The Laughing Gull

Session 5: Journal Entry 7/12

Journal Entry: 7/12/17

Party Members:

  • Inspector Bask Bumblethorpe, Gnome Wizard: Jacob
  • Rekken, Dwarf Druid: Domenic
  • Vordaar, Dragonborn Paladin: Ryan
  • Brân, Elven Rogue, Rich
  • Varis, Elven Wizard, Witko

 

Events as recounted by The Inspector.  If anyone else has anything to add, please feel free.  Also, bolding has been added to notate possible avenues to explore in the future.  NOTE: Rek, Vordaar, Brân, & Varis, we didn’t divide up loot.  I’ve added what money we got and a suggestion for who should take what down below towards the end.  Let me know if you disagree with anything.

We started with a quick tap-back, as we now had the inventory for when Angus was in town last session and did a little time shopping.  Janna the cook of Shore’s Rest was interested in some spices he had, so we bought a ton of those, as well as a cookbook, some fishing gear, and a block and tackle for the camp.  Rekken bought a book about the Flora and Fauna of Oscos.  Brân also purchased a nice +1 Mithril Dagger, and a couple of flaming crossbow bolts.  No telling when that will come in handy!  Angus was a little bit odd, in that he really liked copper, though where we come from, it’s virtually worthless. 

When we begin in earnest, we were approached by one of the denizens of the camp, Linda, an Elven weaver.  She tells us Barrett wants us to come and see him.  Last time we saw Barrett, he punched me in the face, and was rifling through our stuff with a face full of coke.  We didn’t have high hopes for what he had to say.  We also overheard some people talking about a huge cloud of dust that passed through camp, coming from the north.  We think it likely had something to do with the earthquake we felt last time we were in camp.  Maybe it’s worth seeing if we can find where this came from?

We go see Barrett in the medical tent, and he’s sick and full of regret (classic post-coke binge).  He said there was something weird about the coke he did, and that it gave him hallucinations of some sort.  He then said, “The Godseed have come.  All lives are valuable, but those in their way are forfeit.”  Ominous as fuck.  Unsure if the Godseed is us?  Maybe it’s those weird dragon-people we’ve heard of / possible encountered?  Either way, we decide Barrett is whacked out and decide to take a look at the huge stash of coke we found that Barrett tried to smuggle over, and then steal from us.  It looks like there’s some weird mold on it.  Rekken looks it up in his new Flora & Fauna book, and it looks like it’s called “Blue Mold,” and is extremely rare, and also quite toxic.  After a brief discussion, Rekken decides to blow a line of it to see what the story is with it.  It’s definitely coke. 

We decide to go explore the caves underneath Shore’s Rest.  Brân has scoped it out some before, so he helps guide us through, but the way is still pretty treacherous.  Lots of steep slippery descents and narrow passages to squeeze through.  At one point, Rekken slips and starts sliding down the path, but I foresaw this happening, and managed to snag him and keep him safe.  He’s really sweaty and talking pretty fast though.  We then get to a really long run of the path that looks completely underwater, but Rekken, still all amped up, manages to just dissipate all the water in a show of badass Druidic magic, so we cruise through no problem.  The path culminates in a large cavern with a big drop down to water.  We see a half-sunken ship in the water, and then on some land past that, we see a table and living areas set up.  Vordaar senses some undead, and we see a skeleton chained up on the land, and then we notice movement in the water.  We also see some humanoids of some sort speaking Abyssal and Aquan, but none of us can understand it at all.  Varis casts Featherfall on us, and we all glide down and land on the ship, and some harpoons fly out of the darkness at Vordaar!  Merrows and merfolk attack us!  We totally fuck them up royally, though one merman manages to swim out of the cavern into what we believe is open sea.  We also notice that they were not at full strength; some of them have huge burn marks and look wounded.

After the battle, we search around some and notice that there are huge claw marks on the boat and on the rock face.  The ship is almost as big as the Laughing Gull, and as we search it we notice some objects floating in the water around it.  Brân uses his grappling hook to fish one in…and it’s a decomposing half-orc leg.  Super gross.  Rekken decides to talk to one of the bats flying around, and it tells us that the half-orc was on the ship and tried to rebel against the merfolk that were holding him captive, so they cut off his leg and tied it to kelp underwater.  We deduce that this is the merfolk equivalent of putting a head on a pike.  The bat also says that a great creature came in here, and that this used to be a smuggler’s cave, but the creature didn’t like that, and it came in and fucked up the boat and rocks.  It also suggested that maybe there was a clue on the boat?  We continue searching the boat, and Vordaar finds a note that reads:

“Thou deserveth far less, but alas I afford thee one warning: Sail thee ne’er again upon these waves, pirate.  Heed not my warning, and we will pursue thee to thine safest place, and there in your refuge wouldst thou learn real fear.”  Signed DVUSHO and SRIKO

We recall that those names were also mentioned by Angus and Taethan in their notes back at the Hard Bard in Glasswater, along with something about a younger brother missing as well.  Maybe Dvusho and Sriko are dragons?  The missing Brood of King Vasho?  The names certainly seem familiar.  And are they related to the scaley-turning dude that was on the wreckage of the Laughing Gull?

Anyway, we continue to investigate the ship.  We see some weird mechanisms under the steering wheel, which I recognize to be of Gnomish tinkering design.  I follow them through the boat down to the rudder, and they lead to a mithril-tipped rod that looks like it was hitting a hexagon-shaped spot on the back of the boat.  We look in the water near there, and find a hexagon broken on the bottom of the sea with an arcane rune that I recognize to mean water, and seems to contain traces of magic.  We save it for later for inspection, and maybe to give to Algernon and Barus that are attempting to build a boat to see if that helps at all?  We also see a bronze-scaled leg down in the water as well, which resembles the guy we saw on the Laughing Gull…maybe one of the dragon-dudes was here and injured?  We do strip the bronze scales off of it though, because they might be valuable, and then head to the strip of land here inside the cavern.

At this point, Rekken gets a crazy coke-hallucination and hears someone say to him, “Vanquish this evil and move along; your purpose is greater.”  Coke Dreams are wild.

