A Pathfinder RPG Campaign Journal

A Pathfinder Game Campaign Journal

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.