We finally have our ship squibbed and prepared for sail on the seas. Without a particularly clear plan, we set out for adventure. While we had some less than spectacular attempts at pirating passing vessels, we are still optimistic for the time being.
After arriving in Senghor, we scrounged around for some information about long lost treasures fit ripe for acquisition, and Fijit located an intriguing map detailing the temporary resting place of the fortunes of one “Captain Dredd”. The rumors seem to be that he, unfortunately for us, had spent most of it, but every journey has to have a starting point, and, practically speaking, a smaller treasure hoard is more likely to have been overlooked by other plunderers, so it’s treasures and secrets are probably intact.
After a blessedly uneventful trip upriver, we locate a rather strange looking tree, which appears on the map as our destination. We dig for quite some time and locate a sarcophagus. Expecting our bounty was easily found, we open it, only to discover it descends deep into the earth, without any signs of ending. Mere darkness and depth is hardly an obstacle for me, and we all descend.
The crypt, or at least, what I assume is a crypt, based on the entrance, is most assuredly trapped, and indeed, as the monk goes careening forward, he is almost immediately cut down by a swinging blade. His sheer resilience saves him, however, and the rest of the group starts to creep and jump their way down the hall. I, however, am not willing to spend my blood so needlessly, and press the ground with my power, triggering whatever traps there are to be found, and easily avoid whatever other dangers awaited us.
Again we throw caution to the wind, as before I even manage to reach the end of the hall, the monk has run off into the darkness beyond my sight, and strange whomping sounds are heard from the room. Apparently he drew the attention of a mimic: no small risk to a man without armor or weapon. To add to the chaos, a swarm of skeletal creatures rise from the dark, dank water around the perimeter. This is somewhat beyond my expertise, and no small bit unpleasant, so I provide assistance safely from the hall. No sense in dying for no cause.
Eventually we are successful in bringing the lost treasure to the light again.
Unfortunately, this success is shortly beset by a troubling development, as a ship waits just out river. Cog tells me that it’s likely a pirate hunting vessel, and after he mentions it, it does vaguely resemble some items of Chelish design I’ve seen on some of my previous companions.
A quick sortie to investigate and some planning decides that a single person is most likely to be able to get in and out with most ease, so naturally we send none other than the monk. Who better to stay silent than a man that cannot be heard?
After an nerve searing wait, sounds of alarm and alert echo down from the ship and still our friend is not to be found. Before I begin to panic to greatly and mourn his loss, the grass and sand begin to move silently. Hopefully it is out silent companion, using the potion of invisibility we gave him for his escape. Indeed it is, and we sail away from the ship, taking a single shot to the port before sailing away, secure in the knowledge that they will be unable to catch us after our crafty sabotage. If my life has taught me anything, it’s never to face a fight that can be won with deception.
We return to Senghor and spread word of our exploits. Detailing our daring confrontation with the Chelish brutes and epic struggle through the deathly tomb of Dredd.
There are few better places to hear rumors than in a well lubriated tavern when the mood has been set with stories, and we quickly hear a tale about the great Lady of Tidewater Rock.
And intriguing story of deception, betrayal, and broken alliances. The Lady Aghasta Smithy, daughter of the late Captian Smithy, seeks a betrothal and alliance with a pirate lord, to protect her from the cruel and traitorous Harrigan. Harrigan and Carda Antiducha conspired to lure Smithy into the Eye of Abendengo, and showed their true disloyal and cowardly natures by ambushing and murdering him cowering behind the storms. Showing no paucity of malevolence, he then turned his mind toward Tidewater Rock, hoping to wrest it from the hands of the now orphaned Lady, while she waited for he father to return, not knowing his body was already lost to the endless sea of storms. She was able to repel him for the time being, but requires assistance before she is eventually overtaken.
Any chance to disrupt Harrigans plans and help a wealthy Lady in mourning and distress is too tempting an opportunity.
Other rumors circulated the town, lost among the cups and the songs. There is a mysterious ghost ship shrouded in mist haunting the seas to the northwest. None who have encountered it have been seen again, and even those who witness it rarely escape.
On our way to investigate these tantalizing leads, we stumble upon two ships locked in battle, a Sargavan merchant ship and a pirate ship of little regard, the Devil’s Pallor, a name soon to be lost to the sea. Seizing the opportunity, we take them both unawares. With a pathetically small amount of effort we do away with the leaders of the pirate vessel and subdue the merchant ship.
We lead our temporary fleet of ships and haul our shining rewards to further adventures.