Savage Tide

This Time... They're Innocent

Still under Parrot Island, the adventurers set out from their makeshift camp in order to find a way out of this watery grave. During their travels, they found the body of the double-crossed Penkus... bloated and betrayed. He had with him a note explaining the mutiny of Vanthus Vanderboran and calling a curse upon his head. In addition to the body, the group also found three chests filled with treasures beyond the scope this crew has known in their time together. Beyond simple monies, the chests also contained a magical Wand and a gem of Earth Elemental summoning.

After collecting the goods, they eventually located an underground waterway leading out. It proved treacherous, but swimmable.

Much to Crow’s dismay, a quick scan of the island proved that Vanthus Vanderboran must have stolen the Crow’s Nest!

Not one to dwell on lost frivolities, Crow led the group back to Shadowshore and the den of the Fin to lick their wounds and divide up the booty. While here, the crew began to spread a rumor of Crow’s demise on Parrot Island. A, hopefully useful, diversion for Vanthus.

While there, they found out that the Harbormaster in Azure District had been brutally slain. Eviscerated, in fact. Perhaps there is a connection with the brutal animal killings in the Noble District- Belial then informed the group that those killings are related to the ancient civilization of the Turath. Is there a thread connecting all three?

Without a set course, the crew headed back to Lavinia to explain the situation. Along the way they found out that Crow has been made to blame for the murder of the nobleman as his boat was the scene of the crime.

The group then spent the day finding information on various leads and resupplying. Crow laid low and purchased various hats and cloaks to better aid a disguise. He continued with much ferver the rumor of his death on Parrot Island. At night they had traveled to the Cudgel District to find the person who has been apprehended in Crow’s place. Instead of finding the intended information, the group stumbled across a man who turned himself in for the intended rape of a woman. It is here that the crew felt a watchful presence. Not one to play into a stacked deck, Crow used a few tricks of the trade and departed from the rest of the group. He moved as silently as death, from rooftop to rooftop, trying to spot the mysterious hunter. The group stumbled upon the victim of the rapist and attempted to comfort her. Simultaneously, Crow, aware of his own expertise in avoiding detection, realized that there was a presence stalking him from behind. The scoundrel quickly spun, drew his pistol and fired while leaping off of the building. Crow’s shot was flawless. His aim was sure. The shot hit mist as the mysterious figure clad in black evaporated into nothingness.

The group retreated for the night and attempted to gather their information after sunrise. Returning to the Cudgel District in daylight, they found out that the mysterious darkly clad predator is The Crusader: a silent guardian of the Cudgel District. In addition, they found out the man in custody is the innocent merchant that Crow stole the boat from. The poor wretch still sits in the jail cells of the Sunrise District awaiting a swift show of justice by the authorities.

With few options left to him, and unable to let an innocent man die on account of his brash actions, Crow decided to dispel the rumor of his demise and fired off his pistol in the middle of town. He taunted the authorities for their incompetence at arresting the wrong man and took under the effect of a recently acquired potion of Expeditious Retreat.

The group met at the Taxidermist’s Hall in the Sunrise District, supposedly the location of Vanthus Vanderboren. Through with the game of espionage and tired of running, Crow walked in front door, basically pistol drawn, demanding Vanthus…only to find out that the Taxidermist may not have anything to do with Vanthus.

Instead, the group went around back and climbed down the well in the courtyard, finding it to be a secret chamber of some kind. Despite their best efforts to silently climb down, the crew was had. Some watch had triggered a failsafe that simultaneously began to flood the chamber as well as released a giant crocodile. The ambush was sprung.

With arrows now sailing from thin slits in the walls, the group engaged. Crow blasted the huge beast with his firearm, and after a vicious exchange in which the Croc eventually got the better of him, Crow was knocked out of the fight. Esel quickly dispatched the creature, though, and Lazarus got Crow right back on his feet with some timely healing.

With time short and the water rising, the group split up. Crow ran to the Croc pit. Lazarus helped Belial swim to shore in all of his armor. Esel waited patiently at an arrow slit… and as the archer peeked up to fire, Esel’s skull-splitting axe lived up to it’s reputation and relieved the pirate of his life.

Meanwhile, Crow had discovered a secret passageway in the Croc pit and entered it. He found a door and opening it slightly he was able to spy another of the ambushers with crossbows, this time unaware of the adventurer. Crow blasted a hole in the side of the scallywag’s head the size of a fist.

After discovering the hidden exit, the group (some more quickly than others) climbed through the tunnel and joined with Crow.

The crew explored the passages within and found this installation to be something of a Fortress/ Den of Thieves. Finding one more secret entrance the group moved into the Lap of the Lotus Dragons.

During the dangerous exploration of the dungeon, the group came upon a very large, very angry, sentient wolf-creature. The K-9 tore into Esel who hefted his great axe, waiting for an appropriate opening in its defenses. An opening was provided when Lazarus called upon the powers of his benefactor and Commanded the creature flee. As it made its move to turn, Esel’s Grand Axe of Dwarvish Lords came down as a warm knife through butter. The only resistance the powerful dwarf felt was the stone floor halting his swing after having beheaded the creature.

