Kings of the Endless Sea

Session 1
The adventure begins

Players: Don Thorpe, Robert Griffin, Tony Simpkins, George Perez, Grant Martin

The adventure begins at the Drunk Apprentice, but the party quickly leaves for the Grinning Goblin looking for a fight. They watch a barfight between two minor pirate gangs, the Krakens and the Nightblades, then intimidate a halfling bookie named Mister Hobb into letting them fight the loser. They easily beat the Nightblades, but since nobody has bet on the Nightblades anyway, Hobb has no money to give the party for having bet on themselves. The party takes Hobb’s sailboat, the Maggie May, as payment. They take her for a spin near the island of Freeport, encountering a storm as they return to harbor. They stock up on supplies, then come upon agents of the Pirate Lord Patch casing the waterfront. Keltarr, one of the men, tells them that his boss Morgrim has a larger boat for sale; they agree to meet with Morgrim the next afternoon. Seeking to learn about the city, they recall rumors of a large catacombs beneath the city’s sewer system and learn about a temple of Melora outside the city from a crazy elven street-corner preacher. They find the temple north of the city and clear it of vermin and overgrowth; when the last vines are cleared from the ceiling, a faint ocean breeze fills the temple and a beautiful pattern of light shines upon the far wall, with three brighter dots visible in it.

Experience per player: 170 xp
Treasure gained: 190 gp, the Maggie May

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Session 2
Into the sewers

Players: Robert Griffin, George Perez, Don Cee, Chris Cluck, Chad Roberts, Nick Webb

After clearing out the temple of Melora, the party picks up new members at the Grinning Goblin. They head to their meeting with Morgrim, who shows them the ship, a pinnace in need of a few hundred GP worth of repairs. They agree that Morgrim will give the party the boat in return for a cut of the wealth they make while using it. Morgrim then takes them to the Most Honorable Guild of Wealth Redistribution offices to talk money, where after some haggling they agree that if the party will perform a mission for Morgrim to prove their trustworthiness, he will agree to let them use the ship for a small percentage of their gains until the 1,000-gp asking price of the boat is paid off (he had originally asked for a hundred percent of their treasure). He will also provide a few men from the Guild to crew the ship. Morgrim informs the party that he has recently sent some of his men to explore the sewers and catacombs of Freeport, and none have returned. He requests that the party see what happened to his men and bring him 100% of the treasure they find on this first expedition as a sign of good faith. The party heads to the sewers, where they battle poisonous sewage, giant rats, and oozes. They find the corpses of four of Morgrim’s men, and take their Guild insignia as proof. They also come upon a room with four levers whose use is as yet unclear, a mysterious guardroom containing a small key painted with faded blue lacquer, and a room that fills with water, trapping the party in a new section of the sewers as they narrowly escape drowning.

Experience per player: 167
Treasure gained: 95 gp, 200 sp, marble statuette of Erathis worth 250 gp, Belt of Resilience (level 1), blue key

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Session 3
In it deep

Players: Robert Griffin, Chris Cluck, Don Thorpe, Grant Martin

Trapped in the sewers beneath Freeport, the party continues exploring, seeking a way out. They fight oozes and rats in a room full of fallen architecture, clear out a few extra rats from the corridors, discover another guardroom containing a green-painted key, and fight more oozes in a room of acid pools, where they discover another of Morgrim’s men inside an ochre jelly. Then they pass carefully through a sewage-filled room on a flimsy metal catwalk, pass less carefully through an empty, smelly chamber, and finally come upon a rubble-strewn room from which the noises of many rats can be heard. There is much blasting down of doors with magic missile.

