Pirates D&D

Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

Session 1
Chapter 1: A Rough Start

Seven strangers sail on a passenger ship from the small fishing town of Cearo to Port Suranne, a bustling port city. They are:

Segomo, a male dwarven cleric
Manus McElroy, a male human bard
Homer the Great, a male human bard
Thok, a male half-orc rogue
Blath, a male human bard
Mira, a female human bard
Kathrine of Sagal, a female human sorcerer

The characters get to know one another during the 4-day journey. In the stormy darkness of the second night, a cannonball tears through their ship. Captain, crew, and party all are saved from drowning as the ship goes down, but in the open water their only chance for survival is the enemy ship that fired upon them, captained by a massive beast of a man. Party and passenger ship’s crew are taken aboard after surrendering what appears to be all of their weapons, and made to serve as slaves while the ship detours east by southeast to the great Isle Tagus.

Our intrepid adventurers work the crew, trying to keep their heads down and appeal to the humanity of the pirates, and it appears to be to no avail until one night, with the party locked away in quarters (and Segomo locked in the hole after a failed uprising), the pirates decide to have a little fun. The crew in their drinking and revelry lose track of time and caution, and unwittingly allow Manus to scout above deck when they invite him up to reminisce with them in Old Common about their shared ancestry in the north, what is now dwarven land. After many of the crew become tired and drunk, and as Manus is being led back to his cell, the party seizes the opportunity. Segomo racks one guard with radiant energy, knocking him unconscious before anyone realizes what’s going on. Put down by a well-aimed crossbow bolt, Segomo begins bleeding out while Manus gives first aid to the downed pirate as another pirate looks on with crossbow. Meanwhile, Katey and the rest of the party pick the lock at the quarters and ambush the remaining guard, causing a commotion when they cast not one but two thunderous waves of energy, knocking the remaining guard down. Almost killing him but seeing their chance to escape, the party lights a fire in the quarters to distract the captain and the rest of the waking crew, and jumps over the side of the ship to lifeboats, escaping toward the only available light on the horizon, a lighthouse just under a mile away. Before they leave, one last look at the pirates’ ship reveals the fire has been extinguished and the magical light in the crow’s nest has gone out.

What remains of the passenger ship’s crew is a mystery, but they were not seen nor heard during the uprising.


Session 2
The Legend Continues

The merry men, and women, as they row, talk amongst another, lifeboats tied together so as not to drift. They discuss at length… should we go east? Should we go south? Perhaps southeast? After a wide-ranging, deep, satisfying discussion on the merits of easterly travel vs. the wiles and wonders of southerly travel, the crew decides to go south, staying a goodly distance from the coast and searching for a lonely place to come ashore without being seen.

The crew disembarks some distance from the quaint fishing thorp of Pemberton, hiding their boats and deciding to approach as though they belonged here. They walk up the hill where the town’s buildings are, singing and playing their instruments and in good spirits. Inquiring as to a good meal in exchange for a good song, they are directed down to the dock to speak with the fisherman. They walk past a dining hall and a small church devoted not to one god, but to all gods. The fisherman agree to host them for a meal, and some of the crew help set up chairs in the dining hall, while Kathrine stands by merely awaiting her fresh-caught meal.

Bidding Pemberton adieu, the adventurers walk the road to Roack, where the pirate captain had been taking them in order to sell them. In Roack, they rest up, finding bunkhouse style accommodation at the Piss Pot for most, quaint rooms at the Shoreside Inn for Manus, Homer, and Mira, and a luxurious penthouse suite at the Dragon’s Den for Kathrine.

Down at the Piss Pot, Segomo and Blath agree to the Piss Pot Challenge. The challenge is this: drink a draft of unknown contents from the Piss Pot (no pissing into the Piss Pot!), and if you finish it and hold it down, drinks and a night’s stay are free. As the rowdy crowd gathers round, Segomo raises the flagon to his lips. He smells turkey gravy, the faint scent of ale, and sees an unmistakable glob of mucus, but quaffs the drink without so much as a blink of the eyes. The tavern erupts in noise: shouts, applause, and the patrons knocking their glasses hard on the bar and tables. Next, Blath’s turn. Blath’s stomach swims as he raises the drink… he takes one sip, then a gulp… and it’s over; he vomits his entire stomach contents out with a violent wretch. The noise explodes even louder. Meanwhile, Thok makes idle chat with some of the drunker patrons and finds out about an illegal game of cards in the back room, which he joins (with no difficulty) and plays (with great difficulty), losing a few gold, but having great fun in the process.