Stealthily continuing through the halls, the group stumbled upon a body of four men gurading what seems to be the main water entrance to the secret cove. Without much sport or excitement, the four rogues were caught unaware as Crow hurled a flask of alchemist’s fire that blasted into their ranks: killing three instantly. The fourth was run through by Lazarus’ trident.

The crew continued through to a bay, presumably for incoming ships. Lazarus was asked to swim the bay and find out where in Sasserine this waterway led, but while attempting to do so he was attacked by a pair of rays. Esel with all of the grace of a belly flop, lept into the water bringing his axe to bare, and split one of the rays in twain. Following the dwarf’s lead but with significantly less effect, Crow also dove into the water stabbing the other water creature with his cutlass.

Two more creatures entered the combat and the three swimming adventurers soon dispatched them as well, due in no small part to Belial’s summoning of sea creatures to battle the rays.

After the aquatic skirmish, the group quickly rose out of the water and prepared for what they expect to be the big brother of those creatures.

Under Parrot Island
The Trap is Sprung

The crew spent the morning at the Seeker Lodge speaking to Feldus Selvant, the man currently maintaining it. Selvant explained that Seekers are a secret order who don’t even reveal themselves to their children until their 23rd birthday. They also learned that Lavinia’s 23rd birthday was just 3 months away at the time of her parents’ death.

At this point, they split up, with Lazerus and Esel heading to the Noble District to do a little research. As they passed through the most affluent district, the pair ran into Belial, who up until this point was believed to be asleep at the inn. The cleric of the Traveler told Esel and Lazerus that a woman had been savagely killed last night by an escaped animal, most likely from the exotic animal trade that goes on in the Azure District to the south. Perhaps there’s money to be made if the beast could be captured?

From here, the trio moved on to the House of the Dragon, where Belial and Esel’s former enrollment admitted them into the most rudimentary of its many libraries. They spent the afternoon learning that if Vanthus and Penkus has indeed taken the river west of the city, there were only two likely destinations: Mashwan, a circle of standing stones said to cause memory loss, and Carver’s Pit, a former quarry in the mountains in the west that was the site of a massacre by insectoid monstrosities from deep within the earth.

While the rest of the group was doing some work, Crow was busy going to take a nap. Unfortunately, he was intercepted by a grubby-looking half-elf who identified himself asShefton Rosk. After a few drinks loosened his tongue, Shefton claimed to know where Vanthus Vanderboren was holed up, and where to find the secret entrance.

With the money paid and the group reunited, the crew headed to Parrot Island in Crow’s newly commandeered ship, the Crow’s Nest. On the lushly vegetated island, Shefton lead them up a path to a clearing where he opened a hidden trapdoor leading down a shaft into the darkness beneath the island. Crow made it clear that if Shefton betrayed them, the captain would kill him. The half-elf walked off toward the beach, visibly shaken.

Only once the heroes had descended into the darkness, did the villain spring his plot. As Shefton’s lifeless body fell into the shaft where the crew stood and the rope was cut loose, they heard a terrible laughter from above. A laughter that one of our heroes knew only too well. Vanthus stood above the heroes and after a few moments taunting them, he slammed the trapdoor shut, trapping them inside.

In the tunnels, the heroes stumbled upon a horde of ravenous zombie pirates. Thanks to some clever maneuvering, the group was able to dispatch most of the ghouls, only having trouble with their leader, a spellcasting undead with a flaming green skull. We ended the session with the heroes defeating the undead pirates and the crew still trapped in the tunnels with more to explore.

The Vanderboren Vault
and meeting the Fin...

The heroes returned to their new patron, Lavinia Vanderboren, finding her engaged in a friendly dueling match with another young noblewoman, Rowyn Kellani. Lavinia fought with style and grace, but Rowyn came out on top, thanks to her creative interpretation of the rules.

In an attempt to prove his own swordsmanship, Crow took it upon himself to challenge the winner of the competition. Despite jumping to an early lead, Crow was bested by the quick-witted Rowyn as she did not fall for his antics-infused fighting style.

After the “friendly” competition, Lavinia invited the heroes into a more private audience chamber to conduct their business. Once there, the group explained the enormous success of the previous night’s events. Not only did the companions successfully release the Blue Nixie from the grasp of smugglers, they also recovered the key to the Vanderboren Vault, they captured the leader of the smuggling band, and managed to retrieve the missing platinum pieces reported stolen. Immeasurably pleased with the group’s success, Lavinia offered the crew a 50% bonus in addition to the agreed upon compensation. Not only that, but Lavinia also offered to finance the crew indefinitely as their benefactor. Our heroes quickly accepted the steady-paying job.

