28 Desnus
After a day of rest, Bordeno, the merchant accompanying the convoy, decided that one ship should stake back as a rear guard with most of the adventurers. The rest of the convoy would proceed, protected by Varua the ranger and Fynmere, the hired fighter.
The group decided to seek out the pirate's camp and go on the offense. The ship dropped them off at a point where the rivers converge, planning to meet again in ten days. If the party doesn't return, the ship will try to meet them every two days for another week before giving up.
29 Desnus
Sion, Lee Sin, and Soraka snuck up to the large pirate camp which straddled the river. Awaiting nightfall, the group ambushed guards on the north side of the camp; other pirates fled across the rope bridges to assemble and prepare to hold off the intruders.
The group was surprised to see Varua and a dwarf barbarian, Emil, emerge from the woods. Always the chaotic one, Varua decided to abandon the convoy and seek out his friends. Emil, who was a slave on one of the pirate ships, sought revenge. Following a ill-planned release of an Ogre, the group managed to defeat the pirates, including their Captain Zaskoro who was an experienced wizard.
Zaskoro and Reven, one of the pirates, surrendered when it was obvious the battle could not be won. As Soraka, Lee Sin, and Sion searched the Captain's house, Varua murdered Zaskoro as Emil watched. The evil act affected the group significantly; the Paladin Sion worries that his god may not favor him given his association with Varua.
After letting Reven go, in a moment of remorse, the group discovers a map that may lead to loot. They start chasing Reven up river in hopes that he knows more.
The Known Lands of Chosungun
A Pathfinder RPG Campaign Journal
A Pathfinder Game Campaign Journal
Monday, May 25, 2015
Saturday, November 1, 2014
River Pirates
26 Desnus
On the second day of the voyage, the convoy was ambushed by five pirate skiffs as it approached several islands. The confident pirates learned tough, and final, lessons about taking on our adventurers. One ship moved in too quickly, suffering serious losses from bow and ballista attacks.
As the other ships approached, the convoy feinted by stopping and then moved to ram. Lucky shots with the ballista punched waterline holes in two vessel, causing them to flounder. The party and guards rained arrows and javelin onto their foes. In the chaos, one pirate ship could not turn fast enough, rammed another, and caused it to sink.
Lee Sin even boarded a sinking vessel with his group of guards, taking out the remaining pirates with nunchaku strikes. Our brave Paladin, Scion, also boarded a vessel, rescuing enslaved oarsman that the pirate scum had taken on other prizes. Soraka used a fireball spell to alight one ship; Varua played his part with a compound longbow, racking up many casualties. The mercenary Fynmere manned the ballista boat, which proved overpowering to the pirate ships.
As one skiff turned tail and fled, the group collected the loot and healed their wounds. These ships were obviously fitted out for ambushes, so there was little gold aboard. The group did collect many weapons, though. The freed oarsman signed up to work their way to Fislum Town, replacing the casualties. They also informed the group about the pirate camp's location, up a side river. The camp is large and contains several previously captured merchant vessels.
Of concern, though, supplies are a little low. The ships' guards used up most of their javelins, and the food and water supply may not be enough with an additional 11 people on board now. Sun is setting as the crews rest, bandage wounds, and eat their rations.
Setting Sail
25 Desnus
With the sun barely risen, the party made a final stop at the Three Alligators Storehouse for supplies. Keeping the ships in a tight group, with the ballista boat in the lead, the convoy sailed south along the King's River, passing the bubbling red pools that give Redwater its name.
The first day was uneventful as the edge of the swamp approached. The winds were fair, and the oarsmen settled into their difficult task.
Darkness came quick, and it was total darkness in the swamp. With clouds overhead and no civilization nearby, four lamps shone into the murkiness. One ship decided not to hang a lamp, preserving oil and avoiding attention. However, the giant crayfish of Nxton swamp paid the vessel a visit. Attacking as the group slept, the 6' long vermin pulled one oarsman into the deep, never to be seen again. Varua the ranger faced off with the second crayfish and almost lost his life. Thankfully, the ship's guards came to the rescue with their longspears. Soraka the cleric performed a healing of Varua as the day dawned.
Morodis' Downfall
16 Desnus
The day after the run-in with the Wizard, Morodis the dwarf became gravely ill. The party tried everything from potions to clerical divine healing to no avail. He started to recover after ten days, but he was too weak to continue. After placing him on a wagon heading back to Myrton, the group invited Varua, an elf ranger, to join the escort mission through the swamps.