Over at the Shoreside Inn, Manus tells stories to the assembled of ancient lands and heroes. While he tells a good story, the humdrum types of patrons there are only slightly gripped and engaged, not having had a good enough education to truly appreciate the intricacies of the tales. The innkeeper suggests he regale the Adventurer’s Guild tomorrow during their morning meeting at the Dragon’s Den lounge. Mira and Homer shop, sleep, and prepare for the next day.

Inside the Dragon’s Den, Katey tries to pass herself off as an author trying to write a book on the seedy side of life, asking if there are any tales of local criminals she can take notes on. The innkeeper points her to the concierge, and the concierge seems to accept as a matter of course that Kathrine is a woman seeking a thrilling, dark, sensual experience. She puts down a payment of 10 gold to purchase the “Strongheart package”. She has been silent on the matter since.

In the morning, the Adventurer’s Guild is simply enraptured with Manus’s fantastical legends and folk songs, and invite Manus and his friends into membership with the guild if they’ll complete an admittedly unpleasant task. Manus gathers the crew and meets back up at the lounge at noon, party in tow, to learn of the task. The party will be taken to a sewer to find the source of a horrible and unnatural smell that permeates the surrounding area, and remove its source.

Segomo boasts of how fearless he is and how easily he will dispatch this situation, so Anselm, in front of whose house the sewer lies, dares him to go it alone. He does so, getting unbelievably disgusting and stinky in the process, and is being absolutely shat on by the carrion crawler he encounters, when Anselm shows up and saves him just as he passes out.

Soon after, the party explores the sewer to the full, finding the loose dirt where the carrion crawler had tunnelled in, and a great mass of bodies in various states, none with money and all male but one. The party resolves to stake out the sewer next chance they get.


Session 3
Your HP or Your GP!

Leaving the sewer, the party decides to rest and freshen up, sharpening swords, repairing armor, eating, and drinking, as they ponder their next move. Blath ventures to the dock and works a short but grueling day loading and unloading ships while he scopes out opportunities to steal, pocketing some beef jerky and some small bit of wool, but dreaming of much larger things, like a whole sweater.

As the dinner hour nears, the party joins Blath at the dock to look for work and information. Dalric the Dockmaster approaches to help the party, informing them there will be money to be made during dinner with an audience of hundreds and a talented group of bards. He also informs them about Captain André LeBoucher, the pirate captain whose ship captured them not long ago. Dalric informs the group that André is powerful. Also upon being asked about Kendrick the Red, Dalric intimates in hush tones that Kendrick’s name is best not mentioned openly around these parts. The conversation dies down and the party performs for their food in an epically Homer-fied performance that leaves the fans begging for more Homer. They earn not only their food but a sizable sum of gold for their troubles.

Moving on, the party waits out the remainder of the day’s light and goes out, under the full moon, to check out the sewer, seeking an explanation for the bodies that lie therein. Noticing a sleeping panther in the trees of the wood near the sewer entry, the party gets into hiding spots, splitting up between the wood and the sewer itself — which still stinks vigorously of carrion. Hearing a wolf howl and the answer of a group of woods afar off, the party waits and waits some more, until, unnoticed, the panther sneaks up on Homer, revealing himself as Finnegan. He takes them into Anselm’s house, letting himself in with a key, and in the course of conversation comes off as a likeable but fearful druid. Finnegan informs them that a werewolf has been depositing bodies here, but chastises them as amateurs for not having covered their scents and thereby scaring away the very explanation they seek. They arrange to meet back here the next day with plans to mask their smells, and Finnegan promises to help them with information, but has been traumatized by werewolves in his past and will absolutely not be involved in fighting one.