On the landing, there are three doors.  The leftmost one leads to living quarters that seem to be housing three prisoners.  Two humans and a half-orc missing a leg.  Brân recognizes the Half-Orc as an old acquaintance named Grollock.  He and the two humans, Emay and Wulfgar, were travelling here on the Laughing Gull, and the last thing they remembered was the wreck, and then waking up in these cells.  Rekken gives them some Goodberries, and we get them some fresh air while we continue exploring, with the promise of bringing them with us to Shore’s Rest.  The middle door from the landing leads to a little antechamber, and then to a door that leads out to the beach.  We decide we’re kinda exhausted, so take a rest there in the antechamber.  Luckily we rotate watches, as in the middle of the night, the Marrow that got away tries to sneak up on us, but we make quick work of him.  We go to the third door, and Brân uses Mage Hand to pick the lock, which is really awesome.  It’s the pirates treasure room.  We find a ton of stuff, as well as stairs leading to the surface.

  • 380 copper, 180 silver, and 24 gold each (NOTE: WE FORGOT TO DIVY THIS UP BETWEEN THE FIVE OF US, WRITE THIS DOWN)
  • A collection of 10 gems, each worth 50g (NOTE: WE DIDN’T DIVY THESE UP EITHER, LET’S EACH TAKE TWO)
  • Scrolls of Command, Minor Illusion, False Life, Tenser’s Floating Disc, and Arcane Lock (I’M GONNA TAKE FALSE LIFE AND TENSER’S, COMMAND IS A PALLY SPELL, VORDAARVARIS DO YOU WANT MINOR ILLUSION AND ARCANE LOCK?)
  • A Potion of Poison and a Potion of Greater Healing (BRAN TAKES THE POISON, VORDAAR THE HEAL?)

We make it back to Shore’s Rest with the three people from the Smuggler’s Cave.  When we get there, Rey Carver and Ten Bevel ask to meet with us.  They ask us about the coke, and we tell them that we’re gonna keep it locked away in our Arcane Locked Adventurer’s Quarters where nobody can access it.  We all decide that coke is outlawed, but that we would keep it for research, as we’re getting some weird vibes from the mold.  We also decide that Barrett shows remorse, and seems like he’d like to be rehabilitated, and so we assign him a sponsor in town to check in on him and make sure he keeps it on the straight and narrow.  Linda the Elven weaver will take him under her wing, and get him back into leatherworking.

We hear call of a rider approaching, and look out to see Zela, who we met before with Mokishavo that took us to Hecary, though she’s covered in dirt.  She says that Moki sent her, and that they need help in Bronzeport.

[END OF SESSION]

NEXT STEPS:

  • There are a series of caverns under the Barrow Mounds and under the outhouse.  These warrant some investigation. INVESTIGATED.
  • What did that note in the tip jar mean?  “Going secretly to Papp’s Sauna for Sara Jean” signed E.  Is this code of some sort?  TALKED TO BRÂN, WE THINK THIS IS CODE FOR GOING TO A BROTHEL
  • We have now found more information about Bronzeport, a town we had heard of in some of the notes left in the home at Shore’s Rest, and was brought up in the notes we found at the Hard Bard.  Now apparently Moki is there and needs help.
  • What’s up with that dust cloud / earthquake that came from the north?  Worth investigating?
  • Do Angus and Taethan know the missing dragon brood?  What is the full story with that?  Was the dude we saw on a boat a dragon?  Is the baby brother dragon still missing?  Is one of the dragons missing a leg?
  • For what it’s worth, we have coke that give us hallucinations and really deep advice. 
  • What’s the story with these statues?  The one at Glasswater looked odd, but we didn’t take a closer look.
  • There’s some huge Anacondas in the swamp, but also people that feel their pain or something?  Requires further investigation.
  • There’s some crazy beast in the woods nearby Shore’s Rest, with wings and a lion’s head or something.  Griffon?
  • We have deeds to some homes in Forsyn, but that might be the center of power of a shitty government that uses zombie slaves.

WHAT’S NEXT, BOYS?

Attachments:

  • Picture of the twisting path of caves under Shore’s Rest to get to the Smuggler’s Cove
  • Picture of the note left by Dvusho & Sriko for the shitty pirates

 

 

 

**** Brân interjected with a correction around the campfire: 

 

Many thanks for the excellent recap Inspector! But I do feel duty bound to clarify the translation of the note found in the tip Jar at the Hard Bard.

The text, written in Thieve's Cant, is as follows: "Going secretly to Papp's Sauna for Sara Jean" signed E. 

While tis true that "Sara Jean" is a slang term for a whore, the full meaning of the note is more complex – consider the phrase "Papp's Sauna for Sara Jean". In this case "Sauna" means a place that would make a whore sweat, much like the more common phrase "Sweating like a whore in church." Therefore, the clandestine meeting was at a church, temple, or similar place of worship. As to who or what "Papp" or "E" refers to, I haven't the foggiest.

 

Bran Glyn'Dwr

 

View
Session 4: Journal Entry 6/29

Journal Entry: 6/29/17 [You guys, this is a long one, sorry, but we learned a lot]

 

Party Members:

  • Inspector Bask Bumblethorpe, Gnome Wizard: Jacob
  • Rekken, Dwarf Druid: Domenic
  • Gimble, Gnome Druid: Josh
  • Ravel Pythagora, Half-Elf Bard: Ben

 

Events as recounted by The Inspector.  If anyone else has anything to add, please feel free.  Also, bolding has been added to notate possible avenues to explore in the future.

 

We decide that we want to explore Glasswater, but first want to take care of some things at camp.

 

Tristan Graystone, a Halfling sailor at camp, was tasked with checking out the running water underneath the barrow mound.  We have closed off two of the four Barrow Mounds to keep them as the Adventurer’s Quarters, where we can store our stuff.  The water was under one of the other ones.  Tristan ripped up more of the tiles and scoped it out, found that there was a natural cave underneath the mounds.  There are tunnels underneath that run for a long time, then open into a huge cavern, with what seems like a long drop down to water with some debris in it, and a little bit of light shining in from somewhere.  He couldn’t explore all of it, though, but we definitely have to investigate this cave.

 

               Barrett, the drunk leatherworker that seemed kinda shady, and brought a ton of drugs with him that we found on the ship but didn’t return to him, was tasked with investigating the crazy long hole/tunnel under the outhouse.  He can’t make any progress around it, so knocks down the privy to investigate further.  He gets Tristan to go down into the tunnel since he’s small, but he couldn’t make a ton of progress through the tiny shit-stained tunnel.  As we’re talking to Tristan, he seems like he’s hiding something, but Ravel buddies up to him and eventually he reveals that Barrett threatened him unless he went down there to explore, and Tristan ended up getting sick with all the gross shit there.  Barrett seems like a piece of shit himself.  Is this connected to the caves beneath the Barrow Mounds?

