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Showing posts with label Face of Mystara II. Show all posts
Showing posts with label Face of Mystara II. Show all posts

Thursday, January 01, 2015

The Face of Mystara, Part II Campaign Log

Welcome, adventurers, to the second part of our grand tour across Mystara!  

We've changed the format of the site, and we're changing the format for the adventure logs as well.  We might play with a few different models in the coming seasons, but it's all aimed at making these things not such terrible walls of text.  One method on the table is to publish an update post on Sunday night to the main blog containing that session's notes.  The links could then be compiled here in the main log, as well as any story concerns or developments that affect the campaign at large.

Tell us what you think!  For now, we continue our D&D Basic game, and we've changed it up a little to keep it fresh and exciting.  This section of the campaign picks up directly after the last session of The Face of Mystara, Part I.  


The Sea of Dread, 1000 A.C.

The open seas of the Known World hold many secrets.  One such secret is the location of a fabled island, shunned by those who do know of it - the Isle of Dread.  Like many well kept secrets, a certain mystique surrounds the tiny volcanic island that lures intrepid adventurers to its' shores with the whispered promises of riches beyond their own ambition.  Yet, a certain feeling of darkness surrounds the island and the dark jungle within.  This sense of dread pervades the waters around it, and gives the island its' name.

Recently, a group of adventurers landed once more upon the shores of the Isle of Dread.  A great many years had passed since the islanders had seen mainlanders, and the welcomed the chance to trade and share tales.  After a few expeditions beyond the great wall that keeps the wilds of the northern jungle from overtaking the small southern villages of the islanders, the adventurers concocted a plan.

Now, though their group has suffered massive casualties, the remnants of that party now return to the mainland to gather the support they need to enact their plan.  The adventurers intend to conquer the island, and take it as their own domain.  However, they will face many dangers along the way.  More so than danger, they must negotiate the dangerous terrain of politics in order to gain everything they need to make their mark on the Known World.



The Face of Mystara, Part II is a Dungeons & Dragons Expert campaign that is a continuation of the tale began in Part I.  However, there has been a major change in theme:  the players now intend to spend more time in the Sea of Dread, and to also visit Minrothad to gain support for a new trade lane.  It's an ambitious project, and as Dungeon Master I'm more than happy to release the reigns holding the players to see how it plays out!

As to the original idea of using progressive modules, eventually we will catch back up to that vision.  Some of the modules will be slipped right in, as soon as players move into the correct circumstances to enter one.  So don't worry - there's still plenty of room between here and Master level!


Current Player Characters
Total Party Levels: 44
  • Wickwar Davis - Halfling: 6 (L) 
  • Blanith Grigix of the Light - Magic-User: 6 (C) 
  • Alexandria Postoak - Fighter: 6 (L)
  • Gorlon Talloak - Fighter: 5 (C)
  • Todd Decos - Fighter: 7 (N)
  • Utho - Fighter: 7 (L)
  • Oliver Duncan - Cleric: 7 (L) 
Warband
Total Party Levels: 5 (+22 Normal Men)
  • Captain Blanith Grigix - Player Character
    • The Sea Heifer (Large Sailing Ship)
      • Guild Pilot - Dwarf: 2 (L)
      • 12 Sailors - Normal Men
  • Captain Ioran Barlowe - Fighter: 3 (L)
    • The Drake (Small Sailing Ship) 
      • 10 Sailors - Normal Men 
    Deceased Player Characters
    • Methra the Magus - Magic-User: 4 (L)


    Campaign Log
    Total Game Time (Part I): 66.5 hrs
    Total Game Time (Part II): 27.5 hrs
    Cumulative Total Game Time: 94 hrs
    Last Update: 12.10.2014


    A Powerful Ally
    10.19.2014
    Total Session Time: 5 hrs

    A great many tasks have to be completed in order to enact the ambitious feat of colonizing the Isle of Dread.  A new adventuring party must be formed, with new agreements.  Ships must be secured, workers employed and fed, soldiers hired and transported.  In addition, the Drake carries a large shipment of fresh goods from the Isle.

