Tides Of Dread
 
Fire Bat out of Hell
As the canoes approached the northern pier at Farshore, it 
was immediately apparent that something was not right. The village was on fire, 
overrun with bad people and there was a Crimson Tide pirate ship docked next to 
the Blue Nixie. Using their collective wisdom and intelligence, our happy little 
band of heroes came to the conclusion that the settlement was under attack! 
Leaping from the canoes, they set off in all directions to help the colonists. 
Laureli and Sancho moved to the left, hearing screams from a woman trapped in a 
burning building. Jack ran towards a pirate who was chasing a woman round a 
building, calling out suggestions which sounded both improper and unfeasible (or 
at least, inelegant). Analesia unlimbered her bow and started taking out pirates 
from the dockside, together with Arumil using magic missiles. Ronica moved to 
stabilize a man lying on the floor in a mess of broken glassware.
The heroic Sancho, with no thought to his own safety 
(although possibly some towards the charming lady in the burning building) 
climbed in to the fire to try to affect a rescue, taking some painful burns 
himself in the process. Laureli cast Create Water to damp down the flames and 
Sancho, aided by Laureli, helped the poor woman to safety.
Jack swiftly cut down the scurvy pirate chasing the woman 
and moved deeper into the settlement, towards a laughing pirate who was easily 
beating up a group of colonists around him. Jack closed with the captain and was 
mildly put out when the villagers did little to aid him. However, with Laureli 
and Sancho coming to join the fray, the captain had no chance!
Analesia and Arunil were quite happy in their ranged tasks, 
until they saw a group of pirates rushing towards them from the Blue Nixie. 
Arumil, after some careful calculations, used Jungle Razor (may have been a 
Fireball in there as well) to trim their numbers as Analesia prepared for the 
melee. The remaining pirates did not last long.
Ronica, having aided the man on the floor, moved on to the 
church, where several trapped colonists were under siege from a number of 
pirates. As she fought the pirates, Arumil and Analesia cam to her aid and the 
settlement of Farshore was soon free of its pirate infestation.
After putting out the fires, the village began to gather 
around its saviours. From the smoke emerged a noble looking chap, who seemed 
somewhat  irritated when Avner approached him, greeting him as uncle 
Manthalay. Soon after, the party were pleased to see Lavinia approach them, 
wreathed in smiles to see them safe. After the initial greetings, a town meeting 
was called, to which all were invited.
At the meeting, Lavinia called for damage reports (all a bit 
Star Trek) and asked for a report of the heroes adventures after they were 
separated. Several months later, Sancho finished describing the game of deck 
quoits that he had organised and moved on to tell the rest of the tale of the 
Sargasso and the wreck, the march across the Isle of Dread and the horrors of 
the Fogmire. At this point, a report reached their ears of a captured pirate and 
the party went to interrogate him.
Upon seeing Sancho about to speak, the pirate immediately 
recanted his old ways and spilled the beans about a planned attack on the colony 
in two months time. His group had been supposed to scout the colony and report 
back to the raiders, but their captain had been overcome with greed (among other 
baser urges) and had ordered the attack that the heroes had 
forestalled.
When Lavinia heard the news, she immediately came up with 
the tasks needing to be completed prior to the assault. These are broadly as 
follows:
1. Improve Farshores defences and fortifications.
2. Recruit aid from the Olman islanders in the nearby seven 
villages.
3. Recruit the aid of the Phanatons, a tribe of strange 
humanoids dwelling in the interior.
4. Search for caches of weapons left behind by the legendary 
weaponsmiths, the rakastas.
5. Refloat the Sea Wyvern.
6. Gain access to the tar pits on the Isle of 
Dread
Our heroes immediately chose to organise the refloating of 
the Sea Wyvern, mindful that the longer it remained on the reef, the more damage 
it would suffer - obviously, they were in no way motivated by the thought that 
it would also supply them with the chance to return to Sasserine to spend their 
money! With this in mind, they set off in the Blue Nixie with a carpenter and 
his three apprentices on board. The carpenter pointed out that repairing the 
damaged ship would require tar, so the tar pits became their priority and so 
they landed close to the village of Tanaroa to see the natives and get 
permission for their new job.
As they approached the village they had left just the day 
before, they soon saw that it was not in the happy go lucky state they had left. 
The villagers were dancing around a charred bat totem in the centre of the 
village, chanting one words over and over again - strangely, Ronica (Think 
it was Ronica, anyway) could understand their chant to be Zotzilaha. As 
they drew closer, the totem burst into flames and a humanoid figure with the 
head of a bat became visible in the flames. It snarled in a language which, 
again, only Ronica seemed to understand, saying "Zotzilaha hears your pathetic 
prayer. return what was stolen or burn". The batlike humanoid burst into flame 
and seven flaming bats appeared.
As the party started to move toward the bats to help the 
villagers, the bats charged them! The party soon discovered that the bats 
attached themselves and fed, causing painful wounds that burned. Even so, they 
were not a great threat and were swiftly dealt with.
After the fight, the chieftain approached them and thanked 
them for their aid. She explained that an idol had been stolen from their gods 
shrine on the slopes of a nearby volcano, the idol being a small gold statue of 
a bat. After a lot of searching, the idol was mystically found in Ronicas  
backpack and our heroes set off to return it, for which boon the chieftain 
promised aid against the forthcoming attack.
 
