to the ship after the attack by the hydra and life begins to return to normal. After another 6 days the whore's nipple reaches a group of islands which Lavinia states will be the last time to resupply before hitting the open ocean and continuing on towards the Isle of Dread and the colony of Farshore. Upon arriving the crew is greeted with festivity and all seems to be going well, until Avner tries to buy one of Ixwhatil's daughters. At this point all of the natives appear to become very aggitated. Tung tries to explain that no one likes Avner, but the villagers are still offended and, in the morning, the crew is asked to depart without having the oppurtunity to reprovision.As the ships leave the isles it is increasingly clear that the morale on board has been somewhat tarnished.

Five days after leaving the isles Tung spots a harsh squall line coming on the horizon which he tries to point out to various members of the crew. No one else is able to recognize it for what it is until it is to late and the storm overtakes the ship. After fighting with the storm for nearly a day and a half solid the crew is finally able to relax (they had lost two crew members during the storm). Unfortunately, during the storm the whore's nipple lost sight of the blue nixie. Upon further inspection the next day, the ship is nowhere to be found.

Two cloudy and fog filled days later the crew rises to a distinct quite. When, a bit after midmorning, the fog finally clears they see before them a vast Sargasso... A bed of kelp miles wide. To the port side, a few hundered yards off they see the rotting hulk of a ship and decide to investigate.

During the investigation CMOT slips down into the quarters of the ship and upon reaching the captains chambers notices what appears to be a log or journal of some sort hanging precariously over the lip of a vast pit. As he moves closer to investigate the jarring motion of weight on the ships rapidly decaying boards dislodges the journal from its precarious perch. CMOT climbs down into the pit to save it from ruin via the kelp and water below where he is set upon by the plant life itself. A few moments later Tung, Morogoth and Bregain descend to help him with the creatures.

After consulting the log which CMOT had just saved they come to the conclusion that they are not going to escape from this Sargasso until they hunt down and kill whatever is at its center. However, before they do so they decide to head back to the ship to rest and recuperate.

During the night the ship is attacked by a group of strange humanoid plant creatures which seem to cause more and more of the vines to spring into action against the crew. A lengthy battle ensues with the group once again emerging as the victors... This time without any permanent loses...

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Session 16 (5 June 2007) Sea Wyvern's Wake VI:

The party gathers together after resting the remainder of the night and decides to press towards the center (or where they think the center might be) of the sargasso. They travel through the thick fog for a few hours before coming upon a shoreline leading to the edge of a deep black water. Here they continue for another hour before being aggressively attacked by a force of three of the vine horrors controlling another three of the assassin vines. A fierce fight ensues in which the heroes are grappled again and again before they finally beat the monsters into submission.

After the fight the group continues ever onwards. Another two hours finds the group at the end of the strange shoreline. The kelp at this point in time becomes more difficult to navigate.

Two hours after this the party comes across the rotting hulk of another ship, which, after some inspection they find to be in ruins with no sign of habitation or salvage.

Two hours later they see in the distance another ships hull barely visible above the kelp line. They continue onwards.

Another two hours after this they start up into a hilly dense version, a veritable forest, of the kelp. This lasts for another hour and a half before they crest the largest hill they had seen yet. Below them, in a bowl shaped valley, lies the remains of another vessel, the nameplate visible from on high... The THUNDERER!

At this time a strange buzzing noise is heard INSIDE of the adventurers heads. Mired in a strange, low, nearly inaudible sound are words which are indecipherable which would, given enough time, surely drive the listener insane... Looking backwards, towards the end of their vision, the party sees hundreds of the vine horrors creeping along, ever so slowly, towards their current location.

The party continues ever onwards towards the ship. Here they climb up and after some investigation make their way towards the stairs going downwards. Before they are able to they face another band of vine horrors which they are able to deal with more swiftly than the last.

A trip down to the floor below shows the group from the captains quarters, to the grub hall and finally to the entrance to the hold below where, once again, they find another group of vine horrors. These are fought off with ease... However, every fight seems to have taken its toll on the group and they are a bit reluctant to continue. Brok, being oblivious to this sentiment of caution, rushes forward.

At the back of the hold a vast and cavernous hole fills the back of the ship. This hole is 100 feet deep and filled with writhing vegitation on all sides. At the bottom, a huge monstrosity. The creature is 20 feet tall with long spindly appendages. Hundreds of the vine horrors in various stages of development hang off of her at all heights and angles. She writhes around in such a fashion as to drive the viewer to disbelief...

Brok moves backwards...

After a few seconds of casting defensive spells and waiting for the monstrosity to appear, the group cautiously moves forward once again peering over the edge of the pit... nothing is down there. At this exact time the side of the ship is smashed in and Braigan is hit hard. A running battle ensues in which half of the party is knocked into unconsciousness. Finally, the creature falls. And with it, a thousand cries wring out from the vine horrors of the sargasso.

A rumbling is heard and the sargasso starts to shake and split apart. So to does the Thuderer. The party quickly and efficiently roots through the hold and finds everything of value before using up one of Tungs scrolls to allow them to walk on water, back to the whore's nipple.

The party then takes the next five days to rest up, identify the meager loot and relax before a second major squall line bears down on the nipple...

(i.e. they have only to fight the masher and get wrecked onto the island... should only take an hour or so next session, AND I have already told them to level as if they had finished this module ... I am not calculating experience, only telling them to level at appropriate points.)
 

Our DM says we finished our adventures in the Sea Wyvern last night.

Reading a post above it looks like we never encountered a slaad. I am assuming Conrad is who we called Father Ferus. That poor guy... In our game Father Ferus got sick after the first poisoning attempt. We tried to cut the tumor out. Poor bastard. We thought they were trying to kill off the healers, since my character is a cleric and was the first to get a poisoned platter, then with Ferus getting sick, we jumped to that conclusion. He ended up alive, and when we reached the Olman island, he decided to stay behind.

Anyway, we found oursevles in the sargasso after being blown off course by a storm. We did some exploring and found a captain's log and fought some soggy seaweed monsters. Our fighter was absent for the first 2 sessions, his player was graduating and then went to Hawaii. He managed to make his way to the group while his new cohort stayed behind the gaurd the Sea Wyvern.

Anyway we eventually found the center of the mass and had our first fatality. Actually our first fatality was the fighter's cohort getting eating by the flotsam ooze. Anyway, the fighter himself was grappled by a seaweed monster and had two of the plant-zombie "insiders" attacking him. I was able to kill off one of the plant-zombies with a searing light spell, and the grappler deanimated as well, but the 2nd insider hit him. He finally took too much damage and died.

The DM decided on a little retcon, so one of the scrolls we found turned out to be a Raise Dead spell, so we used it to bring the fighter back to life, then a drained a 3rd of a wand healing him to max hit points.

We went below decks and found the mommy monster. The halfling wizard, either feeling suicidal or shell shocked, jumped towards its mouth with a feather token in hand.

The idea was to conjure the feather token, Swan Boat, into a small place and smother everything inside. The wizard had originally wanted to just levitate over the ship and drop it from the air, but we wanted to try to loot the ship and then of course got attacked.

The feather token activated and ended up perpendicular and wedged into the pit of plants. Suddenly the mommy monster was trying to squeeze in from the staircase upstairs and we were able to batter her into pulp.

With that the sargasso started breaking up and we met up with the Sea Wyvern again.

Unfortunately we didn't see the reef and the storm wrecked the Wyvern. Time to abandon ship.
 

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