    In addition to all of this, the project must be kept secret until the newly created trade lane can be protected.  Given the proximity of the Minrothad Guilds to the Isle of Dread, as well as their expansive trade network and the protections extended to guild ships, it's only natural our adventurers wish to reach out to the guilders.  However, the archipelago is shrouded in mists that conceal many dangers to ships that approach without the proper guidance.  Hidden shoals, whirlpools, tornadoes and waterspouts are also terrible threats that blanket Minrothad.  Only a ship with a guild pilot will be able to negotiate the obstacles and safely bring a ship into a guild harbor.

    The Drake lands in Karameikos, ready to secure new crew and sell its' cargo.  Most importantly, a guild pilot must be found and hired.  Yet, within the "safe" harbor of the mainland's cities, laws, taxes and tariffs may prove the adventurer's greatest adversary yet.
    Ignoring most of this, the party returns to the Isle of Dread to rescue the specialists that were hired to complete this plan, and escape once more with their lives.  However, the presence of dragons around the island has intrigued them.  Currently, the party is investigating the appearance of a possible red dragon upon the island.


    Known World Level Select
    10.26.2014
    Total Session Time: 5 hrs

    After dithering for an unhealthy amount of time on the Isle of Dread, the party is uncertain what to do next.  It's time to select a new course for the campaign.
    All is right in the world.  The party has unity and purpose.  Currently, that purpose is hunt down and bring to justice the notorious Captain Kronk and his pirate crew.


    The Sea Heifer
    11.02.2014
    Total Session Time: 5 hrs

    Hired by a wealthy Thyatian, the party embarks on The Drake to capture an elusive quarry.
    With Kronk dead and Todd Decos in the hold with the other prisoners, the part sets off back to Thyatis City.  With the Sea Heifer intact, the party now has a larger vessel at their disposal.  A mighty prize in and of itself, the large sailing vessel is taken as the new flagship of the tiny fleet.


    Into the Vortex
    11.09.2014 to 11.30.2014
    Total Session Time: 12 hrs

    "I wish him nothing but pain in his silly travels, especially if they wind up in my octagon.  Clearly I have defeated this earthworm with my words -- imagine what I would have done with my fire breathing fists.  There’s a new sheriff in town. And he has an army of assassins.”
    Back in Thyatis, the group convalesces and divides the spoils from Castle Dulvantir.  The Warlock left a crate full of booty as well.  Now, the adventurers can turn their sights northward...



    Campaign Resolution

    The party consolidates in Thyatis City.  Their ships and men are made ready for the long journey north, to Vestland.  There, they hear that domains can still be carved out of the rugged land by those willing to brave the dangers of the frontier.

    In the Northern Reaches, our party will once again be brought forth to conquer the dangers and challenges still waiting for them on Mystara.  The group has shown that Fate is with them, but the toughest challenges still await.  Will new domains on the fringe of the Known World become the lands ruled over by our intrepid adventurers?  Will The Warlock Charlie Sheen's visions be made real, or be the cause of ruin to our heroes?

    One day, they will return...and all will be known.

    Until then, adventurers...Mystara will wait patiently.

    Wednesday, December 10, 2014

    The Face of Mystara, Part II (Session 6)

    These notes are originally from 11.30.2014.

    After an epic battle, accompanied by the blue dragon Magarastu, the group releases the Warlock Charlie Sheen's friend - a lich.  Upon being released, the undead sorcerer pulls a glowing orb from his cloak and shoves it into the Warlock's chest.



    Soon the party is attacked by the black wizard Caiustaius' minions, who appear behind the party before they can react.  Utho begins to fire arrows at the magic-users, but the Warlock yells "STOP!!"

    The dragon stoped in mid flight, and the group realized that all time had stopped.  Spells were cast in succession.  The Warlock Charlie Sheen waved his hand, and time resumed.  The black wizard fled, and his minions were defeated (Vortex Savants, Magarastu called them).