Experience per player: 313
Treasure gained: 70 gp, 650 sp, green key

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Session 4
Daring daylight robbery

Players: Chris Cluck, Don Thorpe, George Perez, Jeremy Condon

After defeating a room of rats and spiders, the party finally finds the stairs out of the sewers, stopping in a third guardroom with a red key on their way. Before leaving they examine the room of levers again, and find that different doors in the room lock depending on what levers are pulled, but eventually decide to leave the mystery behind and leave the sewers. They rest for the night, then head to Morgrim’s office the next morning. Furious at being lost in the sewers for so long, Baldur Bouldermender heads into the headquarters of the Most Honorable Guild of Wealth Redistribution with a huge chip on his shoulder. The party tries to trick Morgrim by offering him only a few hundred silver, which Seltous dumps on his desk, but Morgrim sees through their bluff and demands all the loot they found, as per their deal. As the rest of the party edges carefully towards a window, Baldur angrily throws coins at Morgrim, then finally reaches for his warhammer when he sees Morgrim about to ring a bell on his desk. Seltous, Fuzzy, and Fargrim flee out the window, Morgrim rings the bell and grabs a short sword, and Baldur smashes his nice desk to splinters. Seltous locks the window behind him, so Baldur smashes through it bodily but falls prone in the street below. Morgrim reaches out the window and stabs him twice, bringing him near to unconsciousness. Meanwhile, the rest of the party runs to the ship Morgrim had originally promised them, telling the few crewmen aboard it that their master is in trouble and has sent them to get help. The crewmen are suspicious, and the party kills one then forces the other two to surrender and join the party’s crew. Back at Morgrim’s office, Morgrim’s men arrive, and Morgrim tells Baldur that he won’t kill him, this time, but he will if he ever sees him again. Baldur runs to the docks and gets the sailboat Maggie May ready to sail as archers from the Guild appear on the docks. Under fire from the archers, the party guides their two ships out to sea, but not before taking down a few Guild men with arrows and cannonfire. The party is safe at sea, but have made powerful enemies in the Most Honorable Guild of Wealth Redistribution.

There is a general consensus that the party’s pirate gang shall be named the Street Urchins, and Fargrim suggests the name Filth Fever for the new ship, which meets with resounding agreement.

Experience per player: 306
Treasure gained: 40 gp, 200 sp, red key
Treasure lost: 200 sp (dumped on Morgrim’s desk), the three colored keys (given to Morgrim)

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Session 5
Stormy weather

Players: Chris Cluck, Jeremy Condon, Robert Griffin, Grant Martin, Don Thorpe

Having escaped Freeport with their new ship Filth Fever, the Street Urchins decide to make for Monmouth, the nearest port, to provision their ship and fence some of the treasure they’ve found. First they explore their new ship, finding six more crewmen belowdecks. They debate how best to get the crew on their side, and concoct a plan to meet with the crew two by two to either win them over or kill them. The first two they meet with are the two who saw them kill a crewman on the docks of Freeport, and these two refuse to be intimidated, so the Street Urchins kill them and toss their corpses overboard. After that, the rest of the crew, led by a man named Dirk the Ropesman, agree to sign on with the Street Urchins in return for one share of treasure each, a promise not to kill any more of the crew, and the promotion of Dirk to Chief Petty Officer.

It’s a six-day sail to Monmouth, and the journey is quite eventful. Filth Fever loses the first day stuck in the doldrums, and watches a merchant caravan row by, headed for Monmouth. On day two, they get underway in rain that doesn’t otherwise slow them. By day three, the rain has turned to a proper storm, and an abandoned fishing boat bumps up against Filth Fever. Peering down into the boat, the party sees the corpses of a few fishermen, and are suddenly attacked by the giant frogs who killed them. They easily defeat the frogs, but as they rest that night they’re awoken by Dirk, who calls them up top. The storm has worsened even more, and there is a ship nearby. The Street Urchins leap into action to keep their ship from being battered too badly, while drawing nearer to the stranger ship. Soon they see that it’s a pinnace belonging to none other than the Most Honorable Guild of Wealth Redistribution.

They attempt to parley with the ship’s captain, but parley quickly turns to combat when Kun Aguero leaps the gap between ships with a boarding rope in hand. The battle is long and fierce, and Fuzzy and the mage are knocked unconscious, while Kun Aguero is killed after returning to the Guild ship with only one hit point. Bronn the Bold, alone on the enemy ship against two panicked crossbowmen, is dropped with a crossbow bolt through his throat, leaving only Seltous standing aboard Filth Fever— but Bronn immediately stands up, and the vision of a towering slayer returning from the dead in a midnight storm is too much for the remaining Guildsmen, who surrender on the spot.

