Following Mercas` Footsteps

Pirates! Frogs! Piratefrogs!
session two

Pirates! Frogs! Piratefrogs!

Session two

Hours pass and Glorfinmadd makes a complete nuisance of himself. Grok tries to seduce the captain and Oskar argues with the ship song singer about the merits of storytelling versus singing.

All is peaceful, until the middle of dinner. There is a soft thumping on board and the heroes dash to the deck to see what is wrong.
They have toads…

Two three meter high, one and a half meter wide frogs with baleful glaring eyes. Oh… and a tall skinny green one.

They narrowly defeat the trio, sending the green one fleeing for his life. Leaving our heroes all standing and breathing, wondering why the frogs appeared. They loot the bodies of the red frogs, finding huge bracers, powerful belts and strange pouches.
Oskar tries to pull stuff out of the pouch…

…And nearly loses his hand as a sharp mouth closes over the opening. They play around with them, finding out that trying to remove the things visible inside, but the dead frogman`s arm does not trigger the biting.

Glorfinmads wounds are incredibly itchy. So the ships doc has a look at it. He tells them that ‘they’ are too deep for him to pull out. He explains that this is above his knowledge.
Twenty-four hours later Glorfinmad falls into a state of utter stupidity and weakness.
Thirty two hours later the heroes arrive at Merylsward.

Thirty three hours later Glorfinmadd is being treated. The slugs have been removed successfully.
Then the heroes set out to sell their swag, first stop: The rangers.

Of course Oskar gets lost completely, but manages to find a nice guard that hooks him up with his nephew as a guide.

The group is brought before the commander, who inspects the swag and calmly informs them they can turn in those demonic items for the legal finders fee of 500 gold and walk out as free men, or they can decline and be charged with possession of illegal and dangerous goods. They choose the finders fee, if the Rangers can explain to them why these things are so bad and doublecheck if they are.

Unbeknownst to the group this is exactly what the rangers do, all the time, when confronted with strange items. Their request is granted and they manage to negotiate a bonus, a small little magic item of their choice to be crafted by a skilled artificer.

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Ticket to ride
Session one

Ticket to ride:

The new session one (after the original party died)

After defeating the ghost of Golden Gavrin the heroes, take a well earned rest in the Red Swan, recovering from their wounds and reconciling them with their losses. And their new prospects.
The morning after they are summoned to Watchcaptain Herius` office. There he explains that one of his best officers has turned sour. He prefers to solve his trouble, rather than replacing him. He needs the adventurers to find out where Amaril Silverleaf went.

Where do we start? They ask. He answers: Question Lyara here, she was the last to have seen her.
Questioning her reveals she was lured to a warehouse, ambushed and shoved in a crate with magical runes on them. Asking around by the luggage movers they find someone who can tell them it was sent by lightning rail to Eldeen Reaches, Merylsward to be precise.

Time is very important. They need to get there fast. And what is faster than an airship? They are bloody expensive though. Desperately Oskar searches and finds an Air-Captain Pub and challenges them to a duel of cards, he puts all their money on the line for tickets…
…And wins in a tremendous stroke of luck.

Much relieved they set out to leave at first light. At the check in counter someone makes a terrible gaff, admitting that the tickets have been gambled for. Security is called for. Narrowly the adventurers escape and head up to the Zachte bries van fortuin. They all but hijack the ship and sail off.

The captain is less then pleased, so the heroes stick their heads together and cobble up a document that gives fake orders by the Royal Eyes to bring this group to Merylsward.

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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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