    The group made it back to the ship, and a magical, shimmering portal was open above it.

    "My friends," said the Warlock Charlie Sheen, "thank you for your help."  He turned to Acwellan the Lich, and continued.  "If not for my friends here, I would not have been able to rescue you."

    "Thank...You..." the lich replied.

    "I'm afraid this is where we part ways."  the Warlock continued.

    Some time passed as the magic-users prepared the necessary spells.  The group took this opportunity to get to know the undead sorcerer and his companion - for Charlie Sheen seemed different now that he had obtained his power again.

    Todd Decos was brave enough to engage the lich in conversation first.

    "How long have you been a...lich?"

    "Perhaps...For A Thousand Years."

    "Were you human...before?"  Todd ventured.

    "Once."

    Charlie Sheen cast a spell, and a fully cooked and prepared meal appeared with a table out of thin air.  The Warlock immediately began eating.

    The lich looked over the party, and stated "I...Will Take You...Where Ever...You Wish...To Go."

    Wickwar inquired of the dragon, "Where will you go?"

    The dragon seemed bemused.  "I am already home."

    Wickwar was undaunted.  "Where are you trying to run off to?"

    Magarastu answered, "Caiustaius held me captive for many years.  I will retake his castle."

    Acwellan gave Oliver Duncan a key on a silver chain before wordlessly boarding the boat.



    The party awakens the next day back in the inn.  The innkeeper informed Oliver that he had a large package waiting for him.  Upon opening the chest that was delivered earlier that day, the voice of the Warlock Charlie Sheen could be heard.

    "Thank you my friends.  I thought I would leave this here for you.  You can use it much better than I."

    Inside the chest was a trove of valuable treasures, and better still...magical equipment.

    The group settles in...wondering if they will ever see the Warlock Charlie Sheen or his undying companion ever again.

    "I've spent close to the last decade effortlessly and magically turning your tin cans into pure gold." - The Warlock Charlie Sheen.

    Monday, December 01, 2014

    The Face of Mystara, Part II (Session 5)

    These notes are originally from 11.16.2014.

    From the Journal of Alexandra Postoak

    5:45

    The group passes through the gate and continues on.  The golem still stands on the other side of the fire waiting to come after us.  Blanith cast Magic Missile at it to try and rid us of his presence.

    We come upon a room that is filled with skeletons that wield swords.  As we move into the room all of the skeletons move toward us.  We take quite a beating from the skeletons but we manage to smash all of them.

    6:26

    We all discuss our next move.  Blanith casts Detect Magic on the room and the only thing that seems to glow, aside from us, is the door.  We all want to rest but the Warlock tells us that we don't have time.

    6:33

    Warwick sneaks through the door to look at what else there might be.  The rest of the group hears a voice saying "Intruders!  And I didn't even order a meal delivered!"

    When Warwick comes back and tells us he saw a man in a parlor with an Alphatian slave, we continue into the chamber and talk with the odd-looking man.

    We end up buying the slave girl for 300 gold.  She seems to be having trouble walking from the zzonga, so Blanith helps her along while we continue down the hall to the next door.

    6:52

    Behind the door we find a man behind a fire pit, standing in a magic circle.  There are three magical items on the outside of the circle, and each of them together reads:

    "Unravel to Travel,
    Be Swift and Be Gone;

    With Arcane Words,
    A Dweomer Unravels;

    The Absence of Dark,
    A Power that Travels."

    The wizards manage to free the man in the circle by casting spells on the stones.  He says the last place he remembers was being in Waterdeep.  he decides to come with our group.  All of us continue to the next door.  Blanith peeks in and spots two ghouls, then quickly shuts the door.  Warwick decides to go in and look around.

    He sees five ghouls in one room and a dragon in the other.  he comes back and tells us that he saw the ghouls and a blue dragon.

    We go in to fight the ghouls.  Several of us are paralyzed quickly, but the group manages to destroy the ghouls.  Everyone waits until the paralysis wears off.