The only stipulation standing between the economically-challenged adventurers and their much deserved payday was a simple walk to the bank as it were… except in this case, the bank is the Vanderboren Vault which has never before been accessed by anyone other than the Legendary Adventurers. Even Lavinia, daughter of those same adventurers, has no idea what to expect in the dungeon. Anxious to help recover their hard-earned gold pieces, the heroes agree to escort Lavinia through the potentially treacherous underground chamber.

After briefly traveling through the familiar streets and waterways of Sasserine, the heroes and Lavinia arrived at the underground vault. Using the Vanderboren signet ring recovered from the Blue Nixie, Lavinia opened the vault entryway revealing an antechamber. In this antechamber, several pillars released stone-crafted serpents which proved to have a disagreeable attitude towards the crew. Esel proved to be very effective at smashing the lifeless cobras; dispatching of his opponent with his magical axe. Crow was bitten viscously by one creature, and only through the fabled luck of the Finches was he able to avoid being perhaps fatally poisoned. His survival hinged upon a timely healing from Belial who was stationed next to Lavinia should any of the serpents get passed the combatants. Crow battled with the second construct around a large pillar using it as a shield from his smaller adversary. Lazarus blasted the third and final serpent with bolts of lightning and fought the beast head on, unafraid behind his airtight armor and broad shield. Through flanking maneuvers and simple tactice, the group emerged victorious and relatively unharmed.

Once passed the antechamber, the heroes put to use the “key” found the previous night. It turned out to be a combination that, once entered correctly, opened all of the Vanderboren riches.

Much to Lavinia’s surprise, the Vanderboren wealth was already tapped. Six of the seven vaults were already emptied by a pilfering thief. The only other person allowed access to the chambers is Lavinia’s younger brother, Vanthus Vanderboren. Realizing that the proposed riches were now only a fraction of the expected loot, Crow discreetly returned half of his personal earnings to the stash.

Alarmed and perturbed at the news that her brother may indeed be the one who has broken into the vaults and lifted the untold fortune, Lavinia quickly assigns the crew to find Vanthus and bring him back for a sibling discussion.

The quickest way to both find information and spend recently earned money, according to the Crow, is his home town of Shadowshore. He quickly finds the black market therein and, after procuring some goods and potions for the group, makes contact with the most reliable source of underground information in Sasserine: The Fin. Parting with a few pieces of platinum, Crow receives a few solid leads as to where the young Vanderboren may be and what he was up to. After the group was informed that someone is looking for Crow Finch personally and a brief skirmish with Fin’s combat specialist, the group continues the Vanderboren investigation through Shadowshore to a dumpy ship store owner who reluctantly divulges the direction the Vanderboren was headed and that he was accompanied by a known smuggler.

In addition to this investigation, Belial has also received a direction from his Milestone to an unknown island 13 miles off the coast of Sasserine. Belial did ask Panchi, the boat shop’s dwarven owner how much boats cost, to which the dwarf replied “500 gp.” Later that night, Crow let the cleric know the dwarf must have been trying to get them to leave, as a rowboat would cost only around 50 gp, but cannot make the voyage this heading would require. Crow further elaborated by saying that the cheapest ship that might take them this far from shore would be a keelboat, but they start at around 3000 gp, and that doesn’t include the cost of finding and paying a crew and gathering the necessary supplies. They might be able to but passage on a ship, but then the heroes would be left up to the captain’s good graces as to whether or not he would kill them and dump their bodies in the ocean once they were far enough away from shore. Further investigation is required.

After a long day of varying travels and questions, the crew decided to call it quits and sleep in for a change.

Unlikely Heroes
a Beginning...

Our heroes each came to the rescue of a damsel in distress late one night at the Rusty Pirate tavern in the Merchant District of Sasserine. Said damsel turned out to be noble heiress Lavinia Vanderboren. One of the thugs ended up with his brains splattered across the rear of the bar, but two (including the boss) escaped into the tropic night.

The following day, the heroes went to the Vanderboren Estate in the Merchant District so she could offer them a job. After a brief meeting with the adventuring Jade Ravens, Lavinia invited the heroes inside. She told them her parents (former adventurers) recently died in a horrible ship fire and she was left with a great deal of debt. Lavinia asked the heroes to get aboard her parents’ remaining ship, the Blue Nixie, find out what happened to the money she paid to the harbormaster’s man, Soller Vark, and to find the key to her parents’ vault that she was sure was hidden on their ship. For this she agreed to pay them each 200 gold pieces. She also mentioned her brother, Vanthus, had disappeared.

After an afternoon spent reconnoitering the vessel (including Eduard “Crow” Finch being thrown overboard by Vark and his men), the heroes set to work reclaiming the ship. After a brief melee on deck, Vark was pushed overboard by Lazarus Rex’s power over the winds and was quickly dealt with. The heroes also tangled (pun DEFINITELY intended) with a monstrous spider in the cargo hold as the ship was set ablaze all around them. The spider was utterly crushed by a massive blow dealt by the dwarf. After defeating the spider, capturing Vark, and putting out the flames, the Blue Nixie was secure.

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.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.