Returning the next night under a waning full moon, Blath masks his scent by crawling inside the carrion crawler’s corpse and covering himself with its entrails; the rest allow Finnegan, in cat form, to pee on them, and then hide themselves in the loose dirt of the sewer. The werewolf, unaware, brings a fresh kill into the sewer, only to be attacked and quickly defeated by the party. He is not killed, but knocked out, bound, and interrogated, but not without biting both Katey and Blath. He reveals little else than the location of his gold with the promise that the party will spare his life. The party searches his home, finding a thousand gold worth of jewelry, art, and coin, and a note that says:

I have a job for you. Come to me to discuss. -K


Session 4
De-Werewolfing de Werewolf
Friday Night / Saturday morning

Trying hard to appeal to the werewolf but ultimately failing, the party then turns to debate over what to do with the werewolf. Manus McElroy champions the cause of mercy and lawfulness, to which the party eventually agrees. In the midst of the moonlit night, Segomo and Homer the Great go out to the nearest temple, where they find a priest, Brother Calum, who is willing to trust a fellow man of the cloth, and follows the emissaries back to Anselm’s house, where Finnegan and Anselm wait expectantly. With solemn, ritual incantations and movements, Brother Calum removes the curse of lycanthropy from the werewolf, who is held until dawn when the city guard can come to arrest him. The guards inform the party there will be a trial before a magistrate on Monday morning, and ask them to testify.

The group doesn’t stay together long before Blath and Thok go out to the docks seeking excitement and mystery. A single ship is lit from below-decks, and Blath and Thok go nearby to listen in. They overhear a brief description of a reward for finding the party, and talk of a meeting Saturday night with Kendrick the Red to move their stolen goods — a meeting delayed from this night due to Kendrick needing to take care of some business that came up.

Later, Kathrine goes to find Dalric and interviews him about Kendrick the Red. Katey finds out that Kendrick is known to have a business relationship with the Butcher and reminded that she shouldn’t be seeking out information about Kendrick in such a conspicuous way as in public at the docks.

The party rests to await the convocation.

Session 5
Poopin' on Pirates

The scene opens on a Saturday night, with little going on save resting. The Adventurer’s Guild convocation is tomorrow, and the party seems ill-at-ease to finish it and leave town before trouble comes looking for them. An overcast sky offers no benefit to their nervous disposition, but casts a sort of gloomy pallor upon the whole prospect of such a celebration.
Curious as to the motivations of Mira, Manus McElroy invites her to a pint of Guinness and questions her about her motives to adventure, and asserting that all adventurers have a cause, he inquired into her own. Although not utterly forthcoming, she assured him at the very least that her intents were companionship, and that she thought the party a fair enough bunch, and that she was a restless sort who took to wandering, and figured it was safer to do so in numbers, especially given the close call from just a few days before. Certain she was hiding something else, Manus shrugged and considered the answer sufficient for his own purposes, figuring to himself, “whatever doesn’t affect the crew, that’s private, that’s your own and nobody’s business.”

Despite the forcedness of their smiles at the convocation, they at least array themselves in pleasant attire and put on their best efforts to look the part, even if they seem to keep to themselves, avoiding contact with outsiders so as to quicken the process of leaving.
Within the hall of celebration many are gathered, with two adventuring parties standing at the high ground. One is our own, standing idly as they take the Adventurer’s Guild oath of honor and good conduct within the terms of the Adventurer’s Guild. Several seem to be missing, as only Blath, Manus, Mira and Segomo are present. As Anselm finishes a rousing speech, some of the more alert members notice a few furtive fellows sneaking around the rear of the amphitheatre. Hardly could they utter their suspicions before the loud blast of a cannon and a striking of artillery send a cannonball through part of the wall and colliding with and destroying the podium down below.
Instantly, panic ensues, and the second adventuring party, the Iron Boots, fails in courage before a challenge is even made to them. In a cowardly fashion they hide behind the crowds, hoping desperately to escape, while the brave heroes that we have grown accustomed to drew their weapons and met the enemy head on.