    7:48

    We head down the hallway toward the dragon.  We talk with him and he tells us that we should not enter the room without the key to open his manacles.  He tells us that he is guarding the tower of Caiustaius, which is linked to the tower bridgeway.

    7:54

    He tells us that the vampire we are looking for is Mandros, the odd-looking man we saw earlier.  We go back to look in the ghoul pit.  Blanith goes in and finds quite a bit of platinum, gold and copper.

    8:20

    Warwick wanders off again back down the hallways to look for the vampires.  He sees a cloud of smoke behind him then yells to us "It's a trap!"  He sees the vampires and skeletons.  He pours oil on the chair in the parlor and climbs up on top of a bookcase just in time to see a large pack of wolves.

    Borion of Waterdeep destroys all of the skeletons, the majority of the wolves and the weaker vampire with a Fire Ball but the spell bounces back and maims the party.

    The remaining vampire manages to cast Charm on me, and I turn and kill Rahanu.  I then attack the wizard Borion.

    8:46

    The vampire vanishes into a cloud of smoke and Blanith Webs me.

    The wizards Dispel the Charm on me, and Blanith binds the wounds on Eventree and Rahanu.

    Meanwhile...

    Todd decides to go be ignorant and shoot at the dragon, then run away.  Todd then comes back as we all decide to go after the vampire.  He receives a very unfriendly welcome back.

    We go to look in the vampire's study, but don't see anyone there.  Inside the room we find an evil-looking magic skull and a key in a box (that poisoned Blanith).  Blanith searches more and finds a secret door.

    Inside we find a coffin and two treasure chests.  We go in and slay the vampire.  We find a magical sword, and a lot of coins.

    9:17

    We find several interesting books and a map in the study.

    9:23

    We give the key to Warwick, and he goes to free the dragon.  The dragon introduces himself as Magarastu, and says he wants to join us.  Then we continue on.

    9:35

    Our party (dragon and all) continues deeper into the dungeon.  A group of skeletons and powerful looking guy wait for us. 

    Magarastu crushes a large number of the skeletons and the ominous looking man.  I am killed by a lightning bolt from one of the wizards.

    The group destroys the rest of the wizards, and Rahanu Raises me from the dead.

    10:15

    We continue on.  Soon we come upon a room full of wizards.  While fighting the wizards, I'm Charmed once again.  I'm told to stop the dragon.  While I continue to try and stop the dragon from going, the others fight the wizards.  They manage to defeat them.  We collect all the magical items from the wizards.

    10:49

    We enter a room to find what the Warlock tells us is the Configuration Machine to the Vortex below.  He seems very interested in the machine and asks if his friend is inside.  A shadow came out that Sheen says is "part of his friend".

    10:54

    The dragon tells us there are three activations of the machine.  We can use the Rod to reset the thing.

    From in the room behind us we hear "Wand of Lightning!"

    Friday, November 28, 2014

    The Face of Mystara, Part II (Session 4)

    This update is lagging behind.  These Game Session notes were originally from 11.09.2014.

    From the Journal of Alexandria Postoak

    The group tended to all the bodies on the ships.  Oliver Blessed each of the bodies and we took all items of worth from them before we threw the corpses overboard.


    6:08

    The group agreed that the newly captured ship would be a great thing to use to begin a new adventuring company.

    6:12

    Back in town, the group takes the magical items to get them appraised for 1000 gold.  We split up magical items and try to find some place to get new sails and banners for the ship.  While we try and find new sails we discuss what we are going to do with the treasure.

    6:30

    The next morning we all woke up feeling very nervous.

    6:48

    Blanith went out to hang fliers looking for a new first mate.  He seemed to be very nervous the entire time.

    6:50

    Utho commissioned a new excellent figurehead for the new ship.

    7:00

    We were at the inn having dinner and a strange man was staring at me.  He made it over to our table before I could even stand.  I can't seem to remember who this guy is.  The strange man gave us all something very odd to smoke (like tobacco), which drugged us all.

