Raiders of the Savage Coast

The Dwarven Ruins

After returning the rescued slaves, we spend some time recuperating at the Tulita village. We also receive our tattoos and some training. In a final discussion with the village leaders, we are told that in 2 months there will be a meeting of the 3 Tulita tribes to discuss how they will deal with the return of the Devourer. They would like for us to be present as they will attempt to convince the tribe Elders that this resurgence in activity is not tied the arrival of our people. We were also given the name of a useful contact in Sentinel, Tulita Joe.

We return to meet with Hargrove, to tell him the status of his missing slaves. He was not pleased that we allowed them to escape, but he paid us anyway (500 gp). We then return to our inn, only to discover that Atahidan’s horse has had his mane shaved. Discussion with the stable boy reveals that it was meant as a message from a person named “Jeremy”. We presume that it has something to do with the attack we witnessed when we first arrived in town.

After weighing our job options, we decide to hire on with an expedition to explore some Dwarven ruins. The expedition is being organized by Bethany Razor, a captain of note and bearer of a Letter of Mark. The deal is that we outfit ourselves and get to keep 50% of whatever we find. The expedition itself is lead by Donovan “Shakes” Montgomery, a down on his luck captain. The expeditionary group is completed by Jenkins Barnes and 2 native porters.

The first day of the trip is spent heading towards the mountains, skirting the edge of the jungle. We set up camp at the entrance to an old mine. Zarine’s exploration of the mine discovers a grey ooze. We decide not to explore any further. That evening, we fend off a raptor attack, capturing one for future training.

By the end of the second day, we reach a small village. After dinner with them, one of the elders asks us to help them destroy an ape/bear that has been terrorizing the village. We agree. That evening, the ape/bear attacks. Athadian bravely challenges it, and just when we start to get the upper hand, its mate joins the fray. Eventually we kill both abominations. As a reward, the elder gives us a shrunken monkey head and a treasure map as rewards.

A couple of days later, we enter the jungle proper. After a while, we come across two sets of tracks, one human, the other much larger. The tracks lead into a clearing containing a giant ant hill and a grave with a hole torn out of its side. A man wearing a horrific mask and wielding a spear emerges from the hole, along with an undead troll. We engage and defeat them.

Acquired items:
Shrunken monkey head – casts Dispel Evil (melee touch, single use)
Treasure Map
+1 Spear – +d6 dam to creature tracked while holding it, +5 survival for tracking creature wounded by it
Amulet of Natural Armor +2
Onyx – ~1000 gp
Mask of Terror – +2 intimidate, casts Scare 1/day, +1 deflection to AC
Spell book

The Missing Slaves

The trail of the missing slaves led us to a vast expanse of very brackish water. Off in the distance, we could see a structure. We made 2 make-shift rafts and proceeded towards the structure. After about fifty feet of poling through the muck, we started to hear singing. Shortly thereafter, creatures resembling children began to coalesce out of the muck itself, chanting a nursery rhyme. Then, a little ways off, a woman coalesced, singing a song of her own. The singing was entrancing, and 2 of our group fell listless. The rest of us engaged the woman in combat, defeating her and her unnatural spawn.

We continued on our way, and reached the structure without any other incidences. The structure itself was a half-sunken building. Following tracks, we entered the building, and were immediately set upon by 2 humanoid crocodiles in weed-like armor. From stories we had heard, we realized that these were members of the Cursed Tribe, followers of the Devourer. We quickly dispatched these foes and continued on.

A search of the immediate entryway and side corridors revealed 3 Dwarven constructs submerged in the water. Granan, channeling the power of his god, was able to activate 2 of them and issue them simple commands. With our numbers reinforced, we continued exploring the building, encountering and destroying several animated corpses along the way.

After further exploration, we came across a large chamber. In the middle of the chamber, suspended above the water, was a large cage containing the missing slaves. Only 3 ropes kept the cage from plunging into the depths, killing them all. Busily severing the ropes were several crocodile men. Preventing us from reaching the prisoners were more crocodile men lead by a scythe wielding spell caster in black robes, and a giant crocodile. We engaged the monsters, but were too slow. The last rope was severed and the prisoners began to drop into the water. Without regard for his own safety, Athadian ran to grab one of the ropes in an effort to keep the captives from drowning. Quick thinking Granan threw the prisoners a magical bottle of air, which would allow them to survive if the cage should fully submerge, which it eventually does. We eventually prevail, although one crocodile man escapes after being told by the spell caster to “get the money for the weapons for the queen”.

