A Pathfinder RPG Campaign Journal

A Pathfinder Game Campaign Journal

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.
Stopping in the village of Falcon's Hollow, the heroes assisted the town in curing a plague by venturing into the forest to find the necessary curatives.  Teaming up with a Lady Gnome Wizard, Fifella, they battled a Tatlzwyrm, wolves, and a Worg to accomplish their mission.  Soraka assisted a trapped Darkmoon Firefoot Fennec, gaining a friend for life.