 

               Ten Bevel mounted the ballistae from the ship that we recovered on top of one of the structures at Shore’s Rest, and started a second smaller wall outside the garden (updated map of Shore’s Rest attached).  We talk to Rey Carver some, and she seems to be doing a little better now that she has some closure with what happened to her father, the famed explorer Chris Carver that was leading this trip (he’s dead).  We talk a lot about the dude that we encountered on the ship; he was tall, blonde, pretty, and well-kept, and Rey asked us if we felt the weird aura that surrounded him (we didn’t really).  We also discuss how he seemed to transform when he dived off the ship, and I recall that it looked like he started to develop like bronze scales as he jumped.  Ravel says he’s heard lore about shapeshifting creatures like wizards, yuan-ti (snake people), and dragons.  We notice that all the dragon statues are bronze and think there might be a connection between them and the guy we encountered.

 

Barus Grayport and our fellow adventurer Algernon have been working on a boat some, and seem to be making some decent progress.  Tralion and the scouts followed the bloody path that lead NNE from camp, and deduced that it was a path that some undead had taken on their route to Hecary.  They also found a road going NE from Hecary that we think might lead to Glasswater, and update our map for us a little bit.  Fentin Hagerman, a miner from camp, has been going out with Tralion looking for any ore quarries, but the only thing he can find is that bright white metal that we don’t recognize.  After talking with Oroth Windstone, the smith, Ravel thinks that this metal is Mithril, which is a legendary metal that we’ve heard about but nobody has ever seen where we come from.  Oroth says he might be able to use it, but would need to find clay to build a kiln.  We ask Fentin to keep his eyes peeled for any in his mining excavations.  Also, Rekken and Gimble, the druids, spend some time with the farmers at camp, Mick and Tawn, working on the big-ass garden. 

 

We’re getting ready to head out, and we feel a large earthquake.  Rekken and I go down to the Adventure’s Quarters to make sure everything is ok, but on our way down, Ten Bevel calls out that a traveler is approaching, so Ravel and Gimble go check it out.  When Rekken and I get down to our quarters, we see Barrett going through all of our shit.  I cast Suggestion on him, and tell him to stand in one spot and jump up and down until we get back, and then we head up to meet Ravel and Gimble and see who this traveler is.

 

A Half-Elf bard-looking guy approaches the camp, named Angus.  We invite him in and he seems like he wants to trade.  He has a lot of equipment, including some magical stuff, that we look over for a bit, and make some trades.  However, it seems like he knows a lot about the world, and being the first native that seems like he’s willing to talk to us about it, we end up asking him a million questions, and hiring him to take us to Glasswater as a guide, while we keep asking him a million questions.  Things we learned from Angus:

 

  • We’re in what was formerly known as the Halfling Lands of Oscos
  • Oscos is the country and also the continent (in the same way as America is both).
  • There’s a border to the north, at the mountains, to the Behemoth Lands, and oceans on all other sides of the continent.  The oceans are highly dangerous.
  • The war 12 years ago (the year 905) was between Oscos and the Behemonths.
  • King Vasho, aka The Bronze King, was a Dragon, and the king of Oscos, and fell in battle against the Behemoths (this is known as The Fall).
  • Darius and his paladins drove back the Behemoths, and Darius is now the king of Oscos, known as the High Holiness.
  • Angus learned about us from the natives, and came to find us.
  • Angus asks a lot of questions about our defenses at Shore’s Rest (we don’t like this).
  • People outside of the capital are all referred to as Outlanders.
  • Nobody has heard from Darius in a long time.
  • Darius commanded everyone to move to Forsyn after The Fall.
  • All the statues that we have seen around of dragons are of Vasho

Angus takes us to Hecary (halfway between Shore’s Rest and Glasswater) for the cost of one of the copper trade bars that we had.  Then offers to take us to Glasswater for a second bar.  Then will answer all of our questions for a third bar.  After discussion, we agree to this.  On the way to Glasswater, we run into a pair of bugears, dragging off a dead griffon.  We manage to kill them both easily, but discover that Angus has disappeared.  He left a note that said “sorry, I had to,” and leaves us one of our copper bars (honorable of him).  However, we also noticed that he left no when we saw the bugbears, but instead when they took off running towards Glasswater, which we found odd.  Also, Gimble and Rekken each took one of the two Griffon eggs that the bugbears were about to destroy.

 

We head towards Glasswater, and hear what sounds like wooden whistles and the sound when you rub your finger on the edge of a glass with water on it, along with the sound of seagulls and smell the salt in the air.  As we approach the outskirts of the town, we notice another statue of an armored man, the same as the other one we saw, though its arms don’t quite look right.  In town we see what looks like the remnants of a huge battle between elves and bugbears, with lots of dead on both sides.  Rekken talks to a seagull, which tells him that the bugbears won.  We investigate the buildings, but don’t find much, except this really cool looking Lute, which Ravel picks up immediately.

 

We head down to lower Glasswater, the majority of the city is down by the water, and find the source of the sounds we were hearing.  All the trees are carved like whistles, so the wind blows them.  The water is completely still, like glass, and there are all these fish that make the other sound when they jump into the air.  Never seen anything like this before!  We see a flash of like purple hair on a Halfling, and call out, but the Halfling runs away.  As we head down, we notice this rune on a wall, but Ravel recognizes it and plays his lute and we pass by safely.  As we walk, all of a sudden that Halfling pops out and grabs us and pulls us into this bush.  The Halfling says, “oh, good, Ravel, right?” and drags us towards a building.  All of a sudden a bugbear pops out and one-shots the Halfling.  We blast the bugbear, who is dragging a Gnome slave behind him, named Symae.  We talk to Symae, but tell him to wait here while we check out the building that the Halfling was taking us to, the only stone building in town, which we deduce is the Hard Bard (the name of the inn that the note that piqued our curiosity about Glasswater mentioned).

 

We enter the Hard Bard, and there are three bugbears inside, all wearing white and gray hats, which are the colors of Forsyn.  We blast the hell out of them quickly, with a couple of Thunderwaves and then a Sleep spell.  We heard them arguing about a door, and as we look around, Ravel finds a couple secret notes and a tip jar.  The first note is from someone named Taethan to Angus, the bard we were with, and it looks like someone tried to burn it.  The second note is from Angus, to Taethan, and dated today, and talks about us some, and has ink spilled on it (both notes attached).  Inside the tip jar, there’s a note rolled up that says, “Going secretly to Papp’s Sauna for Sara Jean,” and is signed E.  Doesn’t make any sense.  It looks like there should be some kind of door behind the bar, but we can’t figure it out.  However, in Elvish, over the bar, it reads, “Play along, leave a tip of gold, together discover legends untold!”  This stands out, as everything else in the bar looks Dwarfish, so Ravel plays a song, and Gimble drops a gold into the tip jar, and the secret door opens!  It leads into what looks like a temple of the Dwarven God Moradin, the Creator, except now it’s covered in Bronze Dragon stuffs that are not Dwarven.  We deduce the temple was abandoned long ago, and was last used as some kind of resistance or something that was dedicated to the Bronze King Vasho.

