The Savage Tide

The Voyage South Begins
The Adventurers set sail for the infamous Isle of Dread....

Game Date: 15th January, 2010

After the Party’s victory at Daggermaw, they find themselves with a great deal more disposable income. After re-equiping themselves, Lavinia and the Adventurers set sail for the distant colony of Farshore, on the Southern tip of the Isle of Dread. Lavinias intention is to resupply the colony, and to take further settlers to this remote fledgling township. Thanks to the party’s efforts, she had the means at her disposal to purchase an additional ship for the journey, The Blue Roc, and has loaded it with additional supplies and settlers.

The first thirteen days pass uneventfully, hugging the coast en route to Fort Blackrock, where one of the passengers, Conrad Horst, is on a pilgrimage to the temple there. The ships moor in the small harbour and stay the night, and Conrad stays at the temple the evening, to leave with the ships in the morning for Farshore. He has become convinced that the people of Farshore need to hear the word of Hierineous, and that his true pilgrimage lies there. However on his return to the ship the next morning, all is not well.

Brother Thomas’ talents with healing reveal 3 days further into the Journey that Conrad has been impregnated with a Blue Sladd Egg. The Party makes plans to try and remove and destroy it, however during their discussions, Conrad disappears. A desperate search ensues, to find him before it hatches. He is located, hiding, invisible, hanging from a rope off the rear of the ship. when shot in the shoulder with an arrow, he is bewildered and does not know where he is, terrified. Just then, the pains of the blue Sladd hatching make him begin to scream in agony. Putin Cuts the rope, and Conrad falls into the sea. Below the waves, the Blue Sladd bursts forth, and swims up to the ship, attacking the party.

After defeating the Sladd, and that which it summoned, The Ships are brought together and a search begins for any stow aways. After a short time, one stow away is captured by a Sailor by the name of Jorg. The stow away is none other than Rowena Kellani, with vicious plans of revenge against Akilu and his companions. The Party removes the Blue Sladd Egg she had within her, (a double cross by the wizards of the hopping prophet), and decides to keep here alive as a prisoner. For Now.

The Voyage continues South, towards its next stop, the Ruins of Tamoachan. Here another of their passengers, A Gnome by the name of Urol Forol, has made a deal with Lavinia to wait in their journey for a day while he explores a previously unexplored section of the Tamoachan ruins, their location detailed on a mysterious map. The map came into Urol’s possession but a week before the expedition left, sold to him by a man who claimed to have found it on a dying elf sailor washed ashore.

One evening while anchored in a heavy Fog, a monstrous aquatic ooze attacks the ship, however is quickly vanquished. Within its remains is discovered a ring of mind shielding, and gauntlets of ogre power. With no further incident for the next few days sailing, the ships drop anchor close to shore near the ruins of Tamoachan.

Total XP for Session: 1750xp

Escape From Daggermaw
The Party Escapes back to Sasserine with the cargo....

Game Date: 18th December, 2009

The Party sends their new allies out onto the beach to try and convince the other mercenaries to join them and take The Bounty back to Sasserine. The adventurers move out onto the beach to take the ship, and are attacked. A raging battle ensues, half of the Mercenaries decided to join the party, and are locked in a battle with the other half who stood loyal to their cause.

The party is attacked by invisible assailants, and deciding that they must be on the ship, charge forth. However, They did not count on a two fronted assault, and Brother Thomas is attacked from behind by a crafty Rogue. His mighty armor proves too much however, and only one of her many deadly blows strikes true.

The adventurers regroup on the ships deck, and fight a bloody battle against a powerful warrior, his Dark Sorceress Mistress, their battle cleric and the slippery Rogue. After some time, they are victorious. Thak-Gak uses the Staff of mists to summon a mass of fog, and the adventurers sail The Bounty from Daggermaw Isle back to Sasserine.

Total XP for Session: 3250xp

Newfound Allies
The Adventurers gain the aid of new allies after scouting out their route of escape...

Game Date: 20th November, 2009

While the majority of the party discusses their escape plan and sorts through their spoils, Ckal’ek, Fillius & Thomas scout the way ahead. They encounter two Ogres, searching the cave entrance at the beach for the enemy they know are within. Fillius’ Arts leave them as nothing but ash, and a smoldering crater of glass where they once stood in the sand.

Several Yaunti meet their end to the Trios skills in combat, before the adventurers encounter a group of Dwarven and Gnome Mercenaries, whom they convince to join them with their quick wit and tongues. (and a bit of extra coin).

