Out of Silverymoon... And Into Outpost Arcy?!

Out of Silverymoon... And Into Outpost Arcy?!

Informational Note: This recap will cover two adventuring sessions due to life getting in the way and Nights failing to get this done before the last session so now there are two that need to be covered. Fianna’s player was absent for the first of the two sessions so you will note Fianna being absent from the first part of this recap. All players were present for the second session included here.

In the street outside the jewelry store we rejoin our adventurers…

Deciding they needed to do a quick supply run before they headed out the party hit the market and picked up some rations. Then turning to Ycks and asking them to use their sailing expertise to help procure them ship passage to Nesmé, they made their way to the docks.

Once their Ycks was able to use their connections to locate the Dockmaster, Dockmaster Dionne, and secure passage aboard The Rauvin Runner under Captain Aido. After minimal bargaining, Captain Aido and the party reach an agreement and he informs them that they will be departing in about 4 hours.

Finding themselves with time to kill the party decided to split up for a bit. Lunaris found a shady spot to sit and read. Mott headed off to find a shady alley to try his scissors in, but that proved unsuccessful. Fianna decided to just enjoy some painting time by the docks. The rest of the party headed for the casino: Mora Chance. After playing a hand of Twenty-One that was debatably successful, the group had luck and some real enjoyment at the Run of Luck. Deciding to wisely quit while they were ahead and judging they had dallied away enough time, they made their way back to the docks.

Boarding the ship and finding themselves bound on the river for the next three and a half days, which for Mott and Fianna does not seem to auspicious as they are both immediately boat sick. Fianna takes to her hammock, while Mott remaining on deck finds himself recovered after a few hours. Ycks is having the time of their life being back on board a ship, while Jeri spends time with Captain Aido learning about sailing and listening to his many stories.

About an hour after departing Silverymoon a message scroll appeared in Mott’s hand. It was an invitation of a cryptic nature to a group that Mott had been wondering about for some time. Pocketing it for later use, he continued to take the air on the deck.

The first night aboard Ycks and Jeri decide to drink with the Captain and crew while the rest of the party is enjoying some time on deck or resting. Ycks due to their excitement of being on a ship again over indulged and ended up passing out before the night was over. Jeri, though drunk, decided to help Ycks back to their bunk- in doing so she proceeded to bump Ycks’ knees, feet, and head on the door frame coming from the mess to the bunk room, but Ycks was none the wiser and was able to get a rest in their hammock. The very drunk Jeri decided to try a hammock even though there was no way she could fit, her drunk brain decided that it was a challenge worth accepting, however she ended up doing a flip, causing the hammock to break, and spending the night on the floor.

While most of the party passed the night easy enough, Mott had a strange dream of going hunting with a powerful being, sighting prey of some nature across a field. He woke without learning more.

The next two days were some of the loveliest, most uneventful beautiful days the party ever experienced. And Silbiiah was definitely starting to get bored, but the third and final day of the journey proved to alleviate this boredom. Midafternoon on the third day the crew began to frenzy as the ship rounded a bend in the river. A twenty foot tall barrier of trees had been built across the entire width of the river ahead, the crew threw the anchor to keep from crashing and the boat jerked to a stop. The cries from the crew that it was a trap and all to arms rang out, as what appeared to be a veritable army of orcs sprang up from both banks of the river.

A battle ensued with Silbiiah and Jeri making for the shore while the rest of the party continued to fight from the boat. Ycks joined with the crew in trying to burn and deconstruct the wall over the river. Eta launched a fireball at the wall and then proceeded to defend the Captain. Mott and Lunaris launched spells from the deck of the ship… with Lunaris twice causing a rain of molasses which amused his friends and baffled the sticky javelin throwing orcs. After what seemed an eternity, but was really about half a minute, the wall came down and the Captain called out for the crew members who had swam to the wall to take it down return to the boat. Silbiiah flew back and Jeri began her swim. Just as the ship was beginning to move down the river again Jeri snagged the last rope ladder at the front.

It was a Jeri was levitated back on board that Fianna emerged from below decks to see the party and crew in chaos. Eta had taken more than one javelin on behalf of the Captain, while Silbiiah vaguely resembled a pin cushion. After assisting with healing Fianna asked and was told about what happened.

As the sun began to set, a cry of “Dock, ho!” reached their ears and they saw a dock jutting from the river bank in front of a small walled settlement. They had reached Nesmé. The Captain told the party that everyone was going to enjoy the night ashore and then the Rauvin Runner would be continuing on to Waterdeep. He thanked the party for their assistance and wished them well.

Upon disembarking onto the dock, a gate opened in the settlement wall and a small gnomish man in sailing dress holding a log book approached. He introduced himself as Dockmaster Captain Arcy and welcomed them to Nesmé. After taking care of docking fees with the Captain, he said that there an inn where the party could seek a rest and advised the Captain that there was actually already a patron at the Inn looking for passage to Waterdeep.