 

The whole temple seems like it’s been converted into like an information-sharing headquarters, there’s paper-making desks and lots of writing supplies and ink and stuff.  In one of the back rooms, we find a whole load of what look to be clandestine correspondence of some sort, just like the notes that we found in that stash-space in the tree near our camp (all attached, more info about the world and the history of it).  There are a few remaining rooms which we hear sounds coming from, and it’s just reanimated corpses.  We finish them off, and find a bunch of other stuff:

 

  • Giant Arrow covered in old blood
  • Potion of Animal Friendship (Rekken)
  • Wand of Web (Rekken)
  • 3 Philters of Love (2 Ravel, 1 Rekken)
  • 2 Barrels of Clean Water
  • Navagational Tools worth 25g
  • Mask made of Cloth of Gold with dolphins on it worth 25g
  • An Immovable Rod (Bask)
  • Potion of Water Breathing (Gimble)
  • Some random weapons and instruments
  • A Necklace of the Sliver Moon (Ravel)

We collect everything, including our new friend and ex-slave Symae, and head back to Shore’s Rest.

 

NEXT STEPS:

  • There are a series of caverns under the Barrow Mounds and under the outhouse.  These warrant some investigation.
  • What did that note in the tip jar mean?  “Going secretly to Papp’s Sauna for Sara Jean” signed E.  Is this code of some sort?
  • We have now found more information about Bronzeport, a town we had heard of in some of the notes left in the home at Shore’s Rest, and was brought up in the notes we found at the Hard Bard.
  • What’s the story with these statues?  The one at Glasswater looked odd, but we didn’t take a closer look.
  • There’s some huge Anacondas in the swamp, but also people that feel their pain or something?  Requires further investigation.
  • There’s some crazy beast in the woods nearby Shore’s Rest, with wings and a lion’s head or something.  Griffon?
  • We have deeds to some homes in Forsyn, but that might be the center of power of a shitty government that uses zombie slaves.

WHAT’S NEXT, BOYS?

Attachment: PDF with

  • Updated Shore’s Rest Map
  • Map of Glasswater
  • Note to Angus
  • Note from Angus
  • Tip Jar
  • Note in Tip Jar
  • Map of the Hard Bard Underground
  • All of the headlines/notes that we found in the Underground, with then some analysis from Rekken and Bask.

Also, props to Rekken for putting together the document with the headlines, sorry I jacked the formatting of your questions on the last page.

 

View
Session 3: Journal Entry: 06/15/17
Back to The Laughing Gull

Journal Entry: 6/15/17

Party Members:

  • Inspector Bask Bumblethorpe, Gnome Wizard: Jacob
  • Vordaar, Dragonborn Paladin: Ryan
  • Brân Glyndwr, Elven Rogue: Rich
  • Rekken, Dwarf Druid [Editor’s Note: the E in his name should have an umlaut over the top of it, but apparently in our mundane world that character does not actually exist.  Use your imagination.)

 

Events as recounted by The Inspector.  If anyone else has anything to add, please feel free.  Also, bolding has been added to notate possible avenues to explore in the future.

Since our last outing, we’ve decided to set up a source for fresh water.  We managed to rig a pulley system to raise buckets of water from the nearby cliffs down to the ocean, and then create a desalination machine that boils and collects the water to purify it.  Fresh water problem, solved.  We mention that we were gonna go to the boat, and some shady guy named Berrit, a leatherworker, expresses concern; he says he has a bunch of porn there, but Brân uses his Medallion of Detect Thoughts to deduce that he actually has a ton of drugs that he was smuggling on the ship.  Apparently this guy wanted to become the Kingpin of the new world.  We don’t let him know that we know his secret.

We also notice, and remember that we had noticed this before, the outhouse seems to go down, like, really far.  This is noteworthy too, as we were unable to dig a well due to a ton of limestone not too far below the surface.  We ask some of the crew that’s staying at camp to dig around the outhouse to see if there’s a reason this might be the case, and then asked some others to try to rappel down the cliffs and see if there are any openings on it.  If this doesn’t help figure out what’s up with the outhouse, it might lead us to finding out what’s up with the running water that was under the pulled up tiles in one of the barrow mounds.

With that, we head out, joined by Rey, as she wants to find her father at the shipwreck.  We decided that we want to go investigate the shipwreck and see what the story is with that, after hearing some reports that people had seen movement on it.  We head east towards the spring/wolf’s den area, then turn south, as we want to explore a little inland of the coast on our way back to our initial campsite.  We run into Tralion, the scout, and he tells us a couple things.  First, he saw a bugbear north of Hecary, which might bode further investigation.  Then also, at one point the fog lifted when he was in an open field, and he saw that to the far north there is a huge mountain range.  He estimates roughly 100 miles away, though he can’t be sure.

We continue south, and though I fall slightly ill for some reason, Rekken gives me a Goodberry and I stop shitting myself.  We make camp for the evening, and have an uneventful night.  We continue south and reach the edge of the swamp.  As we’re traversing through, we come across an Anaconda, just kinda chillin.  It’s frickin huge, so we being the bold adventurers we are, we kill it.  Vordaar manages to Critically Smite the thing, and almost one-shot it.  However, we did notice that when his blow landed, we heard a scream from like 100 feet away that sounded humanoid and female.  After we kill it, we hear a sound of a crash and someone running away.  We also see a bulge in the stomach of the Anaconda, and cut ‘er open.  Inside is a whole boar, in a bear trap, and a Dwarf that is tattooed and dressed like the natives that we saw before.  He’s got a pretty fancy ring that we Identify as a Compass Ring that always points north.  Rekken, being the best at surviving in the wild among the four of us, snags it.  Then we take off towards the direction of the sound.  We end up losing the tracks at some deeper water.  We push forward into the night to try to get out of the swamp to camp, and get to some higher ground that turns back to forest, and setup camp for the night.  When we wake up, we see there are slither-tracks of another one of those giant anacondas near the edge of the swamp, but we were not disturbed during the night.  So, there are some big snakes with some kind of connection to humanoids of some sort in the same.  Though we’d like to investigate further, we decide to push on to the shipwreck.