    The man beckons us to follow him to a pier that was empty except fora  small, terribly dirty 13ft boat that looks like it came directly from the ocean floor.

    The strange man put on a battered helmet from the boat and we all climbed on board.  The boat heads out to sea quickly.

    Hearing splashing around us we looked out and saw a tentacle that is in chains.  It hands Utho a box.  The warlock opened the box and told us all to take a vial.  We all drank one and realized it had the taste of fresh blood.

    We see what looks like the night sky around us after the man asks us if we have ever been to space.

    The boat splashes down (into warm, loose sand) and we all jumped out.  We step away to avoid the tentacles we thought we saw earlier.

    We spotted a large castle in the middle of a desert.  The warlock spent some time yelling at the castle and telling us that his "friend" was in the castle - and the builder of the castle is a "bastard for building it out here."

    7:23

    We all enter and the door seems to vanish behind us.  There is a portal behind us that the Warlock tells us that is not the way out, but goes back to where we came from.

    We start down a corridor with the fighters in the lead.  We explore the corridors and its not long until we find a glowing circle in the floor.  Blanith tries to examine the runes but it seems to make him ill, so he steps back.

    7:53

    We venture to another room.  We see statues lining the room.  There are two gargoyles at the end of the room by a door.  We get an odd feeling but we try to open the door anyway.  When I try and open the door, one of the statures reaches out to grab me.

    We manage to fight off the gargoyles and regain our composure.  The necklace (with a large gem in it) that was on one of the statues seems to be gone now.  Todd proceeds to try and pull over a statue.

    We go through the door to see an elf fighting with two demons.  We kill one of the gargoyles and Blanith leaves one of them Webbed.

    We speak with the elf, Eventree.  We ask him how he got there and are told that he went through a portal he should not have.  He says he is from Sigil.  He has an odd quality to him.

    The Warlock starts telling the elf that he is trying to get to Sigil.

    8:46

    Eventree tells us the way out is through the seal on the floor.  A giant, shiny black monster comes from the hole in the floor and attacks Blanith.  Utho manages to fall down the stairs.  So we all try and follow...I jump after Blanith.

    9:00

    At the bottom of the stairs, after a very ominous warning of "It is very foolish to think I cannot come after you." we all continue.

    9:20

    Not far from the landing we find a doorway and go through to find a group of three ogres.  We tell them that "Dave sent us."  They let us in and then begin to yell at the shiny black monster, telling him that he "cannot bring the gargoyles down here."  While theya re bickering we makea  run through a set of doors to find five more ogres eating.

    9:31

    We make a run past the table, and down a corridor.  All we can find is a couple of giant ogres cheering on a lone ogre with a giant stick weapon that is fighting with a man that holds a flaming sword.

    With so many ogres chasing us, we try and run down the otehr hall towards teh ogre and the man with the flaming sword.  The Warlock sets fire to teh hallway, blocking the pathway so the golem and the other ogres could not pass.

    Blanith Webs one fo the ogres and puts the other two to Sleep.  The man with the flaming sword yells something, then the webbed ogre burst into flames.

    10:25

    The warrior introduces himself as Rahanu, then prays to his god Tempus to help us through the gate.

    Friday, November 07, 2014

    The Face of Mystara, Part II (Session 3)

    From the Journal of Alexandria Postoak

    5:24

    The group goes to the Minrothad Guildhouse to try and hire a navigator.




    5:28

    The guild tells the party that it would be 2000 gold coins to buy a charter and that it would be several months.  Blanith asks the small guild man if there is any way they can expidite the process.  The man's name is Gordo.  He seemed rather interested in the fact that the group is going after the bounty on the captain.

    The man tells Blanith that it would be 500 gold extra to expedite the charter, but when Blanith signs the receipt the additional 500 is not on it.  He says he will send the pilot to the group later that night.

    5:43

    Blanith goes back to his inn and starts to write scrolls, and later Gordon the one legged dwarf pirate shows up and introduces himself as the pilot.

    6:22

    The group leaves Thyatis to find the captain.  Blanith works closely with Captain Barlowe so he can learn more about sailing.