What to their surprise that they should see, it was Captain André LeBoucher, and four of his mangiest looking crew, dripping with the sweaty stench of overconfidence and presumption. As soon as he stepped foot into the conclave, Mira was already at assaulting his one-track mind, whispering haunting things to him, and causing him to turn coat and flee. If any of his crew or he himself were men of omen, they probably would have realized this to be a bad sign. But realize they did not, and they pressed on. Manus and Segomo quickly jumped into the fray, and were set upon by the pirates, whilst focusing all of their magic upon the Captain of the loutish bunch.
Within seconds, Segomo was knocked to the floor, but with Manus’ quick aid and the support of Blath and Mira, he survived and rose again. Anselm struggled against the wild crowds to get into the fray, but was unable to be of assistance, and would fail to help until the very end.
But the Captain could not withstand the constancy of the assault upon his person, and turned to flee. Manus, stepping past his enemies and grimacing through the pain of a cutlass finding purchase on his arm, drew his bow, took aim, and fired, knocking Andre to the ground, an arrow right between the shoulder blades.
Smiling grimly at his accomplishment, hardly had he turned away to join the fray again when the Captain was arisen. At this time also were men being buffeted by the thunderous spells of Blath. One of the unfortunate pirates fell down the stairs and right at the feet of Mira, who seized the opportunity to place her knife straight through his forehead.
Now death began to spiral out of control, as one pirate dropped after another, with the consistent fighting of Blath and Mira, felling another few of the pirates, even with Mira’s blade almost removing the head of one (a foreshadowing of things to come).
Manus aimed another shot at the fleeing once-proud Captain, and watched him stumble. Segomo then let loose his barbs and sunk the Butcher down to the ground. As Manus approached with his scimitar in hand, Segomo finished the wicked pirate with another few arrows while he lay in the stench of his defeat and shame, the worthy price for a life lived offensive to the world at large, and to the good order of things. Manus took his head with the blade, and holding it up to the world, the party began to chase after where the ship must be still docked.
Meanwhile, the populace in general proved themselves to be the saddest bunch of men and women, a lousy lot who cried out to the pandering of the foul and cowardly adventuring band for assistance, who soothed them with sweet words about how the heroes who had saved them from death would “soon be leaving, I’m sure.” Blath almost smiled at their diligence in attempting to save face, seeing as their pantaloons still hung wet from the failure of their bladders in time of peril. Almost smiled. Instead he gave them a look that suggested they were the worst sort of scum in this whole town, even worse than the scum within the festering boots of the now-dead pirates.

As they hound after the pirate ship, Manus tosses skillfully the head of Andre into a bush so as to better approach the pirates, attempting to parlay and navigate themselves into position with the ship they possessed. Mira started a light and fun song, and Manus held his arms up in peace, but the pirates would have none of it. It seemed that they were intent on setting off. The party headed to the dock where they confronted the enemy, lassoing the ship to make a route upon it, whilst Manus provided covering fire. Segomo stepped aboard as well to confront the two crossbowmen. Although one was felled, more replaced him, and Segomo was quickly dispatched. Blath slipped from the rope into the waters beneath, as the ship began to take wind and sail, and sensing the hopelessness of the situation, and feeling some guilt for permitting the debacle instead of arresting it, Manus called out for Mira to let go as well and to cut their losses.
Manus continued to provide fire, but he himself was struck to the ground. Mira managed to swim back to the shore unscathed and staunched the bleeding of her felled companion, then looked out to sea. Miraculously, Segomo had recovered and stumbled himself off of the ship, cutting a neat sort of dive, and Blath headed towards him to rescue him. Although the crossbowmen got another good shot off, Blath continued to support the helpless dwarf and float him a good way to the shoreline. The smelling salts buried in the dwarf’s beard awoke him once again and he took to the shore, immediately claiming the head of the one-time Butcher, then rifled through the remains of the dead pirates.

Sort of at a loss for being left behind, Mira managed to heft Manus up and some passers-by helped her carry him back off to the Shoreside Inn, where he was laid up to rest until he was conscious again. At this time he called out and found Mira who told of the events that happened afterwards, and of Segomo’s survival and Blath’s selflessness, which impressed the Irishman. Whatever answers he had not gotten by word from Mira that morning, he decided, was fulfilled by deed. Dalric and Katey had just arrived at the conclusion of her version of the events, and Dalric offered to afford dinner for all, as each explained the events of what happened. Each of them was grateful for the expense, and Manus invited them to all dine in his room by the fire, for he himself was too weak to go down the stairs and into the mainroom. And at this period of recovery and joyful friendship between our weary heroes, we take leave once again.

Session 6

After resting up and healing up, including removing the curse of Blath‘s lycanthropy, the group goes down to the docks to see about chartering a ship to chase after the Amandine. As they wait for Captain Johnathan’s ship to come into port, they are approached by a young teeanage messenger who delivers a request for a meeting from Kendrick the Red.

