Terra Incognita

Spring, continued.
Hic Sunt Dracones

Our party sails on and find a dwarven mining camp. The miners have disturbed a dragon’s lair, and need our adventurer’s help. A price is set, and the party courageously confront the dragon.

The dragon slain, a dispute arises between the party and the dwarves over the dragon’s hoard. Naturally, our party believes that the spoils belong to the victors, but the dwarves see things differently. Though confident in their ability to prevail in battle, our party is wary of angering the dwarves’ master, the eladrin queen. A compromise is struck, and each adventurer is allowed to take away 2 items from the stash to keep, in addition to the payment already agreed upon.

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Spring, continued.
A New Boat!

Our party sails north, to round the tip of the island and head west toward the cities that Golenits has told them about. Along the way, they spot a beached longboat and decide to investigate. With reckless abandon, they steer their ship toward the beach and land with a terrible crash. They disembark and find the bodies of slain Norsemen among many bodies of a strange race of rat men. Finding a viking still clinging to life, they learn from him that news of this new land has spread through Europe, even far to the north. They had sailed for the new lands seeking fortune and glory but had been overwhelmed by the rat men in their great numbers.

Suddenly, the rat men return to investigate the commotion on the beach. They descend on our party who scramble to defend themselves. Snorri, healed as if by magic, rises to aid in the fight along with another viking, Leif, who they discover is not quite dead yet.

After killing the rat men, our party strips the carrack of its valuables, and then heave it back into the ocean. Once adrift, they set it afire, only to see it sink before it can burn. It settles into the sand, a mast still visible to mark its final resting place.

Our party of exterminators head into the woods seeking out the rats’ burrow. There they find the rats’ chieftess and what remains of the burrow defenses. They finish the burrow off easily enough and pause to rest.

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Spring, continued.

After slaying a harpy and her fairy dragon allies, our party return to harass the Venetians and deliver a message. The message received, the Venetians march to the Winter Camp to parlay. They tell the party that the only option is complete surrender and that they have 24 hours to comply.

That night, the adventurers leave camp and sneak toward shore. On the way, they are attacked by carnivorous plants and blood-sucking moths. An evil being in the form of a raven takes advantage of the situation and joins the fight against our party. In the end, the adventures are victorious and even kill the raven as he attempts to escape.

Continuing on, the party splits into two groups and one group swims out to a lightly guarded ship. They take the small crew by surprise and capture the ship, sailing on to meet the other group at the rendezvous point.

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Spring, the year 525 After the Fall
Spring, the year 525 After the Fall

As the Captain falls to the sand, his men rush at our party. Hragnar shouts to the others to make for home and the palisade, as he holds some of the Venetians on the beach. He slays two attackers before being captured. The rest of the party beat the Venetians back to the camp and fight them off, freeing Hragnar in the process.

As they work to reinforce their wall, a visitor approaches. Golentis, a young elf wizard comes seeking adventure and offering friendship. They gladly accept him, and make plans to cause mischief in the Venetian camp. That night, Hragnar sets off alone to swim to the ships. The rest of the party attempt to create a diversion by stealing supplies and setting fires to some of the tents.

When they arrive, they find the Venetians preoccupied with fighting the fish men. They make off with few supplies, but spend little time interfering with the battle already in progress. Hragnar makes full use of the chaos, and sets fire to two of the ships anchored in the bay.

As the party returns to their camp, they find that a small platoon of Venetian soldiers has set up an ambush for them. Ever perceptive, our heroes get the jump on the soldiers and attack first. They defeat the soldiers (with much help from their new elven friend) capture their horses.

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Winter, the year 524 After the Fall
Winter, the year 524 After the Fall

Having made it most of the way through winter, our party leaves the safety of their palisade to replenish their firewood. While at their task, they notice a column of smoke or steam rising periodically in the distance to the West. They decide to return home with their timber and investigate the strange cloud the following day. However, as they approach their camp they notice that smoke rises in that direction as well.

They find their gate smashed-in and their camp ransacked. Two of their comrades lie slain in the dirt, and a third is unconscious in the burning smoke house. They pull him to safety and he is able to tell them that the attackers rode great wolves and had blue skin before he passes out once again. Finding most of their rations stolen and their pet fox missing, they resolve to ride after the raiders in the morning.

They embark the next day, and following the raider’s trail encounter one of the blue goblins seemingly trapped under a fallen tree. Our adventurers suspect trickery however, and are able to foil an ambush gaining the upper hand in the process. After vanquishing three raiders and their dire wolf mounts, our party pauses to recuperate. Suddenly and as if conjured by some evil magic, a blizzard forms and presses the weary band forward.

The storm deposits the travelers at the feet of a Frost Goblin Hexer and her many minions. At first, the battle favors the goblins, but our troops rally and win the day. In addition to their stolen food, they find a cache of weapons and armor of elven craftsmanship. Exhilarated with their victory, they load their captive with the spoils and march her back to camp, forgetting all about the fate of their poor defenseless fox who for all they know is still shivering in his cage hidden among the corpses of the dead goblins.

A few days later, some of the party venture to the beach where they see ten huge ships anchored off shore. On the beach, a great throng of people are busy unloading boats with enough supplies to begin a colony. Our party watch stunned as Captain Fransisco disembarks from one of the boats and claims the island for Venice naming it Nuovo Veneto.

Spotting the on-lookers, the captain runs to them. “I’ve returned!” he says magnanimously “I’ve fulfilled my promise!”

“Yes,” says Hragnar, “welcome back to New Scandinavia.” The Captain gives a cavalier smile and says, “Maybe history will remember it once being named that.” Remembering his duty to supervise the unloading, the Captain turns to head back to the boats. Hagnar takes the opportunity to sink an ax into his skull.

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Autumn, the year 524 After the Fall
Autumn, the year 524 After the Fall

After gathering nearly all the provisions needed for the winter, the castaways visit the gnomes to see them off to their winter home. The gnome chief bestows gifts upon the party, and wishes them all the best. Though winter in the North will be harsh, the gnome warns the party not to travel too far or trespass on the elven lands to the South as they are fiercely guarded.

Despite the chief’s warning, the party decides to head south and extend a hand to the elves. On their way, they are distracted by a golden fox which leads them to a mysterious door in the woods. On the other side, they battle a mad naturalist but fail to steal any jewels from his insectivorous carbuncles. They do manage to capture the fox and continue on their way.

Their attempts at diplomacy are rebuffed by guards at the border of the elven forests. Refusing to permit the group to travel any further south, the elves demand that the humans return to their encampment in the north and leave as soon as their ship returns in the spring. They forbid the humans to build a permanent settlement and threaten hostilities if they do. Hragnar tries to to reason that given the coming flood of settlers, diplomacy is essential. The Elven guards are unmoved.

Our adventurers return to their stronghold in the north and that night the first heavy snow of the season falls.

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Summer, the year 524 After the Fall
Summer, the year 524 After the Fall

Chased by pirates and crippled by storms, the crew of il Vaso di Pandora beach their broken ship on the shore of an unknown land. The stranded crew befriend the native farie folk and battle the minions of the mysterious Drowned Lord.

After having driven the slimy fish-men back to the sea, the castaways are able to repair their ship in peace. The ships provisions limited, our adventurers must stay behind to winter in this strange new land with promises of rescue in the spring. Our group sets to building shelters and defenses as well as preparing for the coming cold.

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