A Simple South Seas Cruise

Choosing Sides

After our heros collected their reward for bringing the bandits to justice, they set out to investigate the trail of shuffling footsteps that leads souteast into the jungle. After tracking these monstrosities for half a day they find the tomb of a creature that looks like a muscular elf. It appears the creatures that they’re tracking remained at the tomb for quite some time and raided it before moving on. Aside from the body, the only thing they left was a beautiful metal vase made of gold, silver, and other exotic metals. It doesn’t appear to be magical, but looks very valuable. The heros made note of the markings around the tomb and took the vase to ** the cleric of Ukko. He recognized some of the symbols as a very ancient language that has been seen on the west side of the continent, but never this far east. He also recognized an ancient symbol of Ukko on the vase.

While the rest of the party visited the fledgling temple, Tara went in search of a library in the town where she could do some research. In the gated Grizzlenot community, she found something that could charitably be called a cultural center, and uncharitably be called a garage sale. Amoungst the rubbish she managed to ‘aquire’ a very interesting book. It appears to be a text on the translation of this strange language into an ancient form of elvish. No doubt this will be a great help to Myst and Tara in learning about their new discovery.

After the heros discussed their findings over dinner in the Bountiful Catch, Myst and Tara headed home to get some rest. They narrowly avoided an ambush on their way. After getting some reenforcements, they found the bejeweled thugs lying in wait at their house. They dispatched their assailants, taking barely a scratch, and let the city guard clean up the mess. Since the gang was unable to penetrate the houses defenses, our heros retired to a peacful nights sleep.

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The new land

The shipwreck survivors have finally made it to Arkon, South of the Badlands. The town appears to have once been a great city that fell into ruin. The new inhabitants have patched up the walls and some of the buildings, so it is quite livable. The main street in the city runs from the docks all the way to the East gate. Along this street are most of the taverns, brothels, and stores. The blacksmith, butcher, and other businesses that are better left out of sight are along the South wall of the city, and in the Northwest corner our heros have discovered a fledgling temple to Ukko and Toriani that is just starting to be rebuilt by a husband-and-wife team of clerics. They’ve appreciated Mist’s help with their work.

They found that two mining companies, Grizzlenot and Arthorn, seem to be the largest employers in the town. It appears that slavery, particularly of some cat-people and a large humanoid race is quite common. The slaves of more familiar races (elves, humans, dwarves, etc…) are a grim reminder of what was nearly their fate.

There are a few guards around but in general people seem to be free to do as they will. The guards seem to spend most of their time doing the bidding of the mining companies, with a few rewards offered for the city’s most dangerous offenders.

Our heros have secured one of the abandoned houses a little way off of main street and bought some proper gear. Ragnar, the dwarf that runs the Bountiful Catch inn & tavern was a friendly face and provider of Twiggy’s new favorite drink, Gruu.

Our adventurers decided to investigate the murders of a family of farmers outside the city. They found a reward poster in the town square for the two well known bandits that have claimed responsibility for the deed. Tara’s interviews of the deceased’s neighbors and some of the clues found on the scene don’t seem to point to the bandits. However, it’s clear that even if these ruffians aren’t guilty of the murders, they’ve got plenty of other sins to atone for.

In the course of this investgation the crew runs across a farmer, beaten to within an inch of his life. It turns out his family was attacked in the night by some foul moaning monstrosities. His family was saftely hidden in the cellar, but the attackers stole a pair of rings that were family heirlooms. Twiggy’s healing skills save the mans life and they bring him and his family to the relative safety of the city. The scene at the farmhouse is earily similiar to the gruesome attack on the shipwrecked guards that they found on the beach. The same shuffling tracks and the same blugeoning attack. The trail leads most definitely South-southeast and will be easy to follow.

Before persuing these attackers, the heros picked up the bandits’ trail. Twiggy and Jaster tracked them to their hideout. Jaster and Tara lured them out while Mist set is back of wild badgers nipping at their heels. The bandits fought to the death (and they did die) in spite of being offered a chance to surrender. The loot found in the bandits house, combined with the reward from the city guard has temporarily solved their money troubles.

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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