Later, near Port Suranne, and almost missing them entirely, the party catches up to the Amandine, boarding and capturing it with very little resistance. Throwing the pirate crew into the brig and rescuing Captain William and his crew, they begin discussions and a rigorous interview process with William, unanimously deciding to hire him and his crew. William makes clear that he will tend the ship and serve faithfully in exchange for a double share of any loot gained during his service, and that he will run a tight ship. He brings three of his own crew: Gilbert, Geoffrey, and Simon.

The party discusses leaving on a short trip to see what William and his boys can do, and on the way to a cove along the north shore of Isle Tagus, are impressed by the skill and professionalism of the men.

Aboard the Amandine, Finnd and Cormac, they from the pirate crew with whom Manus enjoyed reminiscence of Old Common and the Old Country, ask Manus for a special mercy. They intimate that nothing awaits them on land and they’re men of the sea who will, if allowed, serve faithfully aboard the ship and ask nothing else in return. The other six of the pirate crew are taken to the jailer to be held for 30 days and, if not brought to trial by then, released to go free.

Session 7
The Night Hag

The capture of the Amandine has given the crew a strong call to the horizon. Katey thinks it best to go after an item of legend and searches within Roack for a library at which to research, soon finding the small but well-appointed home library of an old wizard named Aethelfirth. Inside, Aethelfirth seats them in a beautiful wood-paneled library, lights the candles with a wave of his hand, and goes off to get them some tea. While Aethelfirth is absent, the adventurers get their hands on the old tome Forgotten Items of Yesterday, which contains large, full, beautifully illustrated pages devoted to 30 powerful items lost to time. Turning at Homer‘s suggestion to the section on instruments, they find descriptions and illustrations of the Golden Harp, a harp all of gold whose dulcet tones are sweet and perfect, and the Mandolin of Yelm, an instrument played by a famous bard of ancient times named Yelm who founded the City of Yelm. Ripping out the instruments page and mending a new one back in, they decide to find the Golden Harp somewhere in the mountains of central Isle Tagus, just as Aethelfirth comes back and, inspecting his book, apologizes for the lowly state of his book’s pages.

Aethelfirth looks forward to the concert that night, asking whether The Commodores would be playing, and showing his age and absentmindedness a bit in conversation with the group. He speaks about the last time he left his tower with his wife, who has been gone 20 years, and the party is inspired to invite him along on their adventures. He packs a wand, his clothes, and several books, and is ready to go.

Later that night, a roaring and wild concert takes place aboard the Amandine, heard from the docks and shore, as Katey raps confidently, Homer does drummer’s sleight of hand tricks, and Blath rocks the crowd with “Malintended Poultices”. Before they are able to leave the poop deck which they’ve been using as stage, a lone man all the way from Pemberton shouts out for an encore of Free Bird, a song only our group knows how to play.

After the lucrative concert, the crew leaves on their search for tomorrow. Aboard, Mira and Aethelfirth bond over their love of reading, while Homer bonds with him over books as well, Homer himself being an author and Aethelfirth being quite experienced, even having written the introduction to the tome Murdrick’s Tales. Katey bonds in a different way with Aethelfirth, showing him a good time in the boudoir and sharing meaningful, intimate glances with him for the rest of the voyage.

After reaching the mouth of the Vëarainë Channel, a week into their two-week journey, the party goes ashore a night into the town of Ethir at the advice of Captain William and enjoys food and drink at Bard’s Inn, while learning that the Golden Harp is of elvish make, later possessed by the dark elves in the mountainous region of central Isle Tagus, before being lost to time when the centaurs drove the elves out of the region. Katey also adds to her number an elvish woman named Lorrean, who will command a high price in prostitution owing to her beautiful elven countenance.

Heading out again onto the river toward the Vëarainë Sea, the party sails a couple more days and stops where the river meets the sea, again on William’s advice, for he sees no ships on what is normally in his experience a perfectly busy sea. Going briefly onto land to find someone to speak with, he learns that a great sea monster is active in the sea of late and ships are staying in port. William drops the Amandine’s anchor and the party decides to go around on foot.