We head due south and arrive at our initial campsite.  It looks almost just like we left it, though we do see some newer tracks that circle the camp and came from and go back to the cliff.  We scale down the cliff to the shallows, and see our shipwreck a couple hundred feet out, but the waves are pretty crazy.  After some trial and error, and a few people dashed against the cliff face by waves, we figure out to use a grappling hook to go from rocktop to rocktop, which will eventually lead us to the boat.  We do so without too many problems, though we do have to rely heavily on Vordaar’s strength.  Rey is impressed, and Rekken is jealous of the attention.  We get to the last large outcropping that our ship broke against, and realize the ship was actually lashed to the rock with lots of ropes.  There’s a lifeboat overturned on the rock, and Rekken checks underneath, only to find a Dwarf, that he recognizes as his sister-in-law Voldrum, who was a companion to Chris Carver.  RIP.

We move onto the ship, and see a body laid out with a sailcloth draped over it, that turns out to be Chris Carver.  It seems like during the wreck, he was impaled on the splintered steering wheel, but someone has laid him out like this.  Rey is devastated.  However, we hear footsteps coming from below.  We head down into the ship to investigate, and in Carver’s quarters, we see a dude standing there.  He looks at us (specifically us, not at Rey), and says “I can’t believe it’s you.”  He then turns and dives out one of the windows.  We try to stop him, but to no avail.  Brân shoots him but he doesn’t even flinch, and we notice that as he dives into the water, his feet seem to web or something, and he’s just gone in a blink and doesn’t surface.  We search the rest of the boat, and aside from all of the dead that we find (that we notice DID NOT animate, like so many dead we’ve seen before have), we find a bunch of stuff.

·        A bunch of silver and gold that we split among the party and Rey.

·        The Charter of the Laughing Gull, signed by the Queen of Avni, giving the ship the right to declare conquest in new lands.

·        An odd small box with runes, Identified as a Box of Sending, but we don’t know where the twin is.

·        2 weeks of good food (and a bunch of rotten food we dispose of)

·        4 days of water

·        3 sets of leather armor

·        2 sets of scale mail

·        10 short swords

·        5 corssbows with 10 quivers

·        3 casks of run

·        2 large tens

·        Building tools

·        Seeds

·        1000 feet of rope

·        Navigational equipment

·        Heavy mounted crossbows (can be used for our settlement’s defenses)

·        Warning bell (can be used for our settlement’s defenses)

·        10 bottles of whiskey

·        Barret’s hand-drawn porn

·        Barret’s drugs (which we decide he doesn’t need, though haven’t decided what we’d do with yet).

 

We pile all of this stuff into the lifeboat and row it to shore, after giving all of the dead and Chris Carver a proper burial at sea.  We get everything to shore, and then send back to camp for the wagon, and escort it and all our supplies back to camp.

 

NEXT STEPS:

  • Unsure what’s going on with the outhouse or the running water under one of the barrow mounds.  Possible that the crew back at the campsite has discovered something while we were gone?
  • There’s at least one bugbear north of Hecary.  Where there’s one, there’s likely more.
  • There’s some huge Anacondas in the swamp, but also people that feel their pain or something?  Requires further investigation.
  • We never found more information about Bronzeport, a town we had heard of in some of the notes left in the home at Shore’s Rest.
  • There’s a bloody trail with signs of bears that heads N/NE from Shore’s Rest
  • There’s some crazy beast in the woods nearby Shore’s Rest, with wings and a lion’s head or something.
  • There might be a civilization in Glasswater with a resistance of some sort that we wanted to check out but didn’t make it there.
  • We have deeds to some homes in Forsyn, but that might be the center of power of a shitty government that uses zombie slaves.

 

 

WHAT’S NEXT, BOYS?

Attachments: map of the coast and sea leading to the shipwreck.

 

View
Session 2: Journal Entry 5/19/17
Assault on Hecary Recap

Journal Entry: 5/19/17
Party Members:
Inspector Bask Bumblethorpe, Gnome Wizard: Jacob
Gimble, Gnome Druid: Josh
Vordaar, Dragonborn Paladin: Ryan
Brân Glyndwr, Elven Rogue: Rich
Blarndor, Dwarf Barbarian: Brad
Ravel Pythagora, Half-Elven Bard: Ben


Events as recounted by The Inspector.  If anyone else has anything to add, please feel free.  Also, bolding has been added to notate possible avenues to explore in the future.


The large group of survivors has all arrived at Shore’s Rest.  Blarndor oversees the masonry to fix the wall.  We task some of the other survivors with repairing the roof of the shelter and excavating a well, though unfortunately they encounter limestone not too far down.  As we explore our new home, we notice lots of little bronze statues of dragons around.  They don’t seem magic, but I’ve heard of an old God named Bahamut, God of Dragons, that used to be worshipped, and this seems like a possible likeness of him.


We go back down to the barrow that we cleansed of undead, and find that there are two doors, each leading to a hallway, each in the direction of one of the other barrows (there are 4 in total).  Vordaar opens the door to see 4 skeletons, of which we make short work.  We find some mundane swords, shields, and bows, a little gold, and another one of those bronze statues.  Ravel pockets this one.  We also find some papers that seem to be deeds to some houses in Forsyn, which we deduce to be the capital of Oscos, the continent/country that we’ve apparently arrived on.  I pocket these, as they might come in handy in the future.  We blow through the rest of the barrows, with Brân finding and disarming a bunch of traps, keeping us safe.  We find a bunch more weapons and a decent amount of gold, silver, and copper, including a stack of silver pieces that seem to inspire us to do good deeds, all of which we divide up between us.  After clearing the barrows, we find one more hallway (and another trap) that ends just below the house within the walls.  We make a new trap door so that now the barrows and the house are all secure and interconnected.  Pretty rad. 


Back at camp, we turn over all of the swords, shields, and bows and arrows to Ten Bevel to develop an armory for defense of the camp, as well as a couple bars of copper (maybe they can be forged into something?).  He also starts assigning guard duty to the otherwise unoccupied and now-armed survivors.  Ten recommends that we investigate the surrounding area to see if we can find signs of any other civilizations.  Rey also suggests that we check in with the tracker Tralian to see if he’s found anything in his scouting of the area.  Tralian, who has developed quite the lisp, found a bloody trail leading N/NE with signs of brown bears.  He also found an old road and a sign that says HECARY 28 MILES.  From some pretty advance triangulation mathematics and some well-rolled Intelligence checks, we deduce that Hecary might be the source of power or attraction to the N/NE that the undead were all headed towards.  Gimble sends out some animal friends to look around, and they come back and report about the bears, as well as some kind of crazy winged lion/horse/eagle monstrosity in the surrounding woods, as well as a body of water to the east.  Barus and Algernon, the most adept sailors of the survivors, decide to start building a boat.  Another of the survivors also found some sort of secret mailbox in a tree, with some old faded notes, that looks like it was a sort of stash box used for hidden communication.  We find three notes (images attached) from the years 905 and 907 (Editor’s Note: The year is currently 917).  These notes seem to describe some kind of massive war, a slain king, but then some kind of gathering of a resistance of some sort in Glasswater, at the northern tip of Whaler’s Bay. 


