TAL

Adventures In Liquara
Noble feuds and dark secrets

Two households, both alike in dignity,
In fair Liquara, where we lay our scene,
From ancient grudge break to new mutiny,
Where civil blood makes civil hands unclean.

Aboard the Content Not Found: scoundrels-hope, our heroes sailed into the port city of Seekan, home to the Seekan family. While there, they hoped to find answers to the questions Rye Longtooth had gained from the Xerans of Derioch.

Docking in the harbour, the heroes set out: Captain Tabran Tain, dread pirate; Rye Longtooth, fearsome catlord warrior; Brask Wainwright, beserker and Public Relations Officer of the Scoundrel’s Hope; and Kami, the Xeran telekinetic and the _Hope_’s second mate.

Inquiring after a powerful sage to answer the questions of Longtooth and provide some other services, these comrades were directed to the Seekan Manor, a large and expansive property in which resided the ruling nobles of the town. Approaching the compound, the heroes noticed that it contained a temple to Vax, god of pain, suffering and vengeance.

The master sage of the compound, Master Therin was able to offer some advice to the group, but asked a favour in return. He asked the party to help the eldest son of the Seekan family, Tiral. Apparently, the young man was sneaking off most days to an undisclosed location. The sage was unwilling to explain, but indicated that the boy’s life might be in danger.

Eager for adventure, the party decided to accept the hospitality of the Seekan mage and join the family for dinner. The family and the party were just about to commence the evening meal when a priest of Vax, Thaxal, came in. Though outwardly polite, the priest persisted in baiting Captain Tain and his crew.

That night, the heroes were engaged in discussion when they heard a slight noise from outside their quarters. They snuck out into the gardens, where they overheard a conversation between Guard Captain Van Trakt and Garret, the second son of the family. Garret and Van Trakt were conspiring to dispose of Tiran, the eldest son. The Captain suggested simply killing Tiran, but Garret quailed at the thought of killing his brother, and suggested instead paying the pirate the family had entertained to dinner to shanghai the boy. The conversation ended without a clear conclusion, and the party scattered rather than be discovered.

Concerned for Tiral’s safety (and the gold they were promised) the crew of the Hope woke early and staked out the house. The princeling rode into town, followed by the heroes. They followed Tiral into town, watched him enter a carpenter’s shop and waited for him to come out. When he was not forthcoming, Captain Tabran Tain went up to the shopkeeper and engaged him in conversation. Impressed by the sheer presence of the foremost pirate of the seas, the shopkeeper volunteered the information that Tiral entered the shop almost every day, before leaving out of another door.

Angered by their defeat at the hands of this boy, the majority of the party retreated to the Hope, where the next cargo was being loaded. Only Rye Longtooth remained in the city, under orders from Captain Tain to hide in the carpenter’s back room and follow Tiran the next day.

Longtooth did as suggested, and was able to follow Tiran to a gentlemans’ club, where the young noble appeared to be negotiating passage for someone. Rather than risk being spotted sneaking away, Rye bounded up to Tiran and offered the services of the Hope.

Tiran returned with Rye to Seekan, where the two went aboard the Hope and Tiran entered into negotiations with Captain Tain. Tiran’s goal was to get his sister Ginel out of Liquara and away to the elves of Seaguard. Despite Captain Tain’s protestations that the elves of Seaguard had fled generations ago, Tiran offered twelve thousand gold pieces if the Hope would transport Ginel to a specified cove just south of Seaguard and hand over Ginel and a magical identifying stone to the elves that would meet them. Tiran hinted that some terrible fate was due to befall Ginel, which was prompting this unusual action. After careful consideration, Captain Tain accepted the job. Refusing all offers to help him or other members of his family, Tiran left the ship and headed home.

Fortunately for Tiran, the crew of the Hope watched him leave, and noticed people on the crowded dock moving to pursue the young noble. Fearing for his safety, the crew of the Hope gave chase, and were able to save Tiran from certain death at the hands of his assailants. One of the attackers had been Guard Captain Van Trakt, who did not survive the melee.