An hour into their walking journey, and heading into a dark, twisted swamp of dead trees and awful smells, the party hears a voice ahead of them, appearing to belong to a beautiful Sylvan woman, who is lost and needs help, but who knows the location of the Golden Harp and will inform the party if they will please her by killing Aethelfirth, whom she immediately hates. The party, with a shout of “Time to die, harlot!”, draws weapons and advances, whereupon it is revealed she is a night hag. Aethelfirth, still cowering and then unable to find his wand, is useless in the battle, but Manus, Mira, and Blath cleverly pass the sword of Andre back and forth amongst one another in order to overcome the hag’s tough skin, almost defeating her as she cackles and intimidates Katey. Just as they would have swung a killing blow, the hag reaches to a necklace upon her bosom and, grasping it, disappears.


Bonus Session
Bonus Session Y'All!

Our friends found themselves sailing on a beautiful day, with the sun shining, the water crystal clear, the breeze warm, the waters themselves warm, many colored fish darting about therein…
Below decks, Mira spent her time reading. Katey was constructing a special carriage at the sternside hull of the ship, Blath was enjoying the view at the bow of the vessel, and all were engaged in various ways of passing time. Hearing the horking of a seal, the party’s interests were piqued, and they looked to see where it came from.
Although it was interesting to see a seal who swam away at their approach, what was more interesting was the perch the seal sat upon above the water. It was the tip of a bowsprit, pointed upwards, just sticking out of the waters! A ship was sunken there, on a downward slope. Although our friends searched for Captain William to gain his opinion, they found him not, but suddenly remembered at the first mate’s prompting that he had gone on leave some time ago, with Manus also, stopping for shore-time on a tropical island some ways back.
A little baffled at this discrepency in memory, they stood puzzled. Disarmoring, Segomo dove into the waters to search the forecastle. After prying open the door, he found the remnants of a married man, as well as a variety of items. The wedding band engraved “I shall thee love no matter the distance” he left upon the ring finger of the skeleton, but the trident, coinage, and compass he took.
Entreating his friends to come into the water with him, Segomo then swam to the sternside hatch about forty feet below the surface. With the aid of his friends, they knocked the hatch open, and entered into the dark chamber, cloudy with debris and sediment owing to their rough entry. In order to see better, Homer was magically illuminated to show the contents therein. Mostly there were floating crates and boxes with all sorts of mundanities within, as well as some tequila, and a barracuda that the cleric had disturbed from its resting spot. Favoring the trident for underwater combat, Segomo made quick work of the barracuda, although it lacerated his forearm badly.
Mira, not wishing to dally underwater any longer than was necessary, swam upwards, for she had noticed a pocket of air above. At the surface, she saw a room which lingered above the water about five feet. She recruited the dwarf’s stout shoulders to boost her up into the cove, which she, being the lightest and one of the tallest, was best suited to grab. She helped her friends also, holding a rope, to enter into this fore-part of the ship, a small room turned on its side with the sinking of the boat.
A little prodding in this highly cluttered area revealed two dire rats which defensively attacked the group. In the confusion of immensely close-quartered combat, a skeleton wearing only a loincloth and a ball and chain on its foot rose up, took hold of Mira, and plunged out of the room into the waters below.
Mira, in shock, was not able to take a deep breath before her plunge and had perhaps thirty seconds to escape the grip of this bony nightmare. Without Homer’s light, she was being dragged into the dark depths, trying to squirm free to no avail, pulled by the weight of the ball and chain, desperately keeping the clamping teeth away from her neck with her left hand, and frantically stabbing with the knife in her right. Seconds passed, but the party did not come to her aid, save Katey’s guard, who could see nothing without Homer.
As she plummeted deeper, twenty five feet below, bumping into crates and barrels, she heard her dwarven ally plunge downwards. Mira, with a few good blows, severed the skeletal right arm, which though still clinging to her shirt was no longer pulling her. Segomo descended quickly and severed the beast at its spine, leaving the ball and chain to plummet rapidly to the bottom, and easing Mira’s escape. Finally she wriggled free from its grasp and burst to the waters’ surface just as she thought her lungs might explode. The dwarf ended the last remaining vigor of Mira’s bony foe.
