Here There Be Monsters

The Lightless Depths

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

Assets: 7,000

GP Limit: 3, 800