Total XP for Session: 895xp

Defeat of the Yaun-ti Binders
Assault on Daggermaw

Game Date: 25th September, 2009

The adventurers put their plan into play, and use the gunpowder to collapse the tunnels to the Yaunti Nests. THey then proceed to the main temple where they encounter skilled yaunti guards perched out of reach atop pillars, firing down upon the party. Cleverly, the Strongest of the adventurers begin toppling the pillars, turning the battle in their favor. The Yaunti are quickly defeated.

The battle is not yet won however, as to the south, a massive dais shielded by walls of flame dominates the cavern, The party is assailed by magic, however due to clever preparation, is protected against the most deadly of magics the enemy has at their disposal, elemental fire. The Party is victorious, and claims the Staff of mists, which will greatly aid in their escape.

Total XP for Session: 3234xp

The Darkblade Brothers
The Adventurers find themselves hard pressed to overcome two dangerous foes...

Game Date: 28th August, 2009

After defeating the blockade, and discovering the cargo to be Dwarven Guns, cannons and Gunpowder, The Party meets with an agile Scout, Ckal’ek, who joins them after escaping from the Yaunti’s Cages where he was a captive. They decide to fall back to prepair themselves. Upon rentering the Tunnels, the party is assailed by two halfling rogues, fighting a skirmishing battle, attempting to wear down the adventurers. Maxwell is again gravely wounded. After much trouble and several taxing battles, the party defeats the Darkblade brothers Harl and Alton. Harl was slain, and Alton taken prisoner. After much discussion a deal is struck, Alton will happily aid the Party in their quest, if they agree to let him leave unharmed with the remains of his brother. The Adventurers also begin to put in motion a plan, after discovering a more detailed layout of the caverns from Alton, to collapse tunnels leading to the Yaunti Nests, trapping them.

Total XP for Session: 2200xp

Start of the Daggermaw Isle Side Adventure
The Party Arrives at Daggermaw Isle, and makes their way into the interior caverns.

Game Date: 7th August, 2009

A new group of adventurers are brought together in the employ of Lavinia Vanderboren, under a new and urgent quest. The two remaining original party members, Akilu the Darfellan Barbarian, and Fillius the Draconic sorcerer, are joined by an array of new adventurers, who’s fates may now be woven into the future of this world. Uriel, a Powerful Warrior wizard and Maxwell, a heroic Arena fighter, Both became entwined in the adventure when The Vanquish flounders into Sasserine’s Harbor, Decimated by a Pirate attack. Uriel was a passenger on the vessel when it was attacked, and brought valuable knowledge to the party. Maxwell witnessed the ship’s arrival, and assisted in mooring the ship and aiding the survivors. The two were quickly drawn up in the quest to chase down the unknown pirates, as the Amedio Trading Concern lost valuable cargo to the attack, which they desperatly need retrieved.

Akilu and Fillius are drawn into the quest when the Amedio Trading Concern offers a generous agreement to the house of Lavinia Vanderboren. The following is an excerpt from the game;

The light struggles that morning to break through an unnaturally thick fog, which covers the entire harbor and surrounding farmlands of Sasserine. Not unusual for this time of year, it is unusual considering the past few days weather. (Knowledge local DC10) After a hearty breakfast cooked by the new cook in Lavinias Manor, Fran Lynros, (CG Human Female Expert 3), a messenger arrives wishing to speak with Lavinia. At her permission, a nondescript man enters the room, and bows to all those present. He is darkly tanned, and dressed in well tailored, yet seafairing cloths. (knowledge local DC15; success recognizes him as a captain of one of the many Caravels under the control of the Amedio Trading Concern.)

With a deep voice, gravely from the toll of screaming orders over a howling wind at sea, yet strangely well schooled in etiquette, he addresses those present, “My lady, and Gentlemen. My name is Damiel Tarn. Lord Vico Bevenin has sent me with an Urgent message, requesting a timely response, so i shall make this brief, lest you decline and i must move on to my lord’s second and less than favorable options of allies. Something of great value to our Concern has been stolen, a few survivors of the attack sailed into the harbor on what was left of one of our best ships not an hour ago.” (his face tells of his desire to swear and spit on the floor, yet in the present company he manages to restrain himself) “The Concerns resources are spread thin, and the majority of our force in the area was with the contingent protecting the cargo, when whoever these bastards are struck…. your forgiveness my lady, I mean no offense….,” Lavinia indicates that there was none taken. he continues…. “but my brother captained “The Triumph”, one of the Galleys defending “The Bounty” as she carried her cargo to Sasserine from the northern kingdoms.” he gathers himself, and his voice reverts back to the manner of when he arrived. “Lord Vico Bevenin’s offer is simple. He has had business agreements with Verik Vanderboren, may he rest in peace, in the past, which were agreeable and profitable to both parties. As his nearest force capable of perusing and recovering the cargo is 4 days sail, he is offering a very generous agreement out of need. Rather than see this unknown foe reap the full benefit of the cargo, whether it be through its sale or use, he offers half the cargo to those who can recover it. In addition, The Concern has exclusive trading rights with our supplier in the Northern kingdoms, which we do not wish to loose should the cargo reach open market by some nameless thieves. Recover the cargo, by any means necessary, and Lord Bevenin offers Forty Percent of all profit to the Vanderboren Name, for the entire duration of which the Amedio Trading Concern holds exclusive rights.”

