how we met
on the edge of oblivion

ourr wee trruup of ahdvehhnturrerrrs werrre cobbled tahgethah ahht thhu whhimm oohhf soomme perrhhhverrrsse tooahhdiee tuuhh missforrtuune. but among thegroup of misbegotten halfwits they might not be entirrely without some small glimmer of redeeming luck. Like clumsy yaks in heat. our group of 6 managed to find the major that was held prisoner and see the visions of hte dragonmark, when along came some necromantic bitch with a couple of seargeants and some zombies. after calling us deserters and cowards she taunted us with insults. if she was sooo damn good, how come it took more than 30 seconds to get a few of us close to death? we had her right where we wanted her! covered in blood and running half naked through the forest with some serious dirt and scuff marks all over her nice outfit! she wont soon forget us for that cleaning chore! hah! we also managed to keep her from seeing the dragonmark. this major is a serious pain in the ass pansy…good thing he saved us all with his butter knife. i wonder if his family baught that at the same time they purchased his commission? must be poor by standards…they could only afford a major. oh…and the country of Cyr blew up too, in an extraplanar holocaust that raised a wall of lightning strewn death along the southern horizon that reached up into the heavens. we had to take the long way around. and we definately didn't bring enough ale for the whole march…good thing my brother dwarf was there to bolster each others spirits through this horrorfying ordeal! the pain! after witnessing such life altering events, i'll not doubt the strength of these willowy tall races…they didn't once complain about the lack! they kept up their spirits with banter of trivial details of the grey wall…and the necrobitch too. i don't want to remind them of the terror so i let them stay distracted. the young are so cute sometimes when they're talking about their stuff that's so important to them at that age. in respect to their fighting skills…not bad, not bad at all. i found them a little too hesitant to mix it up, so i showed them the true fighting prowess of the dwarven peoples. several times i led a charge of one into the teeth of the enemy to bring down the foul spawn in larger numbers than could be done with hide and seek methods. i think they noticed and may have learned a thing or two. our wee magician, the great an powerful Oz, did have some useful tricks. he made it cooler in a little area around me once…might be handy when we get some more ale. an the mighty paladin…hhhmmm…has a personal problem with hairy palms…and needs to keep gettin help from a different faith…come to think of it, i haven't seen any signs of him being a paladin of anything butscreamin an yellin about his bad hair problem…yet ins spite of all this willy nilly behavior, he did manage to swing his weapon towards the enemies in a very threatening manner. they'll think twice before they bring their unscuffed armour near him. since mentioning the cleric…he has a useful trait…he did heal several of the team. goodie for them, they needed it. …buuurrrrp… time to go… so much ale so little time …honey, be a bonnie wee barmaid, when ye fetch me another ale, would ye mind keepin yer beard outta the foam?

Chickentooth's Leftovers
as told by Aex.

After sailing for days and days with a ship that wouldn't cooperate (I must have tied down the jib sheet A HUNDRED TIMES), we arrived at the island containing Stronghold, the last place we were directed to find our dragonshard.

The place was a shithole.

There was NOTHING left! Nothing! Coppertooth and his crew took the teeth out of the skeletons!! I was trying to tell them the story of Pepe of the Dancing Flame (it's a good one, I'll tell you in a minute), when we found one door all piled with rubble with a symbol painted above it, sorta skull-and-crossbones-y. We hemmed and hawed about what that symbol might mean, and then Sandy suggested (and I totally agreed) that it was probably a ruse by Coppertooth to keep scavangers away from the best parts of the treasure. Like maybe a throne. With a dragonshard in it. So we cleared the rubble and headed down the stairs, except for Theren. Maybe his boot was untied? Anyway at the bottom we found ghosts. Big fuck-off dragon ghosts. Theren's grandpa helped us kill them, but I had to take out two myself, besides providing encouraging words to Eatham and Dumas. Sandy and Andreios dolled out their share of damage too, but I pretty much saved the day. I'll tell that story for a while.

Anyway after all that we found a bell. Yep, a bell. Oh, and a note. Try and split that six ways. Now we're just deciding where to head next. Pretty sure it'll be the Gape, but we'll see. Anyway, about Pepe of the Dancing Flame, now he was a talking frog……..

The Shadow-Well
As told by Theren

Our party sailed to the Shadow-Well in search of "Shitluck", hoping he could help us find Teal Coppertooth, and the missing throne.

