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Gaming => A Green and Pleasant land => Topic started by: slug on 13 May 2011, 21:31:25



Title: 02.5 Slavers Island
Post by: slug on 13 May 2011, 21:31:25
Carlton Blacks Mercenaries
Company members:-
Krachtig (Vervalsing Voorwerp de Meesten Krachtig) – Gnome Illusionist/Thief
Taran – Half Elf Fighter/Priest of Mannanan Mac Lir, cousin to Carinne and Galvish
Carinne Rhianne Talynnart – Half Elf Ranger/Mage, Cousin to Taran and Galvish
Galvish – Half Elf Fighter/Thief, Cousin to Taran and Carinne
Barrigan Stonebeak – Dwarf Fighter/Priest, Company Engineer.
Derek Summers – Squire to Taran.
Paladin of Manannan Mac Lir

Slaver Island
After the recent kidnappings from Jans Landing that were made to look like a Sahaugin attack, we determine the real culprits are slavers and are headed West.  Sharin Cal will use magical winds to help speed our boat to catch up with the foe, likewise a friendly Druid elsewhere on Ilorin will try and hamper the vessel with strong headwinds.  We take the spearmen and crossbow men with us and depart.
We journey along at a good clip but have no way of knowing if we are gaining on them.  After several days at sea another ship is spotted making its way directly toward us, an unusual flag is spotted and none of us can place it, also on looming closer it would appear that the ship is gray and likely made of stone.  A warning ballista shot is fired across our bows and a powerful voice booms across the water to heave to and be boarded.  It looks like we have little choice against this impressive and much larger ship.  A row boat closes the distance and summons the leaders over to the main ship.  Five of us venture over and a Gnomish captain quizzes us on our presence in this area.  We state our mission to get our kidnapped villagers back and the gnome is assuaged by this.  He gives us a little personal history of himself, being a rebel against Barelin and knows of our deeds which shows us in an honorable light, unlike the majority of the Barelin army.  
We trade a little and drink some Gnomish Brandy which Corinne has difficulty in handling.  He warns us that slavers operate from an island several days west of here and wishes us luck in our mission, with a word of advice on the layout of the island.  
Our little ship sails on until we spy the island with Corinnes spyglass, we tack around and get out of visual range.  A rowboat is launched to take us into the lee of the island at night, several trips are needed to land our mercenary company, we make camp in a heavily wooded area, well away from the walled city.
At daybreak the five of us have made our way to the main gates, we are stopped by the guards and asked our business, Taran states that we have come to look for some merchandise, namely slaves and are allowed entry.  At the docks there are two boats which match the description of the boat which kidnapped our townspeople, some questions with the dockmaster and a little bribe tell us a little more, both of the boats had docked in the last 24 hours.
Heading to the center of town leads us to the slave auction area, talking with some guards allows us to look over the prisoners who are to be auctioned at midday, there are over 100 of them and none of them look familiar to us.  Midday finds us in the crowd preparing to bid on some slaves, Taran casts some spells to determine who the good or evil people are and Krachtig starts bidding on a ships carpenter, followed by a half orc who he thinks would make a suitable bodyguard, then a scribe.  Taran sees a couple of Elves and in discussion with Corinne successfully bid on a Priest of Sandy Moonbow and a carpenter (specializing in bowyer/fletching).  We hand over our monies and inspect our chattel.  Galvish and Corinne head to a store to pick up some provisions and food for our enlarged team.
Back at our camp we explain to the slaves that they are free and as soon as we have rescued the people we have come for will release them unless they want to accompany us back to Jans Landing where a good life could await them.  The ones with family (mostly in Skullport) wish to be reunited with their loved ones, this includes the ships carpenter and the elven carpenter.  The ships carpenter says he knows of us and being a fairly honorable bunch could have a word with the authorities if we ever want to visit Skullport to allow us entry.  This is something to bear in mind with the current political situation.  The priests state that maybe we could use a little dose of wisdom and will accompany us back to Jans Landing.  The half orc is belligerent but will hang around a while to see what else might turn up.
Our plan is to get back inside the city and wait till the wee hours of the morning before breaking into the holding cells for the slaves.  We amuse ourselves in a couple of bars, only getting into one little fistfight before the plan of action is undertaken.  Turning all of us invisible means we have a job to tell whether it is Krachtig or Galvish falling off the top of the wall in their attempts to scale the perimeter wall around the holding block.  Eventually we land on the roof of the cell block and Corinne sleeps some guards and Krachtig sneaks into the cells killing another couple of guards.  In short order out townspeople are located and the rest of the slaves are freed, the tougher ones being advised to use the dead guards weapons and get out of there.  Our team is spirited away quietly and climb over the wall in the darkness, Krachtig sets fire around the city to create a diversion.  All haste is made back to the camp and the boat is signaled to pick us up.
The horizon is nervously scanned when dawn breaks for pursuit and later that day sails are spied in the distance, during the night our course is changed to try and throw off our pursuers.  Similar antics occur the next day and during the night Krachtig flies back to the two ships in pursuit to cut their rudder lines, he is soon spotted and fireballs are aimed at him, he flies back to us on one engine and a prayer.
The next day we are relieved to see a familiar stone ship which chase off the pursuit.
Upon our arrival at Jans Landing there is much rejoicing with feasting in our name.  Lord Arlo grants each of the original party (Taran, Krachtig, Corinne, Galvish and Barrigan) an acre of land each at the edge of town.  We have to hand back the coin that Lord Arlo gave us in case we had to purchase the slaves and looking back there seemed to be little reward for a lot of danger.