We decide to set out North, along the coastline, in search of Glasswater.  After two days of travel, we all of a sudden notice a humanoid stalking us, who then sees he’s been made, and takes off running.  As this is the first live intelligent creature that we’ve seen since our arrival in this strange land, we jump into hot pursuit.  Well, at least, those that are good at stuff like that do.  Gimble morphs into a deer and catches up to him easily, with Vordaar in hot pursuit.  We all manage to catch up, at which point this 7-foot tall tattooed Half-Elf engages us in conversation in Draconic, which only Vordaar and Blarndor speak.  After some convincing (and Vordaar’s clutch offering of a bribe of some of the do-good silver), Mokishavo, son of Ankav, warrior and hunter of the Lyrune Quah volunteers us the following information:

  • The dragon statues are of an old God whom he reveres.
  • God is gone now, to Bry’s Pass (sp?) far to the northeast. (what?)
  • Glasswater is not along this coast, but is 2 days to the northeast, at the next bay over.
  • Behemoths killed the Bronze King (mentioned in one of the notes we found).
  • He doesn’t know why the dead rise.
  • He knows the dead are all headed towards Hecary, and offers to lead us there if we help him recover the body of his sister.
  • He does not tell us of any other surrounding cities or civilizations (“My home?  It is all around us!)

 
With all of our newfound knowledge, and our guide, we decide to set off towards Hecary, as we’re joined by a companion of Moki’s, a Halfling woman named Zela.  We follow the two of them to Hecary, due east.  We go out of the forest in which we’ve been travelling most of the way along the coast, to plains.  We make camp for the night, then head east into more woods.  We come across and skirt a pack of grazing boards, and then see a heard of horses.  Gimble turns into a horse and tries to convince them to go back to Shore’s Rest, but we dunno if it works.  As we approach Hecary, we see some odd fences, that look like parts are brand new, and other parts are purposefully busted down.  As we get closer, we realize that the new fences were constructed for human travel, while the busted down fences were left to funnel all of the undead that are attracted here into huge barns.  A few more of Moki’s friends join us as we approach.  (Map of Hecary attached).

Hecary Map
We get close and scout out the town.  We see four necromancers that look really old, like all hunched over and old.  They all have tabards that have that same flag we had seen before, except instead of the dragon on it, it has an eye with 5 eyelashes.  Moki wants us to kill them so he can reclaim his dead here, as well as reclaim the city from these evil people.  He thinks they’re somehow wrangling the undead here and then transporting them to Forsyn for slave labor.  As we’re discussing this, a wagon arrives with some guards that seem like they’re gathering the zombies.  Moki and his tribe says they’ll go distract the guards and separate them while we take on the Necromancers.  Brân sneaks in to get a better view of the Necromancers.  We decide to hell with the plan and charge off after Moki and company and take on the guards.  It’s a pitched battle, with the Necromancers trying get away first, and then coming at us with some pretty major spells, but with Blarndor’s greatsword, Vordaar’s shield, Brân’s sneaky dagger and crossbow, and the spells of Ravel, Gimble, and myself, we manage to vanquish those bitches and loot the hell out of their quarters.  Along with a bunch of cash, we find:

  • Some really nice boots, a silk hunter’s cap, and a feather-bound book that all seem to be worth something.
  • Medallion of Thoughts (to Brân)
  • Wand of Web (Gimble)
  • Maul of Warning (Blarndor)
  • Flask of Alchemist Fire (Ravel)
  • A Scroll of Animate Dead and a Scroll of Fireball (me)
  • 8 bottles of wine, 5 weeks of dried rations, 3 goats, more copper bars
  • A nice wagon and horses to bring it all back to Shore’s Rest

 
As combat winds down, we manage to subdue and manacle one of the Necromancers, but when we try to interrogate him, he gets a wild look in his eyes, talks shit, then bites off his own tongue.  Brutal.  However, Brân puts his new Medallion to use and reads his mind some.  Super badass.  He finds that this Elven Necromancer named Polywara has resigned himself to the cold embrace of death.  Brân digs deeper and finds that this Elf was send here to atone for something, or to redeem himself in the eyes of someone.  When we ask him where the zombies come from, he pictures a city on cliffs over an ocean with high towers and walls, which we assume to be Forsyn.


Oh.  And we figured out why the dead were all coming here.  There were these gauntlets.  Two of them, worn by the Necromancers.  <u>Gauntlets of Zombie Attraction.</u>  I spent some time divining the nature of these and find that, though they give a badass +2 to Spell DC & Spell Attack, they also attract all undead within a 60 mile radius whenever activated, and also ages everyone within a 30-foot radius by one year for every hour of use (taking 15 minutes to activate).  Holy shit, these are insane.  Ravel and I decide to each hang on to one of the gloves, ya know, just in case.

With the glove-beacons deactivated, the zombies are all kinda just milling about.  We slowly and from the safety of the fenced areas manage to kill them all using ranged weapons and at no harm to ourselves.  Moki finds his sister and the rest of his dead tribesmen, and he and his clan all take off.  We load up the wagon, and head back to Shore’s Rest, feeling accomplished and with significantly heavier loot bags.

NEXT STEPS:

  • We still never checked out the shipwreck.  Barus thinks it’s likely it won’t last much longer, if it hasn’t washed out to sea already.  He did say that he saw movement on the boat, whether it’s more survivors or new hostiles we don’t know, and it has supplies as well.
  • We never found more information about Bronzeport, a town we had heard of in some of the notes left in the home at Shore’s Rest.
  • There’s a bloody trail with signs of bears that heads N/NE from Shore’s Rest
  • There’s some crazy beast in the woods nearby Shore’s Rest.
  • There might be a civilization in Glasswater with a resistance of some sort that we wanted to check out but didn’t make it there.
  • We have deeds to some homes in Forsyn, but that might be the center of power of a shitty government that uses zombie slaves.