    The wind picks up and pushes back against the ship for a day, which slows the movement.

    The ship makes it to the cove to wait for the pirates to arrive.  They must take a lifeboat to research the cove and tells the captain to take the boat out to be less obvious.

    6:55

    The group decides to wait on the ship and watch for the other ship.  Captain Barlowe advises that he sees the other ship sailing toward The Drake.

    7:05

    The ship that we see is larger.  The other ship is at least twice as large as ours.  There is a call from the crow's nest, "They have a ram!".  Oliver casts Bless on the party and it is quickly followed by Blanith casting Haste.  We all then ready our weapoins and hope for the best.

    7:21

    Something flies towards us from the enemy ship, and there is a cry on-deck of "Catapult!".  The order to fire at will is given, and our ballistae hit the enemy ship.  The ships meet and we begin to grapple each other.  The ship is bedecked in Alphatian gear.

    7:40

    The crews begin to fight.  Blanith puts part of the enemy crew to Sleep.  One of the pirates is killed by Alexandra, and Oliver cast Hold Person on some of their other crew.  Nine enemy pirates board our ship and one guy jumps with superhuman skill all the way to the center of our deck to attack Methra.  She is unlucky on the second hit and dies.  Her body falls into the ocean, and is lost.

    8:17

    Most of the other crew is in a Web or put to Sleep.  Warwick, Alexandra, Utho, Blanith and Todd have boarded the enemy ship.

    8:36

    The ones that boarded the ship defeat the remaining pirates on the Sea Heifer.  We tie up the crew that is still under a Sleep spell.  Barlowe uses a stick and makes the webbed fighter to surrender.  Our crew goes through the Sea Heifer finds a fair amount of treasure and the box with a silver marking.

    We decide to sail the Sea Heifer and tow our boat behind.  We tie the pirates up and watch them in the hold.  We try and question the pirate captain...

    ...but the interrogation fails, and Todd broke his leg - an injury which led to Kronk's death.

    Sunday, October 26, 2014

    Update: The Face of Mystara, Part II (Session 2)

    From Left to Right

    The party, faced with the jaws of so many dragons on the Isle of Dread, elect to seek brighter fortunes elsewhere.  The Drake sets sail for Thyatis City, where they arrive in 15 days with no misfortune.  Everyone is surprised.




    Over the next several days, each member of the party searches their soul for the strength to fight the existential dread.  They seek a new job, as they believe their group is powerful enough to brave new perils.  Yet what night brings is much more bizarre...

    An entity calling himself The Warlock Charlie Sheen appeared in their dreams, and showed them a vision of what might be the future.  The heroes all stood in the mightiest of positions, and great power for change was theirs.  War seemed to be coming...war in the north.

    After all having the same dream, they agree it's pretty weird.  Some of the party was able to figure out the nature of the spell, but not of it's creator...who only seemed human.  The companions begin to suss out a real plan, emboldened by the surety and reality of their shared vision.

    Grus Tokerfield is a wealthy landowner in Thyatis City.  He has contracted the party and their ship to hunt down Captain Kronk and his pirate vessel, The Sea Heifer.  Aboard that blighted ship, Tokerfield claims, the party will find a silver, rune engraved box.  They are to return to box to Tokerfield clandestinely at his estate, whereupon 2000gp in gems will be paid to the party.  In addition, the Thyatians want Kronk...and have placed a 700gp bounty on his head.

    Dead or alive.

    Tokerfield divulges information on Kronk's next port-of-call:  North Island, in Minrothad.  The Sea Heifer and her crew of scum will be there in four to five days.  If they can make it, taking the pirate vessel at their secret base could be a powerful coup for the party's prosperity.  However, pirates are the least of their concern near the islands of Minrothad...

    Tuesday, October 21, 2014

    Update: The Face of Mystara, Part II (Session 1)

    From the Journal of Methra the Magus:

    After the ship was destroyed by the Kraken, the survivors crammed into the only remaining dinghy.  The last remaining lifeboat had sprung a leak, and Todd the Fighter swiftly began to bail the water out.  The situation appears rather bleak.