As we pulled up to the dock, Smittick Pengo and his crew came running out making a fuss.  After a short negotiation we got Pengo to agree to help us find Shitluck.  Pengo informed us the "Shitluck wasnt going anywhere without help" so he and his crew did a lap around the island while we went to the tavern.

Inside we met the propreitor, Osifer.  After observing him for a few moments we could discern that he was actually an undead spirit.  We were able to get his help by promsing to deliver a message to his living descendants.  So thankful was he, that he smashed open a box filled with silver pieces for us to take as a reward.

Pengo had told us the Shitluck had somehow dissappeared into one of the earthen walls of the tavern, and after Osifer agreed to help a large chunk of sod fell from the wall with Shitluck contained therein.

After convincing Shitluck that we meant him no harm and just needed to find Coopertooth, he agreed to show us the way to "The Gape".  We agreed to meet on the far side of the island in a few hours, and once again Shitluck dissappeared into the wall.

Pengo and his crew had returned from circling the island about this time and shortly thereafter the Bug Brothers, bounty hunters who had been loitering in the area, burst into the tavern demanding we turn over Shitluck.

That's when all hell broke loose.

Before I knew what happened there was a displacer beast in the middle of the room, Dumas was throwing money, one of those clockwork abominations starting trying to bring the roof down on top of our heads, and Shitluck, somehow wearing Aex's clothes, appeared from behind a column, shouted "Here I am!" then dove out the window.

We all followed his lead and fled the building.

A foot-chase ensued and the party split up.  The dwarves took off for the Four Turns East, while the rest of followed Shitluck/Aex as he fled deeper into the island.

Aex and company eventually came upon an archaelogical team from the university and he gang-tackled the lot of them.  The Bug Brothers starting peeling bodies off the pile, but could not find Shitluck.  They turned their focus on yours truly and it looked like your humble narrator was in for some "enhanced interrogation."

Suddenly, the Brothers got a concerned look over their faces, muttered something in goblinoid, and took off running.  I later learned that those magnificent dwarves had boarded the Brothers' ship and freed all their captives.  With the Bug Brothers now adequately distracted, Sandoval, Dumas, and Andreous got the ship out of dock and brought it round to Bird Rock on the far side of the island.  There, they picked up Shitluck and the rest of the party and we proceeded to the island known as "The Gape."

It was a rough day of sailing and we arrived after nightfall.  We could see Coppertooth's ship with no apparent signs it was occupied.  That's when we saw a dwarf body floating in the water, presumably one of Coppertooth's men.

dear diary

sit right back an you'll hear a tale, a tale of a fateful trip. that started from this tropic port, aboard this tiny ship. managed to find an' rescue Coppertooth, some damn dragon got in the way. but don't worry, my hat is fine. it seems this young shadow dragon had slipped through with some dark creeper minions and was collecting dwarven thralls on our side…we put a stop to that poor idea in a hurry. shouldthis record reach my long-lost kin without me, please use the maps and know that our little team is shaping up nicely…i have the priveledge of working with some fine soldiers here and i would like my private vault to be distributed amongst them equally. we managed to get shitluck into port and out of trouble; i hope he has the good fortune to not get mixed up with a dragons' schemes again…i'm beginning to think the stink of shit is clinging to us…re-name the ship "plunger"? there seems to be a movement of organized crime in town…sendings may get a bit spotty, bring a mop. we've been adopted by a shortround, set him up in the jewelers guild to thank him for getting us in a fight with some well-liked toughs of town…his mother had been poisoned by feywild redcaps we believe were from the bakers guild…a suspiciously meteoric rise by the master there. the forge ceremony was highlighted by the summoning of a demon to kill and maim…our old acquaintance from the day of mourning seemed to be involved, hope it wasn't him using the monster, I'd hate to have to kill him after saving his life. toran deputized us!! …ooohhh, let the good times rooollll….

after the ceremony

…wellll… it's been too long since i've sent you a letter my dear kin. we've managed to earn a little money and notariety. when the ceremony was dirupted, we were deputized as i said. we did give chase. The culprit was none other than our former associate from that fateful morning who summoned the demon to distract everyone while some cronies were sabotaging the machines in the house to blow up. the story is kept quiet, but the explosion could've destroyed most of the town and people. the poor soul fled on an airship and we were forced to pursue on discs while his merc goblins fired at us. boarding the ship in flight we pursued him over the side into the jungle near the volcano. too bad for him… his flight took him into a newly expanding zone of undead pirates where he seems to have met his end. he did say that the prophecy he was trying to avert will never be stopped while my frineds and i are alive…we need to think on this. did i tell you about that nice young kid we helped? his mom is doing fine now and we have a few associates watching out for her while shortround works as the newest member of the jewelers guild trainee. it seems she may need watching since the redknives have a spinoff group that like to commit murder for money. and we may have pissed off one of them. and she worked for the strangley meteoric rise of the new bakers guildmaster…seems lots of predecessors retired suddenly.