Fearful of further attacks, the crew took the badly-wounded noble back to his mansion, where they found out that Ginel, now worth twelve thousand gold pieces, had been kidnapped…

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Sacrifices and Victories
A hero's death, and new allies

In the city of Derioch, home of the mentally gifted Xerans, chaos had come to visit. A rent in the planar fabric unleashed the force of pure Chaos on this peaceful town.

Fortunately for the psychic Xerans, the brave heroes Cottington, Rye Longtooth and the famous pirate Captain Tabran Tain were there to save the day.

Woken from their beds, the three adventurers headed into town, where they discovered a large fire burning out of control. At the centre of town, in the heart of an ancient temple, a burning planar portal gaped like a hungry mouth. The heat and the energy so released were destroying the city, and it seemed that the destruction of Derioch was imminent.

Seeing the dire peril facing the land, the chef-mage Cottington, a wise and intelligent wizard, seized his mighty staff of frost, a tool he had created by his own hand. Focusing all his considerable arcane might on the challenge at hand, Cottington destroyed his staff, channelling all the energy it contained towards sealing the rift.

The explosion was epic, the consequences legendary. The rift, a tear between the very planes, was sealed. Alas, Cottington was not spared. The forces unleashed coalesed around him, sealing him as if in a statue of ice. Yet, within the statue, the remnant of the burning rift lingered.

Sorrowful for the loss of their companion, Rye Longtooth and Captain Tain would have mourned him… had not a more urgent crisis grabbed their attention. For not only fire and death had moved from the World of Chaos to our own.

A four-legged demon of fearsome aspect had made some distance from the rift, and our heroes charged after it, hoping to destroy it before it could harm any innocents. Though they destroyed this demon, it was not alone. An image from nightmare descended upon them, a creature whose gaping maw seemed enough to swallow entire worlds.

Wounded already, Captain Tain was forced to retreat before the creature, and the catlord monk Rye Longtooth was critically injured and trapped by the beast. Defeat seemed certain, when fate intervened.

In a simple room beneath a house of healing, a man of war rested. Plauged by mental demons that drove him to feats of horrific slaughter, he was seeking for peace. However, the destruction wrought by the planar rift destroyed the walls of his room, and he saw Captain Tain and Rye Longtooth’s desperate struggle. Knowing that he would sacrifice all that he had learned from his teachers here in Derioch, the berserker took up his mighty greataxe and charged to their rescue.

Fuelled by the rage that burned within him, the beserker was able to destroy the demon, and, unable in the heat of battle to distinguish friend from foe, would have turned on Captain Tain – had he not feigned death to avoid the blows from his new-found ally. Robbed of victims, the beserker turned on the Xerans around, before a teledominant was able to calm his emotions forcefully.

The crisis averted, the heroes retreated to the Content Not Found: scoundrels-hope, where they found that the second mate had not survived the events of the night. Saddened by this, Captain Tain nevertheless forced down his pain and focused on the job in hand – negotiating with the port authorities and the merchants of Derioch. Investing the profits of his last journey on the finely-crafted merchandise of Derioch, Captain Tain was preparing to head back to the Hope when he was accosted by a young Xeran woman, Kami. Overwhelmed by Captain Tain’s reputation, personality, dashing good looks and staggering mustache, she demanded to join the crew of the Hope. In need of a new second mate and impressed by the girl’s forthrightness, Tain agreed, and pushed the girl off the dock. If she wants it enough to swim, he reasoned, she’s determined enough to keep.

Tain, Longtooth and the beserker boarded the Hope in time to see Kami pull herself from the water with her psychically-controlled grappling hook. Slacking off lines, the Hope turned and sailed towards the city of Dana.

However, their journey was not to be unhindered. The three-masted barque Green Dragon had been waiting for the Hope, commanded by Captain Tain’s old nemesis, Captain Greenblade. Harnessing the power of a wizard, the Green Dragon summoned a whirlpool to allow the larger, slower Dragon to close on the Hope. Despite the skilled seamanship of Captain Tain, the Dragon closed to combat range, hoisted pirate colours and fired on the Hope.

Sadly for the crew of the Dragon, they had not reckoned with the latest in modern ship-to-ship weaponry – namely, a frenzied beserker equipped with magical items to improve his jumping range. The Hope turned in and closed with the Dragon, allowing their newest ally to leap aboard and start butchering the swabs.