Meanwhile, marked by a distinct callousness for the welfare of the lady bard, whose own words to herself were “I thought I was going to die,” Blath and Homer looted indiscriminately. Looking in a mirror marked “Veritas”, Blath noticed a secret compartment behind him, which was not revealed to his naked eye. Thrusting his blade within, he found the wall to be illusory. Homer quickly obtained from within an item that Mira would later recognize as Perseus’ Shield, a buckler which could reflect a spell back on its caster, as well as a crossbow engraved with lightning bolts.
Leaving the wreck, Blath used some magics he thought he knew to detect the magical ability of the items. Realizing Segomo’s golden compass was magical, they began to follow it. For it had no normal head, but a skull was at the end of the magnet, and it pointed them eastward.
These sailors set sail for some days, and they suddenly passed through a dense ring of fog and found a place where the waters were calm and a large rock spire rose from the sea. At this point, Katey realized something was not right, for she recalled something of this in the past. She asked where the captain was, recalling also that he said he would not ever leave the ship to sail without him. She asked several questions to the first mate, none of which matched her own vague memories of what existed. She began to doubt the reality of their situation, and even realized she did not actually remember meeting such a first mate, or any such crew as was there. Spreading her conspiracy to her friends, they too began to realize that they did not remember where they came from, or why they were here. The golden rings they played with in their hair, or in their ears, they realized they did not previously own. They realized, too, that they had not been sailing for some years together as the crew insisted, and they grew angry. The crew became afraid of their bellicosity and suspicion, and retreated below decks. Homer, seized by a bizarre frenzy, attempted to set the Amandine ablaze, before leaping out and following the party to the rock spire, wading in through the shallow waters beyond the sandbar.
They tried the steel-reinforced wooden door, but could not open it. Attempting to view it in the mystical mirror, they saw two skeletal guards standing next to them, and the writings “Say ‘friend’ and enter here” in Giant, a language which Mira spoke. Homer, thus, said “friend” and the door swung open with ease.
In a sort of mania, Homer Thunder-Waved the entrance, causing a general disturbance of the peace, and some discomfort to the skeletal guards, which remained at post. Not to be satisfied with just that, as he entered the spiraling hallway, he harrassed the two cowled guards at the point of entry into the main room. As he stepped near them, he could make no figure of what resided within their cloaks, save the cockroaches which, when Homer’s boot fell nearby, scurried underneath the robe and were not seen again.
After investigating these guardians for some time, they finally worked up the resolve to enter. Therein was seen an oil lamp upon a table full of gold, daggers and books, which was the centerpiece to this open cavern room. At the desk sat a skeleton, wearing suspenders and striped pantaloons, as well as a dated buccaneer hat with a single, thin red feather, a little frumpy. Behind him was a vampire at guard.
Segomo sat down at the table in front of this skeletal figure, who had as yet not moved. Mira, too, sat down. It appeared to take offense at Segomo’s inquiries without proper introduction, and so as Segomo stood to introduce himself, so too did the skeleton, who shook Mira’s hand also. “I am Kendrick the Dead, and who are you others, who have marched into my humble abode so cavalierly?”
At that, a bit of tequila was poured all around, and a mop was brought nearby. Introductions were established Although he seemed uninterested in explaining what was going on for them, Kendrick the Dead did inform them on most of the matters of their questions. They were in a dream, but a dream they were all sharing, and so in fact this was quite different from a normal dream. They were existing on a dreamplane, inhabited by all who dream, although most who dream here are purely made of dreamstuff— insubstantial, temporary. But for our friends, and for Kendrick, it was different. They were really on this plane, not just imaginitatively, brought together in the interests of treasure. Kendrick loved the treasure that had ceased existing in the material planes and had found its way here, and they sought after things from the material world. For reasons unknown to the party, Kendrick possessed a certain individual who they wished to see, but he would only show her to them if they granted him a boon.
He needed a special rod back from one Herman Sewald, which he himself was reluctant to obtain as it had the power to destroy those enjoying unlife. He also requested whatever magical items were on Henry’s person, spare none. Agreeing to this exchange, Kendrick assured them that whatever power or fate had bound them here, as well as the special visitor in his custody, would awaken them once it was satisfied.
But how would they find Herman? “Rest assured, friends,” said the handsome bones in a buccaneer’s hat, “that this is the world of dreams. You will find what you seek. Just walk back out of the door. You will find what you seek.”