A Smattering of Mysteries

Henry & Miranda Pike
When the team first arrived, they offered to help 10 year old local boy Henry Pike retrieve some treasure he'd found from pirates. The pirates turned out to be the four Anderhoff Brothers- 4 local toughs who own the slaughterhouse and who are local celebrities for the part they played in exposing a death cult last year. They are commonly called The Sawfish Boys The team had to fight the Sawfish Boys to drive them off. The team learned that Henry actually had quite a bit of treasure he'd found on the seabed in months of dives all over the bay. He rewarded the team and told them about his sick mother. His father had drowned while fishing months ago. The team found that Henry's mother, Miranda, was suffering from an exotic condition brought on by exposure to redcap mushrooms, a magical fungus that only grows in the feywild. She used to work for Mires Tithane, the flamboyant head of the Serenity baker's Guild. The team cured her affliction and swore to investigate the bakery more closely. The team paid Stovlen, a 1/2 orc mercenary they had spared in a battle, to watch over the Pike household in the Serenity Slums. Several days ago two men broke into the house Stovlen killed them. He didn't know much about them- apparently they were local folk.

House Cannith & the Dragonic Prohecy
The team first met during the war, when serving various factions they were sent to investigate the appearance of a dragonmark on a fallen tower in Cyre. They encountered agents of the Order of the Emerald Claw, some horrible creatures from Khyber, and Aric Blacktree, an agent of House Cannith. The Prophecy spoke of 'six standing against the waking of the dragon below' or something to that effect. The battle with the Emerald Claw was interrupted by the Day of Mourning. The Emerald Claw agents fled. The war ended, two years passed, the characters met up again after the war to seek their fortunes together. The team arrived in Serenity when House Cannith was about to open a forge where they would manufacture many affordable magical items for the populace. The ceremony was interrupted by a summoned creature that the team defeated. They learned that a House Cannith agent-Alric Blacktree – was behind a plot to blow the forge- and almost all of Serenity- to hell. They team pursued him and slew him. He had a lesser dragonmark, as many agents of Cannith will, but there was something strange about it. House Cannith took the body and aren't answering any questions. The town council drove House Cannith out of the port until their internal dispute is settled. The Forge is now staffed by local artificers and works at a greatly reduced capacity.

Ambermead's Crops
The team was approached by local landowner Tobias Ambermead to investigate why the crops in his vineyard and coffee plantations where dying. He strongly suspected lizardfolk. There was a lizardfolk uprising 10 years ago and Tobias has never come to trust them, even though Serenity and the lizardfolk banded together to drive off a sahugin tribe and the treaty has held ever since. The team investigated and learned that the area was suffering from an infusion of necrotic energy which was so strong it was raising the spirits of pirates dead 50 years. The team discovered the cause- a minor artifact placed here to destroy Ambermead's fields. They investigated further and found that Ambermead had gotten one of his field workers with child and shipped her off to Adderport so the bastard wouldn't harm his reputation. She returned and sought revenge for being sent away from her home. She reached out to local crime figure Ned Shakeshaft, who gave her the Khyber Skull for free. Ned is reputed to be at the head of the secretive assassin's guild. He works out of a bar called "the Flounder Pounder' , but the team suspects confronting him on his own turf would be their doom.

The Cult of Dagon

A few notes from the most recent game:

The ground collapsed into a small complex of rooms and tunnels. Dungeoneering checks reveal the structure to be between 50 and 100 years old. However the cultists have been hard at work to modify the 2nd chamber- the one that contained the skeletons. They have carved several coffin-sized nooks into the walls. They have begun setting Khyber shards into these openings. There are only a dozen shards, and most are too small to be of much use but if collected and sold they will be worth 420 GP altogether. There are two larger shards that can be uses to create a level 6 and a level 8 magic item, respectively.

The team has taken two of the cultists alive, one of whom is employed as a watchmen. Investigation of the fallen prove that six of the ten have the same tattoo as the butcher.

We can delve further into the interrogation of the prisoners and what the druids of the island have to say next week.

Also, a correction: Audrey Lilybrook, the matron of the Lilybrook Orphanage, reveres the Silver Flame and not the Sovereign Host as I mentioned during the session.

