It’s been a while since we’ve checked in on the Adventure Co. Brand Adventure Company, so let’s see what they’ve been up to, shall we?
Frume, the Torm Paladin, has tasked the party with intercepting the dragon cult’s caravan ‘o riches before it leaves Baldur’s Gate. The quickest way to get to the city from Elturel is by river transport, and Frume has thoughtfully booked the party on a vessel that’s headed in that direction.
The Serpent’s Tail is a large, river-going “luxury entertainment yacht” which carries well-to-do citizens between Scornubel and Baldur’s Gate, and was the only passage available that would get the players down-river ahead of the cultists. Frume advised the party to get themselves some fancy duds, because the patrons of The Serpent’s Tail aren’t the kind to rub elbows with rough and tumble adventurers.
The boat/barge/testament to excess sported an open-air atrium (complete with four piece musical ensemble to greet the passengers as they embark), a lavishly appointed ballroom, a sumptuous dining room able to accommodate up to 60 guests, and a casino featuring the hottest gambling action this side of Luskan. The players, dolled up in their finest frippery, slipped on board with nary a sidelong glance that wasn’t judging their level of wealth and refinement. The bard, ever the performer, decided that she would take on the role of a Princess of Stripscrew Caverns, and pushed her way to the front of the gangplank to announce her presence to the halfling captain and her human first mate. She attempted to rope the monk into playing the role of her valet, but he constantly played the part of “I have no idea who this woman is” instead.
Once the cruise got underway, the party split up. The ranger kept himself out in the open, preferring the sky to the lavish canopies afforded by the yacht as he eavesdropped on passenger conversation for cultist plots. The monk took a nap. The bard visited the ballroom and warmed up with the orchestra who were preparing for the night’s festivities. The dwarf, however, ran into a bit of a situation at the casino (the dining room wasn’t yet serving lunch, so the casino was her second choice).
The casino was guarded by two bouncers who were asking all patrons “are you currently carrying any weapons?” as they entered the room. The dwarf was, of course, armed, having stashed her throwing axes in her beard. Unfortunately when it came time for her to answer the question, she couldn’t. Her throat seized up, and she was unable to assure the men that no, she was not armed. Realizing that the doorways were guarded by wards of truth, she had no choice but to return to her cabin, stow her weapons, and return once again.
At lunch time, the bard and the monk were first in line for a table. Eager to sample the delicacies that Frume’s passage had bought them, they plowed through the food in relative silence, only tossing their leftovers onto the floor three times as the horrified gentry looked on. Feeling a bit famished himself, the ranger came inside just in time for the main course.
The dwarf, having suffered through a curiously unlucky streak at the “D&D-equivalent-of-Craps” table, was feeling down on her luck and contemplating lunch when she glanced up and across the room. There was someone that she thought she recognized. It couldn’t be, could it? What would be the odds?
Stealthily, she wound her way through the crowd until she was absolutely sure: here was her longtime love, a dwarven prince, Ruret Ironstone, heir to the Ironstone Clan — a family that was engaged in a blood feud with her own. She couldn’t just walk up and introduce herself; his parents were also present, and the last time she had run across Ruret’s father, Delg Ironstone, he had threatened to throw her into a chasm, straight down to the Underdark. He had done it before to dwarves who had displeased him less than those who bear the name Battlehammer. She needed a plan.
Running to the dining room, she roped the monk into crafting a note: “Meet me on the aft deck tonight”, and then signed her name. She was adamant that Ruret know it was her, and not some random dwarven floozy who shaves her beard. The monk returned to the casino with the dwarf, where he not-so-suavely walked up and handed the note to Ruret.
Delg, surprised by the appearance of a gnome in what looked to be a formal bathrobe, snatched the note from his son’s hand and read it. Delg instantly comprehended the message, and his face grew red and twisted in rage. Both the dwarf and the monk beat a hasty retreat: the dwarf for fear of her life, the monk for fear of missing dessert.
* * *
The HotDQ module only mentions the river trip in passing, saying that it’s the quickest way down-river to Baldur’s Gate, but since it was presented as a throw-away scenario, I figured that this might be a better time to inject some custom content. Last time I had tried, the group was still getting used to getting back into the swing of tabletop gaming, and had pretty much torpedoed my side-adventure. This time, I figured we were all a bit wiser, more relaxed, and prepared for some relatively light-hearted content.
A simple boat ride down the river on a ferry (as the module suggests) could have been “ok”, but at some point I got it stuck in my mind that this should be a riverboat casino, like the stereotype of the steam paddle boats that plied the Mississippi River in the 1800’s. Putting the party amid a different class of character (socially and financially, not adventure-wise) might lend itself to some interesting hijinks as they attempt to fit in, but everyone seemed to take the concept naturally enough to fit in undetected.
I had a few “happenings” planned out that could be used during the three day trip. I had built the dwarf’s scenario from her chosen Background which stated that she was in love with someone whose family hated her family, and thought that this would be an interesting situation: trapped on a boat, the dwarf would be trying to hook up with her love while also trying to avoid the wrath of his family. Unfortunately for her, her compatriot was more interested in the dessert than in helping her out.
The Big Deal of this session was that it was all RP. There was no combat. The truth-wards on the doorways are there to ensure that everyone has a safe and pleasant trip. All of the rooms are fitted with Antimagic Field crystals which prevent the use of magic (especially in the casino). Since the next several sections of the module will require the party to do more talking than fighting, having a relatively low-consequence “RP re-education” session for all of us was probably a good idea.
I should have been doing this on previous posts, but after the session I thought I should include a footnote for the “joke of the night“, since we seem to have a new one every time we play. This week was the “single use monocle“, which can be used specifically to pop out incredulously, and then disposed off and replaced from a spare kept in one’s wallet.