Experience per player: 590
Treasure gained: Two fine paintings worth 250 gp each, a jeweled chalice worth 100 gp, and the Bloodstone of Morgai, a huge blood-red ruby whose many facets are covered with relief carvings of strange animal gods and human sacrifices and is said to be cursed. The Bloodstone is worth 500 gp.

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Session 6
Smooth sailing

Players: Chris Cluck, Jeremy Condon, Amanda Hinkle

The voyage to Monmouth continues, but first the Street Urchins must decide what to do with their new ship. They spend a day repairing the new ship and moving supplies to it; during the day, they spy a pinnace belonging to Cha’ka Graal’s Hands of Graal. The ship moves towards them, but the Street Urchins move both their ships into a threatening position and the Hands of Graal ship moves off.

The next day of sailing is easy and uneventful, but the day after that sees another storm blow up as they sail through the dangerous Near Deeps. A merchant ship caught in the storm asks for their aid, which is freely given, as the Street Urchins help repair a broken mast, snapped ropes, and a hole in the hull. Hexwin Surefoot, the halfling captain of the merchanter, gratefully offers the Street Urchins some brandy and gives them a good price for much of their loot: 900 gp for the two paintings, the silver chalice, and the statuette of Erathis.

The storm continues the next day, and the Street Urchins come upon a Philhomen pinnace caught in battle with a large number of chuuls, giant lobster-like monsters. The Urchins aid the Philhomens, then let them go on their way, somewhat to the surprise of the Philhomen captain. Finally, they reach Monmouth, where they inform the dockmaster of the Philhomen pinnace and ask about selling their ships. The dockmaster, Verger, tells them he will send a buyer their way. The Urchins wait at the Happy Kraken tavern, and are soon approached by a man who buys Filth Fever, the Maggie May, and the fishing boat they took from the frog victims. Asking around at the bar, the Urchins learn of a curio shop belonging to one Meraxes, an elderly eladrin. They find the shop and sell Meraxes the Bloodstone of Morgai and the Belt of Resilience found in the sewers.

Experience per player: 333
Treasure gained: 2,450 gp
Treasure lost: 2 paintings, chalice, statuette of Erathis, Bloodstone, Belt of Resilience, Filth Fever, Maggie May, fishing boat

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Session 7
City slickers

Players: Don Thorpe, Chris Cluck, Amanda Hinkle, Robert Griffin, Grant Martin, Jeremy Condon

Having made quite a bit of money from the sale of a few ships and a lot of loot, the Street Urchins head to the temple of Melora to have Kun Aguero raised. The temple is far larger and more opulent and busy than most temples to the wilderness goddess, but that’s to be expected for a major port city. While the priests of Melora perform the raising ritual, the rest of the gang wanders into the Twisted Wrist, a tavern known as a hang-out for mages. There they pick up two new spellcasters, one of whom has just turned Seltous into a pile of ash in the dueling yard out back of the tavern.
Meanwhile Kun Aguero has returned to life and wandered into the sea to wash the stench of death off himself; the party hunts him down and then sets off to restock their ship. They buy a large amount of food and ale, then cannonballs and powder at the Filthy Cannon, a shop run by a filthy dwarf with a huge black beard. They load up and set forth for Freeport Island, only to be stuck in the doldrums. After watching a fishing boat row by, the Urchins hear a strange banging sound coming from belowdecks. Mr. Tentacles, Lareena the Sea-Witch’s familiar, transmits a strong sense of danger just before a gang of bullywugs clamber onto the ship and attack! They are beaten back, though not before Zevon Spellshaft is knocked unconscious. Hopefully the trip will go more smoothly from here on out…