Hool's Fools & The Journey to Greenscale Island
as told by Theren

Therendor 1-15, 998 

While waiting for more news on Ilk’khun's job posting we were hired for a day job by a foppish gentleman named Belarus Little from the Library of Korranberg in Sharn.  He claimed to have some information about some well-hidden artifacts to be found in Hool's Manor (former residence of the infamous Capt. Rory Barbarosa.) and wanted to leave the following morning.

While spending the day in prepartions for this new job, Dumas visited the Druids and was able to learn some more about what Ilk'khun was up to.  The Druids think that Ilk'khun wants to have a ritual performed near Greenscale Island with the recently recovered Red Carnival dragnonshard in order to provide access to the Isle of Dread.  On this hidden isle is a shard known as Black 13, a potentially dangerous artifact the Druids want to keep from falling into "the wrong hands."

The next morning we set out to Hool's Manor.  Something was "off" with Belarus from the get-go, but we continued with the job hoping more information would come to light.  Upon approaching the house we came under gunfire and Belarus took off running.  While the remainder of the party closed on the manor to deal with the immediate threat, I decided to try and find out what in Kyber was going on.  After a short pursuit I was able to grapple with and reveal the true identity of our myserious employer… Gillen, an actor from the Serenity Playhouse!  It seems he was hired by Bundlor Gales to get us out of town at just the time when Ilk'khun's job was ready for a crew to disembark.

I let Gillen go and joined the others at the manor as they were finishing up the fight with the unknown gunmen.  Turns out they were three "Bloody Winnows" pirates on-the-run and hiding out in the abandoned house.  We're not sure whether Bundlor knew they were hiding there or not when he sent us on this fool's errand, but all the same we saw him setting sail as we travelled back to Serenity proper.

We turned in the three pirates' bodies for the reward and, wanting to be sure that Bundlor was actually leaving on Ilk'khun's job, Durant and I headed to Serenity Sendings while the rest of the group prepped the ship to sail.  At Serenity Sendings we encountered Katarin Tolstoff who approched us with questions about why we hadn't been the ones to get Ilk'khun's job.  Turns out the Tolstoffs had contracted Ilk'khun to manage the job on their behalf, but were under the assumption that the Four Turns East crew would be doing the work.

As the Druids suspected, the job was to perform a ritual with Red Carnival in an old Eladrin tomb, called Sof Tarnel, in the vicinity of Greenscale island.  Through her agent, Marcus, we neogtiated our own deal to perform the ritual, but in order to complete the job we would first have to somehow obtain Red Carnival from Bundlor.

On the way back to the Four Turns East, Durant and I met briefly with Manco Sympathies to ascertain the reasons behind the Bug Brothers recent accusation of piracy against Ethaem.  It appears someone for the Aurum Fleet ship Harbringer wanted to levy the charges against Ethaem, but did not have the required coin.  It would seem that he contracted the Brothers to help him with his grudge in a less than official capacity.

After getting back to the ship, we immeidately set sail in pursuit of the Wild Goose.  After several days on the water we spotted Bundlor's ship apparently damaged and stuck in a sandbar.  Surpisingly Bundlor tossed us Red Carnival without us even having to ask saying "You have one day to get to the island and perform the ritual!".  After offering some assistance we learned that the fearsome resident of Greenscale Island, a green dragon named Rynskald, had attacked and disabled the Wild Goose.  We assume that Bundlor's ultimate goal is to recover Black 13 from the Isle of Dread for the handsome reward, but that he would be unable to get to the isle unless we performed the ritual in his stead.

Shortly after leaving the Wild Goose, we caught sight of Rynskald in the distance, and there was no mistaking he was headed straight for us.  Our crew leapt into action and with some masterful sailing (our finest yet!) we somehow managed to elude the bulk of the dragon's attacks and maneuvered into the relative safety of a cave at the base of Sof Tarnel.  Inside the cave we saw what appeared to be two pirate ships.  As of the time of this writing, we are making our decisions on how to proceed.

the unholy ritual

my dear family and friends,
this may the last time you hear from us in along time so i will leave this with our dear and trusted friend the gnome-that-knows-too-much.

we sailed as fast as could be after bungler and the goose crew…catching them foundering on a sand bar near greenscale isle from the playful interests of the dragon. Fortunatly the dragon was not TOO intersted in them and they survived.

we came to an agreement to finish the ritual and they turned over red carnival while we distracted the dragon from further interest in the hapless sailors.