Current Victory Points: 0
An Unfortunate Afternoon 
Snack
 
After a couple of minor dinosaur encounters, our hardy 
bunch of heroes reached the shrine of Zotzilaha - a long, hot tunnel leading 
deep into the heart of the volcano. Asking their guide for advice on surviving 
the intense heat, he said that their shamans cast mighty magic's that he did not 
understand. After some discussion, the party decided that endure elements spells 
were the way to go and contacted their grey cleric, Laureli, who cast the spell 
repeatedly until the whole party were protected. Leading the way, Analesia 
checked every inch of the three mile long passage for traps as they wound their 
way into the heat. Turning a corner, Analesia saw a large chamber, with an eight 
foot tall statue of a bat with its claws looking as though something was 
missing. Sancho, realising that this was probably where the bat idol should go, 
moved into the chamber, just as a man-size demonic figure of a bat, accompanied 
by several fire bats, stepped out of the lava to one side and glared at the 
intruders. Sancho proffered the idol and made a brief speech stating that the 
party was returning it to its rightful owner. As the fire bats made a guard of 
honour through the room, Sancho stepped forward and returned the idol to its 
resting place. The Aspect of Zotzilaha spoke, its voice rough and grating, 
thanking the party for the idols return and offering them gifts in return. They 
each took one item from its hoard, except for Sancho, who also took a long thin 
fang wrapped in leather. They then departed post haste and returned to the Olman 
village.
 
Back at the village, they announced that they planned to 
visit the tar pits, at which the chieftain became more nervous than normal. She 
explained that a mighty monster called Temauhti-Tecuanihad taken over the pits 
as its territory, a great lizard of immense power. Our heroes decided that they 
could further gain the trust and aid of the Olman in the coming battle by 
slaying the beast and thus allowing access to the tar pits for all and so they 
made their way to the pits.
 
At the tar pits, the heroes found a group of Phanatons 
were already there,, gathering tar. Explaining why they were there, the heroes 
got the little cuties to back off and Sancho began to declaim in order to 
attract the beast. After a brief discussion on tactics, the party decided that 
there was no need to use buffing spells, as this would be unfair to the dinosaur 
and so they lined up in battle formation. After a few minutes, the largest 
Tyrannosaurus they had ever seen came charging round the edge of the tar pits. 
As Arumil jungle razored the horror, Ronica moved in front of Analesia to offer 
her protection to the rogue. The T-Rex charged in and bit dip into the monk, 
drawing her into its maw. The rest of the party fought the beast as best they 
could, but were horrified to see the monk disappear as the T-Rex swallowed her. 
the fight continued for a few more seconds, as Jack pummelled away with his long 
sword (only just avoiding Ronicas fate) and finally the monster succumbed to 
their blows. With sinking hearts, they cut it open, only to find their comrade 
dead. Lacking the funds to restore her to life, they buried her with full 
honours a little way from the pits and moved to comfort the ecstatic Phanatons. 
 