Experience per player: 177 xp
Treasure gained: 140 gp

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Session 8
And down she goes

Players: Don Thorpe, Chris Cluck, Robert Griffin, Tom Shavor

Having stocked up and decided upon a plan to set up a “toll station” on Freeport Island, the Urchins head back that way from Monmouth. On the first day, they help a Karstarki merchant ship with some chuuls, and are rewarded with fine Illuvian silks. The second day finds them blown a bit off course but traveling down the Freeport coastline, where they spy an Exonian ship unloading a lot of gear near a ruined fort. Eventually the decision is made to leave it for now, since taking on a pinnace full of Exonian military is probably a bad idea, but to return to explore later. On day three they see a greatship belonging to the Hands of Graal in the distance, but avoid it by prestidigitating their own flag to match the Hands’. Day four sees an attack by monstrous frogs. On day five, nearing their destination, the Urchins run into a pinnace belonging to the Nightblades. They try to bluff their way onto the ship, telling its captain (a halfling named Axelrod Pendergast) that they’re from the new Nightblade outpost in Monmouth. At the last minute, Pendergast sees through their deception, and the Urchins attack. It’s a hard-fought battle, and the Nightblades get in three full broadsides with their cannon, the last of which sets the Urchins’ ship sinking. As the ship goes down, the Urchins teleport and leap to the Nightblade, leaving Pendergast aboard their own ship. Panicked, Pendergast surrenders his ship, and Fuzzy helps him back aboard the Nightblade with a bridge of roots, an honorable act for which Pendergast says he will be eternally grateful. The Urchins’ ship sinks, leaving four Urchins aboard the Nightblade with ten Nightblades who’ve just surrendered and the rest of the Street Urchins (and all their supplies and treasure) headed for the briny deep…

Experience per player: 581
Treasure gained: 100 gp worth of fine Illuvian silk

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Session 9
Wrecks

Players: Jeremy Condon, Don Cee, Kaye, Don Thorpe, Robert Griffin

Aboard the Nightblade, Fuzzy, Corlynn, Zevon, and Xyrora watch their ship sink. There is no time for mourning, though, because the rest of the Sea Urchins (the name having been changed) are going down with the ship, and there’s still most of the crew of the Nightblade to deal with. Sandokan and Bronn the Bold swim to safety and climb aboard the Nightblade, and the Urchins begin pulling in their crew. Meanwhile, belowdecks, Echo Cavalera, a halfling rogue who was captured by the Nightblades, sees her chance as the sailors around her are distracted by the fighting above. She retrieves the lockpick she keeps in her cheek and slips her shackles. Bronn opens the hatch, letting the sailors pour up spoiling for a fight, only to be faced with Bronn, Kun Aguero, and Sandokan standing together, which stops them in their tracks.

Zevon and Corlynn work on saving the rest of crew: Zevon lights the way for crewmembers trapped in the hull of the sinking ship while Corlynn inspires them to keep fighting for their lives, and warns them of a piece of the prow breaking off into the water. Zevon also retrieves the ale casks. Meanwhile, Bronn offers the Nightblades a choice: join us or die. Echo eagerly joins, and the Nightblade sailors are about to switch allegiances when their first mate, a tiefling named Mordaine Hull, berates them for their cowardice. Bronn puts his spear into the bound Hull, Corlynn finishes the job with a magic missile, and the Nightblades are now Sea Urchins.

The rescue is completed, with only two crew lost to the sea: Tony the wizard and Lady Storm, the master of arms. The Urchins set Jayne Sauzall, the carpenter, to building a dinghy while they dive for the lost treasure of their sunken ship. Bronn dives deep with a rope around him and manages to find the chest with five locks and return with it mere seconds before he would run out of air. As they take stock of what’s aboard the Nightblade, Echo informs them of a hidden compartment she noticed in the hold. She easily opens it and extracts three silver chalices and a large chest, which she quickly unlocks, revealing a huge wealth of gold and gems.