Lavinia speaks as Damiel finishes, “a generous offer Vico offers us, would you give us a moment to confer?” “Of course my lady, I shall wait a moment in the foyer while you discuss. But I’m afraid it must be but a moment, as every moment we waste our chances of recovering the cargo grow dimmer.” As he closes the door behind him, Lavinia addresses those present; “This could be too good an opportunity to pass upon. The work you have done over the past few weeks has made our journey to farshore possible. This guaranteed income would not only assist with Farshore flourishing, but i am sure that it would assist you with gaining the necessary tools of your trade. I am happy to offer you half of any ongoing profit that the concern pledges to me for this venture, but i leave the decision to you. however, do imagine what may happen should another less honorable family within the city receive such a boon…. Captain Tarn here did mention that here he was presenting to Lord Bevenin’s “first choice” of allies, however there were other “less favorable” ones…” she pauses for a moment… then continues in a quieter tone, “whatever this cargo is, to have the majority of the Trading Concerns forces around Sasserine to Guard it, it must be extraordinarily valuable. For us to have a stake in its Exclusive distribution may guarantee all of your fortunes. Be wary however, for the force that could decimate that many ships and leave only a handful of survivors is one to approach with caution.”

She looks around at each of you, then says “Now, tell me what it is you decide to do.”

While awaiting the return of Damiel Tarn, The Amedio Trading Concerns representative, Maxwell and Uriel find further allies in the Tavern by the shore. Thomas, a powerful Cleric, Sharro-Ku, a mysterious WuJen, Thak-gak, a Halfgiant Psion Monk, and Putin, a capable warrior, all see fit to join forces and take up the task presented by the Amedio Trading Concern.

Joined in their cause of recovering the Amedio Trading Concerns Cargo, the newly formed Party departs Sasserine with all haste, onboard the Sea Wyvern, captained by Akilu. Their Destination? A small Isle called Daggermaw, being the only place that the party determined that the enemy could resupply without coming to the mainland. Akilu recalled this area from when he was a child, and could supply the party with a rough map of its layout, however much may have changed in the years since.

After a days hard sailing, the Sea Wyvern approaches the South Eastern cliffs of Daggermaw on sunset, and discovers The Torment one of the boats under the Pirates control, guarding the isle, poised to set off a smoking signal to alert the rest of the fleet of enemy presence. The Party scouts around the Isle to the North and East, however discovers that there is a massive flotilla of some 50 enemy ships at the North Eastern Beach of the isle, the only part of the Isle not domiated by jagged cliffs.

The Party opts for a more subtle approach, and decides to access the Isle through some underwater seacaves known to Akilu. However this meant subduing the crew of The Torment, without them setting of their warning Signal. This proved to be an easy task with their formidable abilities, and all bar one pirate were slain, the final taken as a captive and questioned.

It was discovered through questioning the captive pirate that the flotilla was a mixture of mercinaries like himself, and a breakaway group of the Crimson Fleet. Their orders to attack the armada protecting The Bounty came from much higher up, and he did not know what the cargo was. The Party manages to convince him to work for them for better pay, and to wait with the ship for further directions.

Making their way through the underwater seacaves, with Akilu leading with lengths of rope, the Party breaks the surface of the water on a peaceful inner lagoon, within what looks like it was once a giant cavern in the Island, before the roof gave way eons ago, leaving the night sky in its place, and the above jungle foliage spilling over the cliffs above. The Western edge of the open cavern holds a small sandy beach, to which the Party swims and explores. Here they encounter enemies, but not the pirates they were expecting. The residents of the inner Isle are Aquatic Yaunti, and they defend their home and try to send for help when they begin to lose the fight. When one of the Yaunti casters is slain, something unexpected happens; a large fire elemental erupts from the corpse. These Yaunti have been practicing an ancient and dark form of magic, binding elementals within themselves for gains of power.

After dispatching the Yaunti and their giant snakes, the party rests for the night, and keeps watch on the Temple entrance in the cliff face across the water that is to be their destination in the morning.

At first light, the adventurers swim across the lagoon to the temple doors set in the cliffs, and Thak-gak smites the stone doors with a mighty blow. The doors which had been standing ajar, began to crumble, and brought down part of the cliff above, sealing the entrance. All made it inside except for Akilu, who from outside began the arduous task of digging a way out for his friends.