They accompanied the Phanatons to their village, where 
they were fated as heroes and given the honour of a feast, consisting of tasty 
fried insects and fruit. After an exchange of information, the Phanatons 
promised to aid in the defence of Farshore by sending their most fearsome 
warriors to help (if a bush baby can be a fearsome mighty hewed hero of legend). 
Further, they told the party of an ancient Rakasta (or cat people) temple and 
offered to guide them to it, as there may be weapons stashed there. The party 
readily agreed.
 
After yet 
more irritating encounters with the Isles fauna, they reached the temple, a 
squat ziggurat buried in the jungle. As Analesia moved into the interior, 
checking for traps, an enormous anaconda attacked her, throwing its coils around 
her and another mighty combat ensued. Fortunately for Analesia, the snake proved 
less of a threat than the T-Rex and it was swiftly dispatched. In the temples 
interior was a plinth, atop which stood a great statue of a jaguar, surrounded 
by lesser statues of all kinds. After some investigation, they perceived that 
the plinth and statue were actually illusory and that there was a great pit 
beneath them. Climbing down the side of the pit, they found a winding tunnel cut 
into its side. Analesia led the way, checking for traps as she went. At the end 
of the tunnel was a large empty room, with a bamboo platform at its centre. As 
the party dispersed across the room, a Couatl became visible in one corner and 
addressed Sancho, asking why it could not discern him. Sancho looked momentarily 
non-plussed, until he remembered his ring of mind shielding and he swiftly 
explained the parties reasons for coming to the temple. The couatl, on learning 
of the plight of Farshore, revealed a cache of weapons hidden beneath the 
platform and asked the party to use them in the defence of the settlement, as a 
way of atoning for its failure to save its Rakasta children from a skinwalker 
assault. Heavily laden, the party continued on their way to the wreck of the Sea 
Wyvern.
 
  
  
  
  