We free the prisoners, and after speaking with their leader, Kalla, escort them to her village on a nearby island. During the trip, she tells us of her captors, “The Fallen Ones”, and their worship of the Devourer. We also learn that the Devourer was only banished through the combined might of the Tortoise, the Dolphin and the Whale. Once at Kalla’s village, we rest and heal up. As a reward for our efforts, we are each offered a magical tattoo, weapons and armor, and training in their martial or magical arts.

Acquired Items:
12 coins (unknown metal) with shark emblem on them (from croc man)
3 Dwarven automatons
Breast plate – symbol of pathfinder lodge, +2, +2 AC if wearer makes a challenge (from skeleton)
Staff of Swarming Insects (from robed leader)

Building 222

Building 222 was situated in an abandoned part of the old city. It was a basic square keep in good repair with a western tower, an exterior wall, a gate house and a guard tower. Passing through the gate house, we entered a large courtyard with a well. Exploration of the well determined that it was the lair of some slimy, oozy humanoid, which immediately attacked us. We soundly defeated it and entered into the manor proper.

As soon as we entered the building, we were attacked by rat men, which we quickly dispatched. A search of the first floor uncovered a statue of an obese naked man, which animates and says “Come to me”. It radiated strong chaos magic, and its pedestal appeared to cover a trap door. We also found a bedroom, decorated with lude paintings, and inhabited with illusion-clad zombies, which we destroyed. A search of the tower revealed a storage area containing a jar of yellow liquid radiating strong transformation magic, a book titled “The Life and Times of Eldar the Great” radiating enchantment magic, and a candle with the word “Sagginal” etched into it. We later learned that Sagginal was the man whose spirit infuses the statue.

A search of the second floor revealed a kitchen full of rats and a dining area. We also found a bedroom filled with tiny figurines which animated and attacked us. This floor also gave us access to the gate house, which was haunted by the ghost of a priest of Dellanach named Tonelle. He was part of an expedition to cleanse this keep 150 years ago, but died in the process. He gave us information about the keep, including the fact that it was a safe house for the Crimson Coil, a chaos cult, and the location of a key that we need. In return he asked that we free him by reciting a prayer to Dellenach. We promise to do so, once we find one.

We proceeded to the third floor, where we found a large bedroom containing a cultist robe. This also gave us access to the battlements, and a second bedroom. This room contained a ledger for the operations of Pythanus House, the front the cultists used for the keep. We discovered that the cultists hid weapons of great power in the basement here, which are guarded by the statue. Access to the weapons requires a spiral symbol, which is broken into 2 pieces. Something called the “cobbled man” has one piece and the other is hidden in the high tower. Also, there is a demon inhabiting the keep.

Exploration of the western tower revealed the lair of the cobbled man, a creature put together from different body parts and infused with chaos energy. He attacked us, throwing Zarine off of the roof in the process. We save Zarine, and put the poor creature out of its misery. We als recovered half of the spiral disk.

Up from the lair of the cobbled man, we find a summoning chamber with a secret compartment containing a ring with a broken symbol.

Welcome to Sentinel

As we approached the port of Sentinel, we noticed that the city itself is located near an active volcano, and that there is a large section of the city that is underwater. The docks were full of natives, rapidly loading and unloading ships. We disembarked and headed towards the Dockmaster. While waiting in line, several of the natives began an assault on the guards and one of the warships. We joined with the guards and repelled the attack.

Eventually, we register with the Dockmaster, and enter the city proper. The city itself is divided into several districts. The Bay District is directly off of the port, and is known for gambling and danger. The Tide District is also near the port, and is where vessels dock and trade goods are bought and sold. The Jade District contains the more upscale shops and boutiques. The Silk District is known for its arts and artisans. The Plantations are where exotic fruits and saffron are grown. Finally, there are the Outskirts, where most of the natives live. This is also where Bldg 222 is located.