    Elsewhere:

    The halfling Wickwar Davis and the Magic-User Blanith for the Mind were sailing for the mainland.  Landing in Specularum to sell some spices, art work and other items they had managed to hold on to from the Isle of Dread.  They trusted these sales to Captain Barlowe's discretion, and took two weeks to rest at the Serpent's Tongue Inn.  Remembering the specialists they left behind on the Isle, they took to posting "Help Wanted" signs to recruit adventurers to help rescue them.

    Back in the Ocean:

    The survivors of the shipwreck were picked up by Thyatian sailors.  Utho the Fighter gratefully tipped the sailors ten gold coins.  The Thyatians took the small party to the nearest port, Specularum.  Seeing the "Help Wanted" signs on the local inn (The Serpent's Tongue) the small party inquires about the job.  The promise of a sign-on bonus caught the attention of Utho the Lawful.  The new party listened to the halfling's and Blanith's story about their old party group and the specialists they had brought to help colonize the isle.

    A village to rescue and the promise of deep pockets made the newcomers eager to ship off with Blanith and Wickwar.  The halfling and mage gave the new group sixty gold each for agreeing to their adventure.  The two week trip to the island involved one big storm.  As they approached the island, an ominous ash cloud hung over the volcano.

    Approaching the place where the village of Tanaroa used to stand, the adventurers could see nothing but ash.  The party decided to explore more of the island to try to find the villagers, and something stirred beneath the ash before they were able to leave.  Charred zombies circled the village, stirred by the noise of the party or a thirst for blood.  The adventurers did not stick around to find out.

    In Mora, the villagers came to greet the party.  They told of a serpent who spit fire and destroyed villages, people and the island.  They said the serpent was a warning to not go north beyond Tanaroa's wall.  

    Going back to the burned village, they saw several marks in the ash blanket where the zombies emerged.  In the wreckage of the half-built boathouse, they found a burned guild insignia.  The party suspects the worst...

    From the Journal of Alexandria Postoak:

    Blanith and Wickwar go to Specularum.  They decide to stay for two weeks in the Serpent's Tongue Inn.  They have paid the captain to sell all the stuff the got from the island of Dread.

    Wickwar has decided to look for maps, and Blanith spends all his time in the inn waiting and listening to rumors.  They have decided to put out flyers to find people to adventure with them.

    The group talks to decide whether or not they want to go on this adventure.  Blanith and Wickwar decide that they are going to give each person in the party a full share of the treasure found.  Wickwar says that he wants to save the people that are on the island.

    Meanwhile...

    A group of four fighters, a cleric and a magic-user paddle a small life boat through the ocean, bailing water as they go.  They are picked up by a Thyatian vessel and then dropped off at the nearest port.  Utho is looking for bounties and happens to notice the flyer and brings it to the group.  The group finds Blanith and Wickwar to accept the offer and apply for the job.

    8:10

    The boat arrives at the island after two weeks at sea in storms.  The island is dark with clouds of smoke from the volcano.  Blanith and Wickwar are surprised to find that the village of Tanaroa is burned and nothing but ash.  The group decides to leave the village, then zombies start to rise up out of the ash.

    8:14

    The group reboards the ship and goes to Mora.  The people of Mora say that a lizard came to burn the village asa  warning to not come to the north.  The village says the the sky serpents fly over normally, but the red dragon is the only one that has ever threatened them.

    8:46

    The group gets back on the ship and goes back to Tanaroa.  There are a lot of places where you can tell that zombies rose up from the ashes, but the zombies are gone.  

    8:48

    The group searches for the guild people, but all the find is a badly burned guilder insignia.  Blanith and Wickwar decide to give up the search for the people they came to look for.  Oliver prays for the dead.  They can see the grave pyramid is the only that that is not charred, so they go to investigate.

    8:58

    The group deates the next plan.  They go north to look for survivors.