Adventure's Journal

SET SAIL

Our brave group of young adventurers has set sail about the Jenivere from various northern ports to explore the jungles of Sargava and the Mwangi Expanse in search of the Well of Eternity.

Quinn their young employer has promised riches beyond imagination to entice them into a 3,400 mile journey just to reach the capital port of Eleder.

SHIP WRECK!

Tragedy strikes!

After months at sea and a harrowing pass along the Eye of Abendego, the Jenivere was impaled and split in half upon the sharp rocks of the notorious island know as Smuggler’s Shiv. Most of the crew has been lost but miraculously our group of land-lovers ended up unconscious on the sandy shores of the tropical island, saved by forces unknown.

TREACHERY

As the days went by, the strange mysteries and dangers of Smuggler’s Shiv make it abundantly clear that the castaways are not welcome on this hostile island but the greatest threat might have washed ashore with them.

Captain Alizandru “Kove” Kovack and his First Mate Alton Devers accompanied by the mysterious Varisian scholar named Ieana appear to have designed the Jenivere’s violent end and the death of its crew.

DISCOVERY

After standing against the restless spirits and treacherous denizens of the inland including a tribe of vicious cannibals the saboteurs plot begins to revel itself.

Following the trail of the Captain the adventures discover a hidden Azlanti temple to Zura which provides clues to the legendary Saventh-Yhi, a fabled city said to be hidden somewhere in the depths of the Mwangi Expanse.

Could this be the location of the Well of Eternity? Quinn is determined to find out.

RESCUE

After defeating the Red Mountain Devil and exploring the hidden Temple of Blood, our explorers learned the secret of the Tide Stone which allowed them to intimidate the natives into submission or at least an uneasy standoff. Although they were not true natives as the Thrunefang tribe was actually descended from the original crew of the Thrune’s Fang ship which was marooned when the Age of Lost Omens began and Sargava was cut off as its mother country Cheliax fell into civil war some 70 years ago.

Without the cannibal tribes interference the survivors were able to use the abandon lighthouse to signal the Red Gull, a passing merchant ship. After some tense negotiation a deal was struck and Captain Aulek Tegerten agreed to provide rescue and passage to the capital city of Eleder.

All’s well that ends well, well at least for our adventures and fellow castaways Aerys Mavato and Gelik Aberwhinge. The same cannot be said for Ishirou, Jask Derindi, Sasha Nevah and the crew of the the Jenivere who were all shanked by the deadly Smuggler’s Shiv.

A GATHERING OF SCAVENGERS

Having escaped Smuggler’s Shiv, our motley crew of survivors land in Eleder, where word of their discovery on the island quickly leaks out.

Many rival factions seek to find the fabled city of Saventh-Yhi and the race is on with our adventurers throwing their lot in with the Pathfinder Society after introductions by Gelik Aberwhinge . Aerys Mavato joins the Free Captains expedition. While Caption Kove and his First Mate along with the scholar Ieana align with the Red Mantis cult of assassins.

With information gleamed by Quinn from Yarzoth’s notes and the guidance of an enigmatic scout named Nkechi, the adventurers set out on their journey.

It is clear forces are working against the group as they become caught up in a Freeman’s revolt before every even leaving Eleder. After killing the local leader of the Freeman’s Brotherhood, a violent revolutionary and anti-slavery freedom fighter, the group leads their expedition into the dangers of the Sargava wild.

Unseen forces seemed to have pitted us against the Freeman’s Brotherhood and its leader Umagro.

The Freeman’s Brotherhood are a violent anti-slavery group but I do not see why they would come after our caravan unless they had been misled in to believing we were supporters of slavery. Which we are not! All native porters that survive will be paid for their services on this expedition.

After several test, Nkechi has agreed to guide our caravan in a sort. He is going to travel ahead stealthy, scouting out the best route for us to travel and we are to follow the white sea gulls that mark the route.

A group of trailblazers are to travel between Nkechi and the main caravan, clearing out any dangers they encounter before the more vulnerable caravan elements arrive.

In truth, I am skeptical of your abilities. At best you seem to me blissful incompetents. I doubt you even capable of finding your way back to town, much less through the jungle. But Gozreh may have different ideas, and it may serve his purpose for me to accompany you.

THE RACE BEGINS

Following the fastest route to Kalabuto the caravan travels overland through the wild scrublands and savanna, along the older trade routes that skirt between the Bandu Hills and the Laughing Jungle to the edge of the M’neri Plains, at which point they break from the trail and head west to Kalabuto.

With some guidance earned from the savagely beautiful barbarian named Athyra and her raptor companion Jaji, the caravan cuts days off their trip with a daring plunge through the haunted Fzumi Salt Mine.

An old female shaman of a friendly Zenj village has asked us to help rid her village of a 'curse'.