  
    | Task | Victory Points | 
  
    | Secure aid of Olman | 250 | 
  
    | Secure aid of Phanaton | 200 | 
  
    | Defeat Temauhti-techuani | 100 | 
  
    | Deliver Rakasta weapons | Ongoing | 
  
    | Total | 550 | 
 
 
A Day At The 
Beach
 
The 
party, now with Arry (a doughty fighter who had been working his passage on the 
Wyvern but somehow escaped notice until now), whom they met at the Phanaton 
village (there, no-one will notice that subtle segue), our heroes arrived back 
at the wreck of the Wyvern. Somewhat to their surprise, the Blue Nixie was 
anchored about a mile up the coast. Laureli sent a message asking them to move 
down to the wreck and the crew of the Nixie responded by sending a message in 
fine naval tradition, by flag. After some dubious translations of this message 
were offered by Jack, Sancho used gaseous form to ask visit the Nixie and ask 
them what was going on. They said that there was a monstrous dinosaur guarding 
the Wyvern, and that some thing had taken up residence in the hold of the ship. 
They rowed Sancho back to shore and he jogged down the beach to deliver the news 
to the others. As they looked at their options as to how to cross sixty feet of 
sea to the reef, Sancho used Fly Swift to investigate the wreck. Sneaking below 
decks, he heard noises from the forward cabin and used some detritus to make a 
sound. The occupant of the cabin opened the door to investigate, allowing Sancho 
to see a creature he recognised as a Kopru. Sneaking out again, he indicated to 
the others to swim over. They managed to do this without raising the interest of 
the elasmasaurus lurking in the shallows on the other side of the reef. They 
quietly boarded the ship and began to sneak around. As Jack and Arry went below, 
Analesia moved to the prow and saw a huge, snakelike creature moving toward her. 
She got one shot off before it reared before the prow and bit her in a most 
unfriendly way! Meanwhile, Arry and Jack were a little surprised to see an earth 
elemental appear in the door leading below decks. At the same time, they could 
hear the sound of something moving on the deck below. 
Above 
decks, Analesia and Laureli faced the elasmasaur on the prow, as Sancho 
performed, to aid them in their struggle. After several tense seconds of combat 
the dinosaur fell to its wounds - just in time for Analesia.
Below 
decks, Arry and Jack found the earth elemental an easy task, but were stopped in 
their tracks as another appeared. Beating that one up, Jack went below to 
confront the Kopru, with Arry close behind. The Kopru fought as beast it could 
in the flooded hold, but as the rest of the party joined them, it was swiftly 
neutralised.
Twelve 
days later, the ship was fixed and they sailed back triumphant to Farshore 
(another perfect segue...), where they were welcomed back. After checking in 
with Lavinia, they discovered that a mayoral election was in progress, as well 
as the beefing up of defences around the town. They swiftly mucked in to help 
with the defence of the settlement, Laureli casting Hallow on the graveyard to 
prevent the dead being raised in the coming struggle. She then went to help at 
the chapel, to help raise the colonies spiritual well being, while Arry worked 
on setting up defensive sandbars across the entrance to the harbour. Sancho 
helped by visiting everyone regularly to aid them in their tasks, while Analesia 
helped where she could. After the first week, the docks defences were completed 
and the settlement had a more confident air. Jack spent the week information 
gathering in the pub and discovered two interesting things - there have been a 
series of thefts from the warehouses by the docks and there are problems with 
Troglodytes to the east. He also learned that Jeran, a local wizard, has heard 
rumours of a lost Olman village, 
 
  
  
  
  
  
    | Task | Victory Points | 
  
    | Secure aid of Olman | 250 | 
  
    | Secure aid of Phanaton | 200 | 
  
    | Defeat Temauhti-techuani | 100 | 
  
    | Deliver Rakasta weapons | 50 | 
  
    | Hallow the cemetery | 25 | 
  
    | Aid at chapel | 25 | 
  
    | Upgrade the harbour | 50 | 
  
    | Repair the Sea Wyvern | 200 | 
  
    | Total | 900 | 
 
 
Weeks 
Left 4
 
  
  
  
  
  
  
  
  
  
    |  | Location | Task | Complete | GP Limit Raise | Do again? | 
  
    | 1 | Docks | Fortify | Done |  | Yes | 
  
    | 2 | Warehouses | Solve thefts |  |  |  | 
  
    | 3 | Palisade | Fortify |  |  |  | 
  
    | 4 | Watchtowers | Fortify |  |  |  | 
  
    | 5 | South Gate |  |  |  |  | 
  
    | 6 | Cemetery | Hallow | Done | 1000 | No | 
  
    | 7 | East Gate | Troglodytes |  |  |  | 
  
    | 8 | Barracks | Recruit |  |  |  | 
  
    | 9 | Vandoboren Manor | Election |  |  |  | 
  
    | 10 | Meravanchi Manor | Election |  |  |  | 
  
    | 11 | Clayworks |  |  |  |  | 
  
    | 12 | Woodworks/Smithy |  |  |  |  | 
  
    | 13 | Tannery |  |  |  |  | 
  
    | 14 | Last Coconut |  |  |  |  | 
  
    | 15 | Chapel | Spiritual healing | Done |  | Yes | 
  
    | 16 | Hall of Records | Lost 
      tribe |  |  |  | 
  
    | 17 | Infirmary |  |  |  |  | 
  
    | 18 | Greenhouse |  |  |  |  | 
  
    | 19 | Laboratory |  |  |  |  | 
  
    | 20 | Farms |  |  |  |  | 
 
 
 