The party headed up the walk and into Nesmé. Once inside the wall they looked around and were surprised to see only five buildings inside the wall. They walked passed what appeared to be the Dockmaster’s Office and straight into Arcy’s House Inn (or so the sign outside said). Inside the Inn behind the check in desk was another gnome who looked suspiciously like the gnome who greeted them at the dock. He introduced himself as Arcy Narrowall and set them up with rooms for the night and let them know that there would be dinner available shortly. The party headed into the dining room where they spotted the other patron that they had heard about a purple skinned, violet eyed, amethyst haired tiefling who introduced herself as Violet after the party informed her of the presence of The Rauvin Runner. The ship’s crew also piled in to the Inn and after checking them in Arcy Narrowall came into the dining room and with a wave of his hand conjured a most delicious evening meal for everyone and began to make his way around the room chatting with his patrons.

The party asked Arcy if he was the same Arcy they met at the dock, to which he replied “Of course not, that was Dockmaster Captain Arcy.” Suspicious, but willing to let it go in favor of their current curiosity, they asked what other services they might find here in Nesmé. Arcy informs them that in addition to the Inn there is also the Nesmé Supply Company, a general store, and Narrowalls’ Nest, a spa. Upon hearing about a spa, Jeri, Eta, Fianna, and Ycks immediately abandon dinner to head to the spa.

After their quick sprint out of the Inn, they ran up the path to what they now knew was the spa and entered the yurt like building to find a waiting room that was furnished in all cream walls and natural wood trimmed and behind a small wooden desk sat a very familiar gnome, this time clad in all white. The gnome stood and bowed to the party, saying the he was Mr. Arcy and would they like to use the bath house or have a steam or a hot stone massage. All of them decided on the bath house first and Jeri and Fianna also decided on a massage. While they were in the bath house, Lunaris came in and after also procuring bath house services went into the changing room and dressed up in Ycks’ clothes and carrying everyone else’s clothes walked out where they could see him and play acted being Ycks. Eta upon spotting this immediately cast fireball at Lunaris while Ycks also tried to get off a firebolt (but failed) and Fianna and Jeri just ducked under the water seeing what was coming. After the room was rocked, Mr. Arcy appeared and with a wave of his hand put out the flames and seemed to also repair the damage. He informed Eta, Lunaris, and Ycks that they would need to come with him as their time for services was to be ended immediately and they would be banned from the spa. He told Jeri and Fianna he would be back shortly to assist them with their massages.

Upon emerging into the waiting room the three now banned party member spotted new art on the walls behind the wooden table where Mr. Arcy had first been seated. There was a sign that said life time ban with three framed pictures below… pictures of them. They departed the spa laughing about this while Mr. Arcy headed back in to complete the massages for the other two.

Meantime at the Inn, Mott had decided that the drunk ship’s crew might be a good audience to practice a performance on and as Silbiiah drank with them, he gave what would turn to be one of the best performance of his life. And Silbiiah for the first time ever held her own drinking with the crew. It was during this performance that the three now banned spa patrons returned to the Inn. As they approached they could hear the fabulous music and rowdy crowd. Eta ran in and immediately screamed “Take it off, whooo! Mott, take it off.” Mott ignored her and continued to play for awhile.

After receiving a fabulous hot stone massage each, Jeri and Fianna returned to the Inn as Mott was wrapping up his performance. As Silbiiah and Mott learned about the amazing Spa next door from the others, they decided to go partake of the services while the others went to bed. Seeing the ban wall gave Mott a laugh.

After a relaxing night and a good breakfast at the Inn, the party bid the ship’s crew goodbye and decided to take a quick stop at the general store before departing Nesmé to head towards Eta’s home. Upon entering Nesmé Supply Company, they found Quartermaster Arcy, another familiar looking gnome. He helped them with a few rations and bits and bobs and bid them safe journey.

Making for the only other gate and the last building in Nesmé, the party met Captain Arcy- a gnome clad in armor and carrying a spear. He opened the gate and bid them safe travels, advising them to knock if they should return and need entry through this door. And so the party departed into the ruins of what was once the great trade port city of Nesmé.

Being this close to her home Eta was feeling a compulsion that seemed to be guiding her in what she felt was the right direction towards her home. And even in the gloomy rain, she was excited as she began to lead the party. Traversing through the rainy ruins the party began their travel with little to no trouble or so it seemed.

Nearing the ruins of the old city’s walls however, the party found themselves ambushed by some spirits of the past denizens of the city who wished to quarrel. A fight ensued with some poltergeist and specters, with the party triumphing, though they were worse for the wear.

And it is here in the ruins and rain, recovering their breath that we leave them…

Into the Lurkwood!

Into the Lurkwood!

A Good Day In Court

A Good Day In Court