The Savage Tide

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




View
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




View
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




View
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


View
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


View
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


View
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


View
Ruins of Tamoachan
The Ancient ruins are home to not only secrets....

Game Date: 12th February, 2010

The Adventurers follow the bublingly eager Urol into the longboats, and make for shore to explore the ancient Olman ruins of Tamoachan. After an hour of pushing through dense, hot, humid, insect infested jungles, the foliage parts to reveal the ruins.

Fillius’ keen eyes spot movement ahead at their destination, and the party moves up to investigate. A battle with a Basilisk ensues, where the unlucky Scout Kal’ek is petrified by the creatures magical gaze, along with the stone salve he has in his pack. Fortunately, no other party members suffer the same fate, and the creature is hastily dispatched. On its death, it lets out a cry of pain, and the adventurers strain to hear if there are any answering cries, yet there appears to be none.



Kal’ek is quickly returned to his former self, thanks to some stone salve held by other members of the party. Forming up into defensive ranks, Akilu and Putin lead the adventurers into the Northern tunnel of the ruins.


Moving deeper, the group discovers an ancient Ulman preparation chamber, for preparing the deceased for their journey to the afterlife. A Necromantic trap is disabled by the versatile Knight, Sparhawk, however everyone fails to find the cleverly hidden pressure plate that trigers a magical wall of flame. Kal’ek teleports through the wall with his dimensionstride boots, and the others take refuge in the alcove to the east. Sparhawk quickly dashes out to disarm the trap, and after several non-fatal attempts, succeeds.

Pressing deeper through the natural fissure to the east, another chamber is found, however the way is blocked by a wall of iron. Movement is heard for the other side, however Urol in his excitement insists that the party press forward, they must explore further. After some searching, Putin discovers an area of loose brickwork at the edge of the iron wall, and begins to make a passage through. When a space large enough to see through is formed, Kal’ek teleports into the room beyond to investigate.

A room similar to the first is here, however the center of the room is adorned this time with a sarcophagus rather than a preparation altar. Kal’ek has little time to look around however, as he is attacked from above by evil creatures from another plane. Quickly he teleports back to safety. The party wastes little time and demolishes more of the wall to allow everyone to enter and confronts their foes, a pair of ravenous Varrangoins.


After defeating the Varrangoins, and taking time to ponder the absurdity of stone walls depicting lifelike depictions, the sarcophagus in the center is opened to release a cloud of Mummy rot from a trap. Fortunately, everyone passes their saves. Further to the south, a deep burial well is discovered, and an ancient calandar wheel. Sparhawk feels that these two entities should meet, and to that end, assists. Clutched in the arms of a mummified priest is a magnificent golden bat statue, which Fillius takes via Gnome. It is found to be magical, some form of key, however not likely to something here, as it is determined that it is not from the Ulman civilization of Tamoachan….

Exiting the chambers back into the light of day, the party is attacked by another, and much more powerful, basilisk (Abysal Greater Basilisk). Kal’ek is swift enough to yell out a warning and retreat to the tunnel, however Sparhawk, in his surprise, fails to avert his eyes and is petrified by the creatures power. Learning from their previous experience, the party swiftly acts to cover the creatures eyes, and do so with a cloak covered in tanglefoot. This proves to be the partys saving grace, and the creature is eventually defeated. Sparhawk is reanimated with stonesalve.



Exploring the eastern tunnel reveals a chamber with a large statue and a well, in which a few items of value (but little import) are discovered. With the light of day waning, it is decided to return to the ships, Urol contented with his discoveries.

The three ships hug the coast for the next 20 days heading South-West towards the Isle of dread, then turn South out into the Vohoun Ocean. another 15 days into their journey, the last isle where resupplying is possible is reached, the isle of Renkru. Water barrels are refilled, and fresh fruits are gathered for the final month of the journey.



Ten days out into the deep blue, a violent storm hits the ships. It pummels the Sea wyvern for the entire night, and in the morning, the Blue Nixie and the Blue Roc are nowhere to be seen. Akilu communes with some dolphins, asking them to search for other ships. Thomas uses magic to telepathically commune with Lavinia the following day. The Dolphins report that there are indeed two ships to the south of the Sea Wyvern, but 3 days sail. Lavinia informs Thomas and the party via the spell that all the crew of both the Blue Nixie and the Blue Roc are safe and well, and it is good to hear from the party. They make arrangements to meet at the northernmost tip of the Isle of Dread in 20 days.