Building A Better 
Future
 
Our 
heroes continues with their efforts to strengthen the defences of the 
settlement. Arry kept watch at the warehouses, discovering that the thief was an 
ethereal filcher. Jack worked on the palisades, while Analesia started a major 
watchtower building franchise. Arumil showed a hitherto unknown skill in bow 
making and helped at the woodworks, while Sancho raised moral and votes for 
Lavinia. Laureli continued to help at the chapel and infirmary, as well as 
overseeing efforts to improve the greenhouse. Work progressed for several weeks, 
with everyone helping out as they could. After five weeks, the settlement was as 
ready as could be and the election was held, resulting in victory for Lavinia 
(much to the chagrin of the Merovanchis).
Three 
days passed in relative peace, as the party kept watch at the docks, anxiously 
scanning the horizon for sails. On the fourth day, the Crimson Fleet hove into 
view and fireballs began to fall on the town. Arumil went invisible and started 
to levitate in twenty foot bursts. The others were horrified to see four flesh 
golems walk up out of the water towards the beach. As they commenced fighting 
the golems, Laureli became isolated to one side of their battle line and was 
sorely pressed by two of the enemy. As the golems fell to the heroes swords, 
Arumil targeted the caster of the fireballs on a ship moving in towards the 
docks and fireballed him back, nearly klilling his bodyguards. The enemy caster 
failed to spot the origin of the fireball, but eventually gave a best guess on 
it and fireballed where Arumil had been moments before. Unfortunately for the 
sorcerer, although the spell went off twenty feet from him, it was expanded and 
caught him at its edge, almost knocking him unconscious. He floated gently to 
the ground, as the final golem was felled and was quickly healed.
The party 
then noticed that four Vrock demons were dancing in the centre of town. Using 
his rather bizarre knowledge of these things, Sancho realised that they were 
dancing the dance of ruin and could decimate the town if successful. Jack, Arry 
and Laureli charged in to try to disrupt the deadly dance, swiftly joined by the 
others and, after a brutal combat, successfully brought down the 
Vrocks.
 
  
  
  
  
  
    | Task | Victory Points | 
  
    | Secure aid of Olman | 250.00 | 
  
    | Secure aid of Phanaton | 200.00 | 
  
    | Defeat Temauhti-techuani | 100.00 | 
  
    | Deliver Rakasta weapons | 50.00 | 
  
    | Hallow the cemetery | 25.00 | 
  
    | Aid at chapel (3) | 75.00 | 
  
    | Upgrade the harbour | 50.00 | 
  
    | Repair the Sea Wyvern | 200.00 | 
  
    | Upgrade palisade | 50.00 | 
  
    | Upgrade watchtowers (6) | 300.00 | 
  
    | Recruit militia (3) | 75.00 | 
  
    | Election for Lavinia | 150.00 | 
  
    | Infirmary | 50.00 | 
  
    | Flesh Golems | 100.00 | 
  
    | Vrocks | 150.00 | 
  
    | Total | 1825.00 | 
 
 
  
  
  
  
  
  
  