Session 8
Livin' the Dream

Still in the realm of dreams, the party continues out the door at Kendrick the Dead’s instruction, and finds on the other side, a cavern where they encounter Herman Sewald. Although he continually tries to evade, both physically and verbally, the party hounds him, unfazed by a group of zombies he sends to belay them, nor by an illusory wall he conjures. Catching up to him, they demand from him all his magical goods, from the man’s hat down to his boots, and attempting to excuse himself and escape but caught dead to rights by the party, he finally accepts his fate and strips himself of all his valuable magic items. The party picks up his stuff and they retrace their steps back to Kendrick.

Kendrick is pleased with the party’s inflexibility which denied all Herman’s pleas to keep his dignity or his items, and grinning, shows them their reward: the night hag, who holds a golden egg and wears a nasty smile. The night hag’s face falls when she reaches for and grasps her heartstone and it does nothing; she is trapped in the dreamworld with them. She offers the egg for her life, telling the party that it holds the answer they seek, but they have none of it; the party defeats her with great satisfaction. During the battle, Katey knocks the egg from her hand, at which time it turns to stone and hits the ground. The battle finishes when Mira, equipped with a lightning-infused crossbow, blasts the night hag in the eye with a critical hit, causing her head to explode with electrical overload and her body to burn instantly and fly back and hit the cavern wall.

Victorious, the party goes to investigate the egg. Blath tries placing it in a hole in the ground, touching it in various ways, and finally touching it to the night hag, which causes it to turn to gold, and then stay gold when he takes it back from the night hag’s dead hand. Not knowing what else to do with it, they take it back to Kendrick the Dead, whereupon he asks what is inside of it. The party responds that they don’t know, so Kendrick puts out his hand, Blath places it into Kendrick’s hand, and Kendrick suddenly raises it up and smashes it down at his desk, whereupon it shatters and reveals a note which says, “He who does not work shall not eat.” At this, they wake up into the real world.

The party tells their incredible dream to Aethelfirth and Manus McElroy, who did not appear in it with them, sharing the clue with them also. Blath makes sure to sketch into his notebook some scenes from his dream with an eye toward detail, and Katey hopes for a better day when she and Herman Sewald’s hat will be reunited outside the dream world. Continuing on and walking along the beaches to get around the sea, they fish for food as they go and march many miles along the shores. Toward evening time, they see as they crest a hill, a group of kuo-toa on the beach below, and a thick forest to the west in which there are centaurs watching silently. Many kuo-toa come out of the water onto the beach, organizing around three shamans in front of three campfires, who orchestrate a wild ritual. The party goes to hide in the forest, considers rolling a log onto the beach below to kill some kuo-toa, but ultimately deciding to merely observe, as the centaurs do. As the kuo-toa dance and shout, the fires give off white smoke, which gathers all above the central fire into a great white cloud against a darkening sky. Soon, black lightning bolts begin to flash within the cloud, and finally they take shape: a sea monster rising from waves. No sooner does the shape form and flash than a great boom is heard, and all returns to smoke. The ritual dies down and the fires are left to embers as the kuo-toa march toward the water.
Hoping for an explanation, the party approaches the five centaur soldiers, who are well-armed and looking quite serious. Through Mira, who speaks Sylvan, they are able to converse together. The centaurs do not know what the kuo-toa were doing exactly; they are only concerned with keeping them from encroaching into their forest. They do not know where the Golden Harp is and are disgusted when Blath throws a small bag of gold in front of them, telling the party that they are not liars who would tell the truth for gold. Manus, also acting disgusted, kicks dirt onto the gold and asks them to excuse his friend. The centaurs continue that the harp belongs to the elves, who were driven out of this area by the dark elves, who in turn have been mostly driven out by the centaurs. They think it ought to go back to the elves if found.

The centaurs demand that the party come with them if they want to be allowed on their land, and the party agrees to the escort, reasoning that they are safer with the centaurs and can get away from them later if necessary. On the way into the forest, the party finds a spot to set up camp. Aethelfirth has no blanket and asks around for one, and not finding one, asks Manus whether he can shave Brian, Manus’s trusty donkey, and use the hairs to build a nest in which to sleep. Finding this ridiculous, the party instead arranges sleep in shifts such that each can have a blanket while he or she sleeps. Manus and Blath sit by the fire a bit and talk about life, musing about adventure and about glory.

Being able to fight well isn’t honorable or laudable except that it keeps you alive longer to see more of the world, methinks. -Blath


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.