 
WHAT’S NEXT, BOYS?
<u>Attachments</u>: 3 notes found in a secret tree mailbox, map of Hecary, our current known world map.
 
 

View
Session 1: Journal Entry: 05/02/17

Party Members:

  • Inspector Bask Bumblethorpe, Gnome Wizard: Jacob
  • Gimbel, Gnome Druid: Josh
  • Vordaar, Dragonborn Paladin: Ryan
  • Brân Glyndwr, Elven Rogue: Rich
  • Algernon, Drow Ranger: Jon
  • Ravel Pythagora, Half-Elven Bard: Ben (had to leave early)

 

*EDITOR’S NOTE: Events as recounted by The Inspector.  If anyone else has anything to add, please feel free.  Also, bolding has been added to notate possible avenues to explore in the future, along with a bullet list at the end.  Also, it’s really long, sorry.  Also, if anyone has the crest we found and/or the note we found and/or the updated map and wants to shoot those out to the list here as well, that would probably be cool.*

It’s been two days since 17ish of us landed here at this beach, and we’re looking for solutions to secure shelter, food, and water, our basic necessities.  2.5 days northwest of here is a structure of some sort.  A half day inland from that is fresh water and foraging, but there seems to be a wolf problem.  There are wolves at our current location, or some kind of beasts, picking off anyone that wanders at night.  Ten Bevel tells us we should clear the wolves at the foraging spot the ranger found to secure food.  Rey Carver wants us to secure the house that Tralion found.  Barus Greyport wakes up from his stupor after summoning us all here and suggests we investigate the remnants of the ship, as the supplies and weapons there could be very helpful.  He also said that we should be able to wade most of the way out to the wreckage without swimming, but we’ll have to watch out for sea urchins and sea rays.  He’s been watching it through a telescopic device of some sort and says he can see movement out there, so there might even be survivors.  Tralion, the ranger, agrees with Ten, that we should clear out the wolves.

We decide to head northwest, to start with our first issue, securing food and water, and to deal with the wolves there.  Algernon takes the lead and easily finds some tracks to follow, though we notice one set of wolf tracks looks much bigger than the others.  We travel for a pretty uneventful day as the terrain slopes downwards, until we’re just about at sea level, and have a peaceful’s night camp.  The next day we continue onwards, making our way through some swampy lowlands, with another peaceful day and night, making good time.  On the third day, we come to a big cliff blocking our way.  Vordaar manages to scale up without too much trouble, he only fell once.  He drops a rope, and though much drama ensures, the inspirational montage music from Ravel powers us through and we all make it up and over.

As night falls, we approach the area we believe the wolves to lair.  Ravel sends Louie, his befriended mastiff to scope out what’s up, and Gimbel ends up talking to him.  Odd fellow.  Louis says there are 4 close by and 2 a litter further off, a warning which I soon forget.  We let the big guy with a shield take point as we cross a small stream, and see a handful of wolves up ahead that seem to be fighting amongst themselves.  There’s one huge one that’s the size of a horse that’s just tearing into the smallest one there, with two others just standing around.  The big one pulls back, and has a severed human arm in his mouth, and starts walking off.  After he leaves, we attack the two that are left standing, and manage to finish them off without a problem, but the big one has left at this point.  Gimbel wants to talk to the smallest wolf, but he’s pretty pissed, so Vordaar puts him out of his misery.  The wolf, not Gimbel.  We do some investigating of the area, and it looks like there are signs of a recent struggle with a humanoid creature here.  Probably where the arm came from.

We take off to follow the big wolf and come to a clearing.  We see a cave that looks like it could fit a horse-sized wolf pretty well, along with a bunch of freshwater springs.  At this point, Ravel hears music off in the distance and has to return back to base camp, but not before playing us a little ditty to inspire me on his way out.  As we’re searching, I hear some rustling off to the side and go check it out, Vordaar behind me.  Well, it’s more wolves, and they think I look delicious (which I do), and jump me, too quick for the Dragonborn behind me to act (remember that warning from Louie I forgot?).  I go down like a wet sack of potatoes.  Vordaar lays his holy hands upon me and I jump back into the fray, but Brân and Algernon manage to take down the wolves.  However, we hear this blood-curdling howl, and that huge wolf comes out of the cave.  As he approaches, the two wolves that we had thought we killed rise back up to attack us again.  Brân goes down, though Gimbel is there with some magic berries that get him back on his feet.  The two small wolves go down again, and then come back to attack a third time.  We finally manage to take down the big wolf as a third regular-sized wolf joins the fray, and everything stays dead this time.  The big wolf was actually a Worg, and seems like he was somehow healing the other ones, and was actually making some kind of human sounds when he died…it was super creepy.

We go explore the Worg’s cave and find a dead guy missing an arm.  We find a few pieces of loot as well, including a Ring of Longstrider that Brân puts to use and a Ring of Climbing that Gimbel takes.  Before bedding down for the night, we search the area a little bit, and not too far off, we find a 15-foot tall statue N/NE of the cave.  It’s a human man, kneeling, clad in plate armor.  One hand is extended, palm upward, N/NW.  The other hand is extending his sword, pommel out, N/NE.  We search him over, but don’t really deduce what his story is.  However we do notice a flag crest on his breastplate.  The flag is divided in thirds (almost like a rectangular peace sign), with the left side having some waves one it, the right size having the face of a dragon on it, and the bottom has some kind of bar of some sort, which Brân thinks looks like some gold bars, and we agree, though none of us have seen this crest before at all.

We decide to spend the night in the Worg’s Cave (even though there was a dead guy in there).  In the early light of the morning, we wake up to see that the dead guy actually decided to get up and leave.  He shambles towards the mouth of the cave, and I call out to him, so he starts shambling over towards me.  Vordaar, being familiar with undead, recognizes this zombie for what it is, and his blood boils as he charges at the one-armed dead guy.  We end up making quick work of him, though Algernon gets a quippy one-liner, “Hey, everyone go back to sleep,” as he impales the zombie with a crossbow bolt.  We don’t actually go back to sleep, but instead drag the zombie outside the cave and burn the body, as we don’t really want it to come back again.  Once we get outside though, we see that the body of the Worg we slew last night is gone, and deduce that it was also brought back to unholy life, and its shambling tracks lead N/NE.  Vordaar charges after it, feeling quite passionate about purging the world of the scourge of undead.  We pass the statue and notice that the Zombie Worg is headed directly N/NE towards where the statue’s sword hand is pointing, and it seems intent on heading exactly that direction.  We eventually catch up and take it down easily, though we all wonder where exactly it was headed, as it was crashing through the brush, not using any trail of any type.  We make notes to check that out eventually later.