Everything is a curse to the natives. The curse turned out to be two ape-bear like beast that were raiding the village at night killing villagers and dragging them off into the jungle.

We didn’t even slay the beast we only chased them off but the old shaman seemed convinced the curse was lifted and even rewarded us with a magical Zenj Spirit Fetish, a shrunken money head.

I only hope the beast do not return after we leave.

I am an old woman, and set in my ways. My master taught me long ago that foreigners like yourselves carry curses. But this village suffers under a curse already, and all my magic has so far failed to lift it. The spirits do not help me and only tell me that when I seek the help of a foreigner will we be free from the curse.

OUTLANDERS

They arrive in Kalabuto to find the town holding prisoner a group of outlanders called the “Torn” who have arrived mysteriously through rifts that have been torn across dimensions causing transport from an alien world.

Although the Torn seem to be normal people, the local magistrate and royal advisor, Minlock, has labeled them cursed and order his daughter Mindy to imprison the otherworldly ‘invaders’ for the safety of the town.

At the urging of a Torn named Caden, a member of a supposedly legendary group of heroes called the 88, our own group of outlanders decides to free the imprisoned Torn earning the gratitude of Caden and the wrath of the local authorities and Minlock.

Once resupplied with the aid of a brawny dwarf named Cheiton, our outlaws make a hasty exit from Kalabuto followed the Upper Korir River north into the Screaming Jungle.

We made contact with the dwarf Cheiton at the Shrunken Head tavern and he has arranged to resupply the caravan in Kalabuto before we head into the interior of the jungle. This could be our last opportunity to resupply for quite some time.

While spending the night at Cheiton’s, we were attacked by invisible assassins that obviously had access to significant magic. Once again it appears unseen forces are working against us.

Although we survived the assassins’ attack, Dale was somehow unhinged and left in the night raving about getting revenge even if he has to “burn down the entire town”. I fear he might be under the effects of some poison or disease; or possible just the stress of the journey so far. Thirty-five hundred miles and all that went along with it might have finally taken its toll. But either way, he did not return and we are forced to move on without him. I fear the worst. The dangers of this journey are more than just physical. I feel the jungle pressing down on my both mentally and spiritually. I feel like I am being watched… scrutinized.

SCREAMING JUNGLE

Following the rivers rocky falls and churning rapids the caravan heads north with a wary eye to the east and the savage cannibal tribes that inhabit the Screaming Jungle on the far side of the river.

After narrowly surviving an encounter with a shadow demon that had possessed a brutish ape, our group of explores forge forward only to find themselves running head long into death at the hands of a jungle necromancer.

With little defense against the arcane might of the flying caster, Rose falls to his foul magic and herself is turned into a undead monster which forces our band the gristly task of cutting down their own fallen comrade.

With the aid of a ‘civilized’ native guide named Thorn our group escapes the repressive howl of the Screaming Jungle and enters the seductive calm of the Bandu Hills. Calm does not mean safe though as the entire group nearly falls victim to a beautiful demon masquerading as a spirit dancer along with her charmed harem.

The shadow demon that emerged from a possessed dire ape was a daunting foe. We were virtually powerless against its shadowy true form.

If not for the shrunken monkey head spirit fetish given to us by the Zenj shaman I feel certain we would not have survived. While on the verge of defeat, Stefen unleashed the power in the fetish and the shadow spirit was simple destroyed in an instance.

Were we helping the Zenj shaman lift a curse or was she helping us to destroy a powerful demon? Why was it not important to kill the ape-bear beast for the curse to be lifted? I feel like I am missing something.

After freeing the Zenj Spirit Dancers, Alala and Masozi, they agreed to gift us with a spiritual awakening.

The beautiful native women began to dance as the drugs of the drink and smoke filled our minds with images of a great jungle inhabited with intelligent animals where I was introduced to an elderly snake of great wisdom and intellect.

I am unsure of where reality ended and the spiritual realm began or what was real and what was hallucination but one thing is for sure I awoke with a painful new tattoo depicting the snake that I now alone often see and hear. The snake has made me realize how much I miss my childhood butterfly. It was with me every day for 20 years then just gone one day. Did I loss interest in it once I was an adult or did it loss interest in me once I was no longer a child.

Regardless of whether the snake is a projection of my own subconscious or an independent spiritual being, I feel that I can trust it to guide me and so far it has proven that believe correct with sound advice.

Apparently each person in the group experienced a similar meeting and befriending of a totem animal with a corresponding tattoo to show for it.

I only regret that we were not able to save Osumare, the third spirit dance, from the demon Zakiyya and its demon lord master Sifkesh.

RUINS OF TAZION

Somewhere beneath these overgrown trees lies the ruins of the Azlanti outpost of Tazion, which should show the way to the lost city of Saventh-Yhi.

The adventure continues…

ss_adventure_journal/start.txt · Last modified: 2015/12/03 17:30 by Larry
 
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