leading the ferocious beast on amerry chase through the shoals we lured it away from the goose and gaggle…with a little luck we convinced the dragon that playing with us was going to be rough and i hope it forgot about the would-be sailors long enough for them to get away.

as the dragon chased us we raced through the choppy swells and dragon attacks into the water cave under the sword point isle to dangerously close to parking atop the stone quay in the underground docks.

managing to get most of the crew off the ship with grace and dignity we met an ambush by shaman led goblins and undead pirate goblins that almost proved the undoing of our captain…was it the grog in his thoughts or tha fact that we ran out four days ago that made him an oaf with two left feet and both boots tied together?

chasing uwards through the turning halls and chambers we encounterd several groups of goblins commanded by an increasingle capable leader with a few wolves and traps…which is why our captain fearlessly went down a hole to land on the first floor and charge up behind any suspected followers coming in behind us.

reaching the top we encountered another dragonmark of THAT type and soon faced a mourndemon akin to one that tried to destroy the cannith forge during the ceremony. The end of this abomination from beyond our natural realm was touch and go…as in the fearless captain had to go and touch the damn weird dragonmark!

my family…in the event you never hear from me, know that what i am about to tell you is a testament to my confidence in my crewmates to face the future…not only do we owe our survival to those of the Arts, we shall rely on them greatly in the coming weeks and months.

our mage, psion and cleric are each individually responsible for turning the tide of death from our shore… each, on seperate occassions did personally defeat the monsterous enemies through great feats of power and talent! May we all live up to this standard in the future.

the events following the ritual have changed our world. NOT just for the crew of the four turns east, but yours as well…in performing the ritual we raised an ancient continent from the deeps to rise above the waves and enter our sun-filled seas.

what this brings is more likely to be bane than boon.

we shall endeavor to ameliorate this development by exploring this land and facing the risks before they have a chance to endanger our world.

i have asked that this writing be held in secret til such time as we have left to challenge this new land. know that i go with great enthusiasm and confidence of our return with greater knowledge and treasures to uplift and defend our good and natural world from the onslaught of the fell abominations and nightmares.

Back to Serenity
as told by Theren

Therendor 15-26, 998

After completing the ritual at Sol Tarnel we piled back into the boat headed for Serenity.  A fierce storm circling the newly reappeared Isle of Dread capsized our ship spilling us all into the water.  As the storm moved away we were able to right the ship and continue home, passing The Wild Goose along the way.

Upon arrival we immediately went to Ilk’khun's to collect our reward, a powerful dragonshard!  Interestingly, Ilk'khun never asked us about recovering Black 13… we suspect he might have someone else already in mind for that task.

We went to The Drunken Urchin for a nightcap and were surprised to see the Forsworns, the half-elves with the airship, had not yet left for their supposed trip to Xen'drik.  Maybe these are the folks Ilk'khun has in mind to retrieve Black 13?

After leaving the Urchin we decided that it was best to talk with the Druids immediately regarding our own plans to recover the infamous shard.  On the way we bore witness to a horrible incident in which Marcus Hape, in an apparent overreaction, stabbed Crazy Nettie as she wildly ran towards him (as she is known to do now and then).  Thankfully we were able to attend to her injury and keep the poor old woman breathing.  Marcus seemed a little too interested in where we were taking Nettie, which made us a little suspicious that maybe this wasn't the "innocent accident" Marcus was claiming it to be.  We eventually brought her with us to the Druids where they could keep watch of her as she recovered.

The Druids were unable to offer any more leads as to the location of Black 13 on the Isle, but they did say that House Cannith may have records dating back to when Rory Barbarosa visited.  At that point we turned in for some much needed rest.

The next morning we were able to confirm that Henry and Miranda were unharmed in the tidal wave that devastated the Beds.  While reading up on other news in Serenity Now, we were summoned to a meeting.  We ended up at the Wicker Goat for a brief chat with Toren Aerakin who asked us to help Lord Mayor Erolin Timertikos in his quest to rid the cemetery of some troublesome spirits.  After that, we met with Darkwillow (of the Thieves Guild) at the Dancing Dryad.  He informed us that Ned Shakeshaft and the Assassin's Guild have been arming the lizardmen via a cave outside the city.  Darkwillow wants us to head up to Hool's Manor after we are done at the cemetery.  There we hope to end the supply line of weapons, and maybe be rid our the troubles with Arsaril, Mires Tithane, and/or Ned Shakeshaft.


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