That night, an unnaturally thick fog falls, and lingers on into the morning. As the gray dawn breaks, burning fitfully through the morning fog to light the sea, something seems strange about the waters below. They seem almost solid, as if the sea had formed some strange sort of skin. The air seems dead as well, and the sails hang limp, heavy with moisture from the receding fog. Finally, the mist begins to clear, and what is unveiled is not the gently rolling vista of the sea but a wet green field of weed. The swath of dirty green stretches flatly in all directions. To the stern , it extends for perhaps a half mile, beyond which lie the open waters of the mocking sea. In all other directions, the weed extends to the horizon. Trapped within its vice are dozens of other long-dead ships, their hulls protruding from the sargasso at odd angles, masts askew, sails hanging in tatters. One such ship lies mired only six hundred feet to the port, and it seems to be in better shape than the others. Perhaps most unnerving, however, is neither the sight nor smell of so much sun-baked seaweed. It is the unnatural Silence, for the thick choking green has robbed the Sea Wyvern even of the strangely comforting sound of water lapping against her hull. It is not a healthy silence. It is the silence of a graveyard.

Welcome, to Journey’s End.




Total XP for Session: 1775xp




View
Journey's End
This blighted mockery of land does not welcome outsiders....

Game Date: 12th March, 2010

After taking stock of their plight the Party makes several attempts to free the great ship from the unnatural weed. Sparhawk expends his Quals Feather Token to summon a strong wind, in an attempt to push the great ship free from the green mass. To his dismay, the weeds tighten their grip on the ship, as if they had a life of their own, and the ship makes no headway. Akilu attempts to commune with any aquatic life, and receives no reply, it appears that nothing lives here but the masses of green weed.

Sparhawk quickly decides to take point, and vaults over the side to the weed below. The going is slow, but he makes his way towards the closest wreckage, with the rest of the Party quickly following. The signs of a battle, and a last stand overrun are found on the ship, along with a Journal describing the last days of a monk shipwrecked 3 months previous on the Sargasso.

With this new information, the Adventurers make haste towards the east, seeking out a way to free their ship from the clutches of the weeds. Their pace quickens after something tries (and almost succeeded but for the strength of Sparhawk) to pull the Scout Kal’ek down into the weeds.

Arriving just on sunset, and the onset of thick fog, at a shipwreck that is somewhat defensible, the Party takes refuge within and moves debris in preparation to barricade the entrance. Fillius, Akilu and Thak-Gak remain outside, and keep watch. They do not have long to wait before wispered voices drift through the fog, saying only one word; “Outsiders”. Several humanoid forms shamble forward through the fog, and the enemy becomes seen; Horrible creatures, in mock shapes of man, made from the green weed, and wielding claws on the ends of their tentacle arms.

A Battle ensues, and when all but three of the creatures have been slain, the remainder look to the east, and as if mentally commanded, sink into the weeds, withdrawing, wispering as one as they do so, “feed for the brood….”

The night passes uneventfully, and in the morning the adventurers press on, making the edges of the forest of weed by midmorning as the fog clears. Fillius takes to the air, and attempts to ignite the tops of the trees with arcane fire. As if in response to their intentions, the party begins to feel a dull ache behind their eyes, and Thak-gak, with his psionic skills, can discern that something is mentally calling out, willing something to ‘come forth’. In the distance, behind the adventurers, the horizon moves as one, and thousands of Vine Horrors (the creatures fought the previous night) make a shambling march towards the party. Fillius spots from his vantage point a mighty ship on the other side of the forest, from which the weeds radiate out. He conveys this to the party.

Hastily pushing on through the Forest, the group comes across the wreck of a mighty warship, the Thunderer. Thak-gak senses this to be the source of the power, and they make their way onto the ship. Kal’ek keeps watch above, while the others enter the ship.

In quick time the captains cabin is found. A quick search of the room reveals a few useful items and some treasure, however the main items being searched for, logs and journals, are found destroyed by the damp and age, useless. Pressing deeper into the ship, a room overrun with assassin vines is stumbled into, and Putin and Thak-Gak receive some life threatening wounds. Many of the adventurers seem to be unsure of the enemy they face, however they are overcome in time, after a crafty adventurer discerned that they could not reach a prone individual in the room, as the vines hung 10ft down from a 15ft ceiling. Putin however, decided that time was of the essence, and charging through the room, opens the doors on the opposite wall…. to reveal a gaping hole in the deck to the level below. with little hesitation, he jumps down to meet his fate.

Below is the hold of the ship, the walls and roof collapsed somewhat with damp and age, constricting the space to 5 foot high. to the stern of the ship, a gaping maw with tentacles dominates the room, and the babbling cries of immature vines horrors fills the air. After defeating the remaining ASSASSIN VINES, the party joins Putin in the hold of the ship. Putin quickly searches the room for rum and blankets, or anything else that may be of use. Fillius advances on the maw, and lets loose a Fireball from his wand, destroying dozens of the immature vine horrors hanging from the walls of the shaft. A bold stroke, however one that incurs the wrath of the creatures’ mother, the Mother of All.