  
    |  | Location | Task | Complete | GP Limit Raise | Asset Raise | 
  
    | 1 | Docks | Fortify | Done |  |  | 
  
    | 2 | Warehouses | Solve thefts |  |  |  | 
  
    | 3 | Palisade | Fortify | Done |  |  | 
  
    | 4 | Watchtowers | Fortify | Done |  |  | 
  
    | 5 | South Gate |  |  |  |  | 
  
    | 6 | Cemetery | Hallow | Done | 1000 |  | 
  
    | 7 | East Gate | Troglodytes |  |  |  | 
  
    | 8 | Barracks | Recruit | Partial |  |  | 
  
    | 9 | Vandoboren Manor | Election | Done |  |  | 
  
    | 10 | Meravanchi Manor | Election | N/A |  |  | 
  
    | 11 | Clayworks |  |  |  |  | 
  
    | 12 | Woodworks/Smithy |  | Partial |  | 2000 | 
  
    | 13 | Tannery |  |  |  |  | 
  
    | 14 | Last Coconut |  |  |  |  | 
  
    | 15 | Chapel | Spiritual healing | Partial |  |  | 
  
    | 16 | Hall of Records | Lost 
      tribe |  |  |  | 
  
    | 17 | Infirmary |  | Done |  |  | 
  
    | 18 | Greenhouse |  | Done | 1000 |  | 
  
    | 19 | Laboratory |  | Done |  | 5000 | 
  
    | 20 | Farms |  |  |  |  | 
  
    |  |  |  | Total | 2000 | 7000 | 
 
 
Meeting An Old Friend
As the last of the Vrocks fell, the 
party returned toward the docks to deal with the fireball threat. As Arry 
arrived, he managed to get one shot off at the sorcerer before the group was 
fireballed. As Laureli Flame Striked the sorcerer, the party split up and began 
to use bowfire to try to take him down as soon as possible. In retaliation, he 
lightning bolted Laureli and, after another flame strike, he then cast mirror 
image to try to avoid the arrows and arrows of Arry and Jack. Sancho, as the 
sorcerer fell, turned himself invisible and swift flew aboard the ship, as the 
others turned their attention to the two remaining Yuan Ti. Sancho attacked one 
of them, shouting 'Ha!' as he appeared beside the rather shocked Yuan Ti. With 
Sanchos melee attacks and the supporting bowfire from land, the battle came to a 
swift result.
As Sancho searched the dead for 
magic items, he noticed a winged demonic figure talking to Lavinia in the centre 
of the settlement. Jack set off at full speed to investigate and was 
shocked when their mentor, Lavinia, attacked him. Pausing only to punch her in 
the face (because he could), he attacked the strangely familiar, yet completely 
unrecognisable demon. With Arry joining him in the assault and Laureli using 
spiritual weapon, the battle was brief. As the demons last act, he pulled a 
black pearl the size of a large orange from his pouch, dropping it as Jack 
felled him. It shattered on the ground, releasing a 20 foot radius acidic cloud 
which burnt those standing within it.
 
As they tried to see what was going 
on, they noticed some form of magical effect at the centre of the cloud, which 
appeared to be growing in power. Jack and Arry ran from the cloud and Jack 
wrestled Lavinia (still ineffectively attacking him) to the ground. Laureli left 
the cloud to try to figure out what to do next. Sancho, rushing into the cloud 
(at great personal risk, as he pointed out once or twice) attempted to discern 
what the effect was. He connected it to legends of pearls which caused great 
decimation many years ago, transforming people into savage monsters. He then 
made the connection to the strange events at the cove back near Sasserine, where 
there had been some form of savage transformation of pirates and wildlife (there 
are those who would say the two were synonymous). Realising that if he was 
right, the entire island was at risk, he decided the best way forward was to 
contain the blast in an extra dimensional space and called for a bag of holding. 
Laureli rushed to Jack (still getting frisky with Lavinia) and asked him for the 
party treasure bag. Not knowing how long was left, she rushed back into the 
cloud and Sancho held the bag over and around the strange magical effect. After 
thirty seconds or so, the effect appeared to go off and all was well with the 
world again.
 
Having saved Farshore from the 
assault, the heroes assessed the damage. Only seven citizens had perished in the 
attack and, despite the fireballs, the bulk of the settlement had survived. As 
Lavinia (having thrown off the compulsion she had been under) organized 
rebuilding, the party went and negotiated peace with the troglodytes, just for 
the hell of it.
 
Final Victory Points: 
2,275