Within the Temple to ancient snake gods, one trap was overcome, only for the party to walk into another; A powerful Halforc Warrior, and a Cleric protecting him. Maxwell was felled by a Powerful Blow, however healed in the heat of Battle to return in kind to the enemy. The Adventurers quickly felled the two.

Pushing forwards, the party is met with a blockade; Archers and Spearsmen both Mercinary and Yaunti Alike, and something else. Two Great Bombards had been set either side of the blockade to assail the adventurers, however the first shot fired narrowly misses. During the ensuing battle, Thak-Gak takes control of the Second Bombard, and uses it to decimate the blockade forces. A Large water elemental was bound to one of the Yaunti here, however was quickly dispatched.

Total XP for Session: 2133xp

An Overview of the Adventures Origins
The Campaign's Early Adventures in Summary.

Game Date: Various.

The Adventurers found themselves in the employ of Lavinia Vanderboren, a noble lady of the city of Sasserine. The quest bestowed on them was to help her gain access to her recently departed parents ship, the Blue Nixie, which had been hijacked by smugglers. Onboard should be information that will help Lavinia gain access to her Family Vault under Castle Teraknian in the Sasserine harbor. The Party regained control of the ship, and slew the smugglers onboard, including their leader Soler Vark. Searching the ship, the party found a ring with a scrap of rolled up parchment with a strange list of information on it.

This note assisted the party in gaining access to the riches hidden in the Vanderboren Vault. After completing their first quest for Lavinia with ease, The Party’s patron lady reveals to them the main need she has for them; to locate her brother Vanthus Vanderboren.

Lavinia requests that the party determine the whereabouts of her brother, Vanthus, who had been missing for several weeks. Lavinia suspected that he had fallen in with a bad crowd. After following several leads the party determines that he has become mixed up with a powerful Thieves guild in the city, The Lotus Dragons. After fighting their way through zombie infested smugler caves, and fighting a spell-slinging taxidermist Nemien Roblach, The party finds themselves in the Lotus Dragons underground complex. Here they fight their way through man and creature, to confront the leader of the guild, Rowyn Kellani, and her crested felldrake companion, Gut Tugger.

after slaying Gut Tugger, and capturing Rowyn Kellani, the party found several letters from Vanthus to Rowyn, one detailing a smuggling operation using Kraken’s Cove as a base of operation, and that he intended to swindle them. They also found evidence that Vanthus was responsible for the death of his and Lavinia’s parents.

Following their lead found in the letters, the party departs Sasserine for the local of Kraken’s Cove. not far out from their destination, they witness from afar the release of a massive force of Abysal energy, its epicenter being their destination, Kraken’s Cove. upon arrival, a scene of chaos meets them, animals, and people alike have been transformed by the energies into savage creatures of horror.

After making their way down a cliff to the beach of Kraken’s Cove, the Heroes are attacked by monstrous beasts, transformed by the abysal energies of the Savage Tide. The Half-orc Grimm falls victim to the crushing jaws of several Savage Megaraptors. Bleeding out, the party manages to drag his limp form to safety, before the twisted beasts can tear him apart and devour him. He is gravely wounded, and with no skills in healing possessed by any of the other Heroes, It appeared to them that Grimm had passed on to the next realm. Solemnly, the Heroes departed, and pushed onwards into the caves, slaying the abysal beasts that stood in their way. Within the Caves a new ally is found, in the form of a Tiefling Sorceress. She had resisted and survived the savage transformations, and joins them in their cause.

The Adventurers come across Captain Harliss Javell, and assist her in dispatching a large group of savage pirates.

The Party soon learns that Vanthus has escaped, after trying to steal from the smugglers. Caught in the act of trying to steal the smugglers latest prize, a shadow pearl, in the ensuing chaos Vanthus managed to accidentally activate the pearl’s magic, releasing a Savage Tide. Nearly all life for several miles in all direction was transformed into horrible, agressive, deformed creatures. They also learn that Harliss, wishing to exact revenge on Vanthus for his actions, has sent her crew to Sasserine to capture and kill any in the Vanderboren manor, under the mistaken assumption that Vanthus still lived there and held close ties with his family.

 The Adventurers make haste, and return to Sasserine to rescue their patron Lady. In the streets of the city they are ambushed by assassins, agents of powers whos plans they have recently foiled. These are quickly subdued however, and the Party returned to the manor, overcame the invaders (pirates and a allied tribe of Bulliwugs) and rescued Lavinia.

After a days rest, many of the party decide to go their seperate ways. As fate would have it, Lavinia finds herself presented with a new group of adventurers to aid her.

Total XP for Session: 11750xp


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