Using its ability to teleport via plants, the Mother of all appears behind Fillius, and lashes out, inflicting horrible wounds upon him. If it were not for a powerful item in his possession, a Failsafe ring of Blink, he would have surely perished, as the monsters first strike brought Fillius near to death, and its next strikes, which surely would have hit him, passed through the space he was before as he blinks. Taking wounds from several other adventurers after its strike on Fillius, the Mother of all choses to teleport via plants again, and regain its strength. Striking again shortly thereafter, Sparhawk this time is ready. He issues a Challenge to the creature to Fight, and the Mother is bound to do so.

The Party goes toe to toe with the Creature, inflicting blow after blow. Putin discovers a chest in the corner of the room, In which is a +1 Animated Tower shield, and a bone scrollcase with a scroll of Limited Wish. Fillius uses his Fireball wand to destroy the Tentacles around the maw, and begins to destroy the remaining brood within the shaft. Unfortunatly for Fillius, the Attacks by warriors other than Sparhawk have broken the hold of the challenge, and the Mother again Teleports via Plants, intent on destroying the one killing her children. She appears on the wall of the shaft below Fillius, and with two mighty blows, Tears his flesh and leaves him, dying, falling into the shaft below. Unknown to the creature, Fillius’ anatomy allows his wings to extend when unconscious, and although bleeding out, he does not fall to his certain death 100 feet below, but glides. With little strength remaining from the battle, the creature is quickly dispatched by the remaining warriors.

In the minutes that follow, the sargasso begins to break appart, and the Maw, from which Fillius has been rescued, fills quickly with seawater as the Great landmass of weed begins to unravel from its heart. Quickly searching the room reveals some treasure, however to the adventures dismay, no rum, blankets, or bar wenches.

Returning to the light of Day, Fillius, now healed, uses his magical Folding boat to sail the party to safety as the land falls from beneath them into the waves. The Adventures return to the Sea Wyvern, now free from the clutches of the Sargasso, and continue on their journey to the Isle of Dread.


Total XP for Session: 2570xp


View
Here there be Monsters
The Adventures arrive on the Isle of Dread.

Game Date: 26th March, 2010

With the Sargasso ‘Journey’s End’ behind them, the Party makes steady sailing for the Isle of dread to rejoin with Lavinia’s Ships, The Blue Nixie and the Blue Roc. Four Days pass, and as dark stormclouds gather on the dawn of the fifth day, Fillius spots land on the distant horizon. The Sea Wyvern makes for the Isle at full speed, however by Noon it is obvious to all that the Storm will catch them well before they reach the Isle.

Akilu Controls the the Ship as only a true proffesional Sailor can, with only one near roll of the ship. After several hours of riding the storm towards the Isle, there is a thunderous crash, and the tearing of timbers; The Sea Wyvern had run aground on Masher Reef.

Quick thinking and quick hands manage to salvage a third of the supplies in the hold of the ship, which would have otherwise surely been lost to the seawater. As the Adventurers take stock of their situation, A horror from the Deep Erupts from the sea and attacks Thak-Gak; an Aquatic Purple Worm. The Creature fights fiercly, attempting to swallow its intended meal, however is slain before it can do so by a spell from Fillius, after recieving numerous telling blows from the rest of the party.

With the Worm defeated, the adventurers put Urol the Druid to the task of fixing the holed vessel, through the use of his spell, Woodshape.

With the Sea Wyvern repaired, and the water bailed from the hold, all that remains is to push the ship from the reef. Thak-gak bravely volunteers, and with his supernatural ability to enlarge himself, jumps into the 5foot of water on the reef and begins to push the boat into clear water. However, the blood from the Slain Purple worm has attracted another of its kind, which quickly charges down Thak-gak. As the Purple worm lunges, Thak-gak heaves and the great ship is freed, just as the worm strikes him a terrible blow. Again Thak-gak uses his racial ability to enlarge to colossal size, thwarting the Worms attempts to swallow him, Leaving it hanging limply from his thigh. Thak-gak Beats the worm off and it falls flailing into the ocean. He then leaps to the now retreating ship, and the party escapes from Masher Reef.

The storm it seams, is however not so keen to let them escape its fury. The winds howl, and the waves crash agains the ship, driving her towards shore. With Akilu again showing near legendary Seamanship, he rides out the tempest, And stears the mighty ship towards land,—and grounds the ship on the beach of the Isle of dread.

Taking stock of their situation, it appears that there are three Party members unaccounted for; Putin, Brother Thomas, & Calek. With the storm still raging outside, and no sign of them on the ship, there seems little to be done but to hope for their safety.