Saturday, October 18, 2014
Arriving in Redwater
15 Desnus
Having survived a rough wagon ride from Myrton, the team descends from the hills to the small, rough river port of Redwater. The buildings are all wooden and need paint; numerous masts are visible along the edge of the King's River.The team meets Bordeno, the human agent of Reeve Edwin, who will fund and accompany the journey. The party's main task is to plan how to protect the convoy, hire guards, and recruit mercenaries within the budget provided by Bordeno.
After considering several options, the group decides to lease a Ballistae boat, place guards on all four merchant ships, and hire a mercenary human archer, Fynmere. The group makes several contacts with the townsfolk, who remain wary but offer information on the swamplands.
The Nxton Wetlands appeared 100 years ago when an earthquake occurred, cracking open a ridge and releasing an underground river. There are rumors of haunted underwater ruins and towns in the water.
Several townsfolk report that the main threat are pirates, but the group is also warned to watch out for orcs and lizard folk who are at war.
Rinsor, the craftsman who runs The Crow's Nest Rope and Rigging, shares his knowledge gained from ten convoys through the swamp and the loss of an arm. He knows of a Black Dragon, a young one, that rules the area, and he remembers when the Orcs first moved into the swamp five years ago. He also warns of ghosts near the six guardian islands in the southern portion, providing the group with a sketch map.
Redwater gains its name from the deep red liquid that bubbles up in the river near the harbor. In trying to sample the liquid, Lee Sin barely survives a crocodile attack.
An aggressive wizard also picked a fight with Morodis in the Fat Maiden's Tavern, run by Helgama. A brief melee ensued which the party wisely broke off, or the adventure campaign may have ended in Redwater.
With their ships' ready, the group awaits favorable winds and enjoys a few days of good food. They will report to Golmix, the Human Portmaster, when ready to sail.
The City of Myrton
11 Desnus
Our intrepid adventurers spent several days in the walled town of Myrton, a center for stonework and logging near the edge of the Nayr Wildness. Fifella headed off on her own to study at the local Wizards Guild. Annoyed by her pranks, puns, and purple hair, the group wasn't necessarily sad to see her go.
With Griffon cavalry flying patrols overhead, the party visited all of the key inns, shops, and neighborhoods looking for information on exploration possibilities. They learned of many options for adventure in the region: ancient dwarven mines in the Spine Mountains, the lost cities of the Wildness, rumors of pyramids in the Zia Badlands, and monsters in the Nxton Wetlands.
Eating in Black Dragon Tavern, the group meets Morodis Orc-Crusher, a Dwarf Barbarian from the Spine Mountains looking for a fight, especially a fight against orcs. They also meet a female Half-Elf Sorceress/Ranger, Alandritha, and other adventurers looking for opportunities.
Myrton is home to two temples, a rarity in this rough area of the kingdom. The Temples of Irori and Sarenrae are located on the same road. When Soraka worships briefly at his temple, Chief Priest Ezekkla offers the group a rest place in the monk's quarters and his blessing. He also informs them of a practice at the Temple - rewarding a special Holy Symbol to any Cleric who brings a piece of dragon hide as a donation. Soraka's acceptance of this minor quest plays a part in the group's decision making about adventure plans.
The group befriended several townsfolk thanks to the renown gained from their work in Falcon's Hollow and their fight with the Half-Orcs of the Dark Fang Gang as they were pillaging the Colt and Mare stables and beating Bamird the owner. Five Half-Orcs lay dead at the end of the melee; one mysterious Half-Orc ran from the scene as soon as the fighting began, pulling a cloak over his head. New allies include Lissandra Frazuro, Half-Elf Inn Keep, Sheriff Roden Norn, one of the few dwarves in the town, Capt Janista Bathazir, an Elf Warrior, and Blackhair, the Halfing Tavern Keep.
Meeting Reeve Edwin, the town leader, they decide to take on a dangerous task: escorting merchant ships carrying Myrton's goods through the Nxton Wetlands for a reward of 1000 gp each. No convoys have made it through to the town of Fislum in months. Rumors abound as to the dangers that lurk in the Nxton swamps. The group asked Morodis to join them on the convoy protection adventure.
Three Heroes of the Central Kingdom
1 Desnus 4720 AR
Three adventurers from different parts of the Central Kingdom met on the road to Myrton.- Sion - a Human Paladin armed with a great axe and strong sense of good.
- Soraka - Human Cleric of Sarenrae trained in the healing and fire domains.
- Lee Sin - a brave Half-Elf Monk trained in martial ways who hopes to learn the Bardic arts.
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