With the Zombie Worg vanquished, we head towards the shore, where the structure was that Rey wanted us to check out.   Gimbel, Brân, and Algernon are fairly stealthy, so they sneak up to see if there are any occupants at all.  Seeing no signs of life, they wave me and Vordaar up.  There’s a 7-foot stone wall surrounding a house.  Within the wall there’s a graveyard and some gardens.  After our previous encounters, Vordaar uses his Divine Sense to see if there’s any undead presence in the graveyard, and of course, there is.  Methodically and with precision, we dig up and blast each skeleton as it comes to un-life and tries to attack us.  Amazing how quickly this sort of thing becomes routine.  Once all of the graves have been dug up, we explore the house.  It’s the perfect size for Gimbel and me, but the rest of the party seems crammed for some reason.  If you ask me, they’re just too tall.  Don’t know why anyone would need wings, either.  The house and shed have a number of building, kitchen, and gardening tools, which seem very useful.  We find a few other things as well: a calendar turned to a page this month 10 years ago (indicating it’s been almost exactly 10 years since this place was abandoned), a receipt from “Devin’s Tackshack” in a place called Hecary for two horses and tack, and a pamphlet for something like a religious ceremony in Bronzeport, saying to “bring offerings” to an upriver gathering.  The date on the flier is actually called Offering Day, and is exactly 10 years ago from the day that we were teleported to the shipwreck on the beach.  Curious, I say.

After fully exploring the house, we notice a little ways past it, outside the wall and towards the cliffs overlooking the sea, there are 4 barrow mounds that look like crypts of some sort.  We scope them out some, and in front of one, we find a corpse of a dead Halfling with a crossbow bolt in his head.  In his pocket is a note saying that he’d rather take his own life than fall prey to the scourge of the rising dead.  We pop open the first barrow, and 4 skeletons clamor out, armed with swords and bows.  They jump all over Vorugaar and he goes down before any of us can react.  We make short work of them with some fire and thunder, and get Vorugaar back on his feet.  Inside was a single chamber with four open sarcophagi.  We also find a small chest, which Brân recognizes as trapped before he unlocks it to find some gold, as well as a sparkly new +1 Shield to which Vorugaar takes an instant liking.  The gold pieces have some markings on them that we recognize from the crest on the breastplate of the statue; the gold bar symbol on one side and the dragon head on the other.  We had also found some platinum earlier, which had the wave symbol on one side and the gold bar on the other.  As we all rack our brains to see if we recognize it, and we recall that it at one point was associated with the Dwarven city of Hulthrum, back on the main continent.

Deciding to call it a night with one of the four burial barrows now clear, we head back to the house for the night.  We decide to send word back to the camp telling them what we’ve found and summoning them to our location for shelter and food, and to server as a new base of operations. 

NEXT STEPS:

  • There are three barrows still full of undead.
  • We still need to check out the shipwreck, there might be some useful items there, and we haven’t actually seen the body of the famous Captain Chris Carver. 
  • At some point we want to find what it is that the undead are heading for while heading N/NE.  Could this be related to the “upriver gathering” from the pamphlet in the house? 
  • Where’s Bronzeport?  Where’s Hecary?

 

WHAT WILL OUR HEROS DO NEXTFIND OUT NEXT TIME ON: (guys do we have some sort of name for our group or this story?  Insert that here)

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Session Zero: Intro
An Introduction to the World

We got a brief intro to the world. I'll write these up this time, and please chime in if you remember things I'm missing. 

 

Significant NPCs (non-player characters):

  1. Captain Cris Carver – Captain and owner of The Laughing Gull. Credited as the greatest explorer to ever sail. Allegedly dead in the shipwreck. 
  2. Barus Greyport – world famous Skipper and nautical Engineer of The Laughing Gull – "The Ship That Discovered The World".
  3. Ten Bevel – former soldier of some renown. Known to be the personal bodyguard of Cris Carver and The Laughing Gull's crew.
  4. Rey Carver – daughter of Cris Carver, and apparent leader of this camp. 

 

Outline of events:

  1. You lived in a mundane (nonmagical) world prior to today. One night you are teleported by some magic to this place. 
  2. Your appear, along with a large group (~15) of others, in the middle of a busy campsite. Waves crash somewhere below a cliff behind you. Ahead is a large group of dirty, terrified pilgrims. A forest lies beyond, outside the fire's light.
  3. One familiar figure lays unconscious on the ground, with a few papers scattered around him. He's in his 70s, a short, heavy-set and balding man with an ivory peg leg. You may recognize him as Barus Greyport. A number of pilgrims tend to him.
  4. A large and dangerous looking man, in his early 60s, stands beyond the unconscious Barus. Behind him, the greater group of pilgrims cowers from you. He threatens violence, wielding a large branch. He is calmed by a few of the player characters. His name is Ten Bevel, and he tells you that they've been losing party members nightly to creatures that raid the camp. He's very protective.
  5. A young woman, dark skinned, with dreadlocks and a long scar crossing one milky-white eye introduces herself as Rey Carver. This is the daughter of the late Cris Carver. She explains that they had found a backpack from a fallen companion that had a few magic-looking papers in it. One had some words about teleportation in it, and they thought it might help them get out of this dangerous place. Barus read the words on the paper, apparently summoning ya'll, and in the process knocking him out. Rey seems bent on peace and asks for your help in protecting the pilgrims through the night. 
  6. This is the Uncharted West – a new landmass for which the pilgrims have no maps. 
  7. The Laughing Gull is broken in two, 200 yards offshore. The group lost at least 12 strong swimmers in the water between the ship and shore. Those that survived were knocked unconscious and don’t know how they made it ashore.
  8. The teleportation was not a time- or dimension-travel, you're still in the same world and the same night, just far from where you were.
  9. A half-elven hunter ("Tralian") enters camp, maimed and dying. He's apparently one of the pilgrims. He asks for paper. The gnome (Josh), seeming to have already gained some grasp of magic, stops his bleeding and stabilizes his wounds. The sage Skamos (Zach D) also goes to Tralian with quill and parchment, and draws a map as he describes it:

    1. The coast runs northwest. 
    2. About 2 days up the coast was a very small wall and some stone structures we may be able to fortify. 
    3. There was also good foraging a half-day inland from there. Unfortunately, there was also a den of wolves–or wolf creatures–there as well. 
  10. Ten works to organize a watch, while the dwarf Blarndor looks to the woods, daring the monster within to come and fight. 
  11. Howls ring through the air, and everyone grips whatever weapons they have tightly.
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