However, the downside of a beserker’s frenzy soon became apparent. Heedless of his own strength, the warrior flailed about himself with his powerful greataxe, and badly damaged the mizzenmast of the Dragon. The enormous treetrunk tore free of its shrouds and stays and began to fall onto the Hope. Had it struck, the Hope would surely have been sunk.

Fortunately, Kami, the Xeran crewmember, was able to seize the falling mast with the sheer power of her mind. Though it was a great challenge, she was able to force the mast to fall away from the Hope.

Aboard the Dragon, the battle raged on. The beserker was able to control the main deck, slaying the wizard and occupying the attention of all the pirates aboard except Greenblade himself, who thirsted for the blood of Tabran Tain, his old foe.

Swinging aboard with his crewmen, Tain landed smoothly on the after deck of the Dragon, accompanied by the catlord monk Rye Longtooth. Pointing to Greenblade, Captain Tain cried aloud, “Leave him, he’s mine!”

As is known to all who sail aboard the good ship Scoundrel’s Hope, this is code for “Aha! My adversary! One hundred gold pieces to the man who helps me slay him!” Rye Longtooth did not hesitate, and ably distracted Captain Greenblade long enough for Captain Tain to strike him down.

With Greenblade and his wizardly minion slain, the whirlpool faded away. Accepting the surrender of the few remaining crewmen, Tain explored the ship. In the hold, chained like animals, he found the _Dragon_’s cargo: slaves.

Infuriated at Greenblade’s callousness, Tain struck a bargin with the slaves: in exchange for not killing him or his crew and helping him sail the Dragon into port, he would give them their freedom. The proposal was unanimously accepted, and Tain freed the forty or so wretches below decks.

In the captain’s cabin, Tain found an interesting document – the _Dragon_’s charter. With his claim to the vessel now legally unassailable and the previous owner sinking into the Danaspree Cauldron, Tain set course for Dana, considering buying himself a hat. A really big one, and then changing his name to ‘Commodore Tain’.

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Piracy on the High Seas
Old friends... new allies...

Sir Kae had died a glorious death, smiting the evil Sir Brackis to the ground with his dying blow. His comrades carried his body back to the city of Battlerock, where he was buried with great honour. Sorrowful at his demise, his comrades, the catlord monk Rye Longtooth and the chef-mage Cottington, stood bravely to face the might of the dark cult known as The Circle.

However, realising that discretion truly is the better part of valour, and facing the threat of certain death from The Circle’s assassins, Rye and Cottington fled to the coastal town of Bree, hoping to find a ship that could carry them to safety.

At Bree, the two heroes found no-one willing to help them… no-one, that is, except the dread pirate Captain Tabran Tain, captain of the Scoundrel’s Hope. Captain Tain had recieved a commision to carry cargo from the northern city of Spree, and welcomed aboard two new crewmen – a cook, and a guard.

The Hope reached Spree after an uneventful journey, and Captain Tain took advantage of the Hidden Blades to inquire after his new comrades. The information broker who helped him also warned him of the presence of Imperial investigators. Purchasing the broker’s silence, Tain loaded his ship’s hold with lumber and iron ore, and set his prow for the city of Derioch.

However, during the voyage, there was a brutal murder aboard. The lookout boy, Jonesy, was found in his crow’s nest with his throat cut. Interviewing those who had been on duty, Tain discovered that a crewman named Cattar had ‘lost’ his knife. Examining the man’s effects, Tain found a box filled with gems. With assistance from the mage Cottington, Tain was able to discover Cattar’s plan: having been well paid by a man at Spree, Cattar was planting small delayed blast fireballs in strategic points aboard the Hope. Enraged by the man’s betrayal, Tain had the vessel stop, at which point Cattar walked the plank. Having rid themselves of the traitor, the crew continued on to Derioch.

The docking and unloading at Derioch was smoothed by the presence of the psionically-gifted residents of that town, and Tain, Rye, Cottington and the second mate took lodgings ashore to negotiate payment and further cargo. However, that night, they were awoken by the sound of attack. Attempting to return to the Hope, they were informed that they could not leave, as the attackers were, like them, foreigners…

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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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