We decided to stay at the Golden Goose Inn in the Silk District. We rested up and began to plan our next few days here.

The Crossing

Our voyage to the Sentinel began on the docks of Liberty. Ocean crossings such as ours our began about 100 years ago, when the barrier preventing exchange between the two continents fell away inexplicably. While boarding our ship, two interesting things happened. First, a prisoner was loaded onto the ship. Second, a crazed man accosted Athadian with a knife, and then turned the weapon on himself. After the crazed man was taken away, and the boarding completed, we set sail. The ship was captained by Jack Finn, who traveled in the company of his consort, Celene. Other members of the crew included, Huxley – the 1st mate, Tomasz – the navigator, Bull – a crewman, Dert – the cabin boy, Old Pete – a crewman, and Wendt – the cook. In addition to ourselves, there were other passengers: two priests of Galdrinn, Jalamar and Zalain and a mysterious red-haired woman named Aleera (member of the Red Hand – high priced assassins). The prisoner, Vincensz was kept in the hold, shackled in a cage.

The first 5 days of travel were uneventful, aside from some bad dreams that Granan had. However, on the sixth day that all changed. In the middle of that afternoon, the sky went completely black, and not in the natural, eclipse sort of way. Whatever happened spooked the rats on the ship, because they all poured out on deck and jumped overboard. About half an hour later, the darkness receded, and we found ourselves 200 miles south of where we were supposed to be. Given the state of our rations, the only route left to us was through a dangerous stretch of sea, known for ship vanishings. Needless to say, crew morale was low. We did what we could to raise it, including some inspired performances by Zarine and a boxing exhibition between Bull and Athadian.

We were awakened the next morning by Celene, screaming at the top of her lungs. Captain Jack was dead, lying in a pool of his own blood, his glass eye missing. Huxley assumed command of the ship, and made preparations for the captain’s burial. After the burial, morale continued to plummet. Accusations of murder were leveled at everyone. Much of this seemed to be at the instigation of the prisoner, Vincensz.

That evening, the wind dies down, and a thick fog arises and surrounds the ship. A warning from the crow’s nest alerted us to an approaching ship, The Sea Bear, which had been lost in this area and presumed destroyed. The ship itself was in a state of disrepair, and truthfully should not have been seaworthy. Upon boarding the ship, we noticed that the mast had been replaced with a darkwood totem pole. As we searched the ship, certain members of the boarding party began acting strangely, taking on alternate personalities. We encountered and defeated a zombie, and then headed back to our ship. Upon emerging from below decks, we saw Bull attempting to sacrifice Dert to the totem pole. As we tried to stop Bull, the ship animated, and started attacking us. In addition, undead came up from below decks and joined in the attack. We eventually destroyed the totem pole and the undead. Unfortunately, Bull was lost in the melee. We finished searching the ship and found a person, Thallius, locked in the brig. We release him, and then destroy the ship using its stores of gunpowder.

In our absence, things on our ship had gotten worse. By evening, accusations of the captain’s murder had lead to open fighting. By the following evening, moral was at an all time low. Tomasz took the opportunity to stage a mutiny, accused Huxley of killing the captain and placed him in the brig. Vincensz was set free and appeared to be consulting with Tomasz and Celene.

A few days later, we came across the remnants of a battle between some sea elves and sauhugin. Zarine saw a surviving sea elf, rescued him from attacking sharks and nursed him back to health. He informed us that the war had flared up about a year ago after the return of “The Devourer of All”, an old god. After giving Zarine a token of appreciation, he returned to the sea.

About 3 days from port, we spotted Sentinel warships approaching us. They sent a party, led by Cmmdt. Bonaduce, over to our ship. Upon hearing our testimonies, they arrest Vincensz and Tomasz, and pilot our ship into port.

Acquired Items:
Message in a bottle with map coordinates (retrieved by Zarine)
Sea Bear’s safe box
Chaos orb
Dolphin idol
Whale idol
Turtle idol
3 crates high quality fleece
Deed to bldg 222 in Sentinel, signed PR.

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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