The storm rages on through the night and begins to die out towards morning, and the remaining adventurers bed down for the night. Towards dawn, an oppressive fog surounds the ship, and Thak-gak feels a strong urge to sleep, however shakes it off. In a few moments however, all vision is obscured and some fel magics transport him and the crew away from the ship and deep into the Mist shrouded Jungle. The remaining travelers in the company of the Adventurers are scared, and look to the Party for protection. Amelia Venkali, the ships first mate, lingers close to Akilu, and keeps wide eyes on the fog shrouded jungle around them. Urol seems only slightly to have his spirits dampened, and seems excited about exploring the Isle. Lirith Veldirose, the Tomboy who the cunning putin determined was actualy a runaway Noble youth, Seems sullen and quiet, however her outward appearance shows very little fear of her current predicament.

Uriel uses his arcane talents and dispels Magic, clearing the area of fog. This reveals a corpse strung to a wooden construction. When the party approches, a magic mouth spell taunts them in broken common; “Welcome to my home travelers. You come along way only to stay here forever. at least you live. that is good for now. My home is your home. Now. Forever.”

After a short time, an old woman approches from the North, and the party readies themselves warily. As she aproches, it becomes apparent that her eyesight is poor and failing, however it is the black silk dress she wears, and the fine cobwebs in her hair that catch the party’s attention. The party befriends her, learning that she is Lithira, an outcast queen of an Aranea colony elsewhere on the Island. She agrees to help them, and provides the party with a premonition; “You should know that the path South is Dangerous. There are unnatural things that lurk in the dark places, now more than in the past. I know that Four Eyes have gazed upon you, and their servant seeks you out. You would do well to avoid him. If you plan to head south, take the Dark Mountain Pass that travels under the peaks, made long ago by the ancient ones. May you wander the Web to find your way home.” Lithira then agrees to acompany them in an attempt to escape the fog herself, saying that there is no way out, and she is lost. The party soon learns the truth of this, attempting to make their way towards where they believe their ship to be, and after several hours, returning to the same clearing.

Entrusting themselves to the fates, the party heads South in search of Dark Mountain Pass, and soon finds the mountain ranges. It is from there short work in finding the Pass entrance, and the Adventures delve into the darkness. The Passageway takes three hours to traverse, and once throughout this journey, One of the adventurers feels they are being watched. Peering behind, nothing reveals itself. Continuing, that feeling cannot be shaken.

Coming to what looks to be a reception hall, a large stone throne sits to the end of the room, where a human skeleton is impaled upon the throne by a longspear. Thak-gak spots something glinting within a fountain, and moves to inspect it. Sparhawk moves to the dais, and bravely places his hands upon the spear. When nothing strikes him down, he pulls free his prize, a +2 Keen Longspear. Thak-gak requests akilu retreave the item in the Fountain, and Akilu obliges, revealing a 6 pound red stone rod.

Decending the stairs to the East, the adventurers begin to cross twin bridges of stone spanning acros dark water far below. Danger looms however, and monstrous centipedes attack. They are however, no match for the seasoned adventurers, and are easily slain. Pushing onwards, the Party enters the Northern Stone door, to find a mausoleum. pressing deep inside here, Akilu is attacked by a Mohrg, and a trap is triggered, sealing the chamber and flooding it with water. dispatching the creature quickly, the party searches and finds a hidden chamber, and opens the door, also disabling the trap.

Entering the chamber, a tomb lies on a dais on the eastern side. Sparhawk approaches, and boldly heaves open the lid, triggering a spear trap. Dozens of Spears fly from the floor roof and walls, injuring the sturdy adventurers only slightly. Within the Tomb, the corpse of a Priest holds a 8 pound blue stone scepter.

Leaving the Mausolem, the Adventurers discover the Great water doors, Two Gigantic Iron doors decorated with symbols of water & sealife in Tarnished copper. Two colored pedestals stand to either side, and the adventurers determine the use of the colored rods; leavers. With screatching and grinding, the doors inch open, to reveal daylight and a broad set of seaweed choked stairs leading down to a small beach. The Fog which pervaded on the other side of the mountains seems even heavier here.

Leaving no stone unturned, the adventurers turn to the last remaining door, hesitant to leave a part of the complex unexplored. Within is a chamber with two chests and a stagnant pool, and as Akilu aproches the Chests, is attacked by a Black Pudding! Combat ensues, and the Party soon learns that blades used on the creatures cause it to divide, doubling their foes! Also, anything touching the creatures risks being destroyed by acid. After a short battle the creatures are defeated. The chests reveal a number of useful magical items, some Coin, and the pool to the SW reveals 2 additional magical items.

With that, the Adventurers leave the complex behind them, and stride out into the day and onto the sea stairs, and again into the mists.


Total XP for Session: 2270xp


View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.