After two days, Sauzall is done with the dinghy, and the Urchins put Axelrod Pendergast, the once-captain of the Nightblade, ashore in a small cave in the cliffs nearby. They give him food and drink for a week, and are about to head for Freeport when they are approached by a Sea Dragon ship flying the flag of parley. The ship, the Wrathfire, is captained by Marok Stern, the humorless half-dwarf second-in-command of the Sea Dragons. He informs them that Riverwatch, the fort atop the cliff, belongs to the Sea Dragons, and demands to know what the Urchins are doing standing off the shore for days. Stern laughs when he learns that the Urchins had just taken the Nightblade, as he considers the Nightblades weaklings and false pirates. As for the Guild, Stern is cautiously complimentary— they are competitors, but honorable ones. The Urchins give him a gift of a barrel of ale, which attracts the attention of Zorion the Mindbender, Stern’s flamboyant tiefling lieutenant. Compliments are given to Stern’s nice hat and Zorion’s colorful robes. The Urchins sail away without a fight, thinking that perhaps the Sea Dragons will make for a good alliance in the future.

Aside from informing a passing Philhomen ship that Exonia is up to something in these waters, the trip to Freeport is uneventful. In Freeport, the Sea Urchins meet with Thohorn Pactmaker, head of the Nightblades, in his headquarters in a house he inherited from his grandmother. He is horrified to see Pendergast’s signature bandanna with blood on it, and eventually agrees to an alliance with the Urchins when he recognizes how tough they are, and that he has little other choice. Their crews will merge, with all men to be treated equally.

Then the Urchins go shopping, picking up a large telescope, a ritual of Water Walk for Zevon, and two ballistas to mount on the prow and stern of their new ship. As a last act before leaving Freeport, Corlynn sends Echo with a note to nail to the Guild’s door. It simply says “Two.” Unfortunately, Echo is caught in the act, and can’t quite lie her way out of it. The Guild guards are incensed when they learn she’s from the Sea Urchins, and Echo flees, but can’t make good her escape. The Urchins, wondering what’s become of their new rogue, go looking and come upon her surrounded in an alley near the Guild’s headquarters. There is a brief fight, the halfling is saved, and Corlynn writes a new note in a Guildman’s blood: “Three.” She boldly nails it to the Guild headquarters’ door.

Experience per player: 400
Treasure gained: 890 gp, 3 silver chalices worth 250 gp each, pouch of Woundstitch Powder

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Session 10
Urchins and Dragons

Players: Don Thorpe, Chris Cluck, Grant Martin, Jeremy Condon, Andy, Molly Mercier

The Sea Urchins beat a quick retreat from Freeport after killing the Guild thugs. They return to the peninsula where the fort Riverwatch stands and pick up Admiral Pendergast from they cave where they stowed him. He demands control of the Nightblade but is soon convinced to accept the next ship the Urchins capture (or the Nightblade back if the Urchins take something better).

With this settled, the Urchins head up the bay to meet with the Sea Dragons about control of Riverwatch. To enter the bay, however, they must first navigate a dangerous zone of elemental magic. As they enter a huge whirlpool that blocks the bay, their figurehead comes alive as the hamadryad cleric Myst just in time to aid them against an attack by some water elementals. They defeat the elementals and navigate the whirlpool, and beyond, they find a peaceful bay with a few Sea Dragon ships.

They are hailed from the Wrathfire by Zorion the Mindbender, who hears their offer and takes them ashore to meet with Commander Marok Stern. They walk from the bay to Riverwatch atop its cliff, following a magical upward-flowing river. At Riverwatch, they meet with Stern while checking out the Sea Dragons’ defenses and manpower. After some debate, they make a deal with Stern: there is an island to the northeast that has been taken over by the Brotherhood of the Black Bones, a minor pirate gang whom the Sea Dragons consider their blood enemies. If the Sea Urchins rid the island of the Bonesmen and claim it for the Sea Dragons, the Dragons will cede control of Riverwatch.

With the agreement made, the Urchins head off for the island. Stern sends two Sea Dragons with the Urchins to make sure they hold up their end of the bargain: Strife, an elven monk, and Gully Thorntoe, a charmingly roguish halfling bard.

XP per player: 288

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