Monday 22 July 2013

AI - Chapter Two - Illiad and the Argo

The day after Argo's death, a funeral service is held, and most of the city is in attendance.  At the service, Therrah accepts responsibility for having let things go too far at the duel, and he calls upon the town to embody the newly anointed name, Nevermore, to help prevent a tragedy like this from occurring again.  He also asks the town to forgive itself for how it acted after the duel.

With the service complete, Therrah approaches Baba Zephyr, Finn, Alera, and Direli and tells them about the pirate hook that was given to them by their friend Durgan, an odd dwarven warrior that has been a friend of the group since they were just kids.  He found it while investigating a pirate camp north of the city.  The hook itself bears an insignia of a dragon skull facing forward with what appears to be flames behind it.  The equipment found on the pirates that attacked Nevermore have the same symbol, and Durgan also reported seeing the same symbol on flags and banners of a ship that was sailing north toward a fishing village on the northern coast of Feyfoot Isle.  

Therrah believes this is a cause for concern, as it signifies that pirates are beginning to organize.  Which can only mean that someone sinister, and crazy enough is trying to lead them.  The group believes this is a matter important enough to investigate, and that if a ship was sailing north towards the village Illiad they should hurry to investigate it.  The group agrees this is a matter worth looking into, and they begin making preparations for their trip.  

Under Therrah's advisement, they recruit a cleric named Devlin Abershin from the Order of the Pulling Tide to accompany them on their journey aboard their newly given ship, aptly named the "Argo".  Once everyone is ready to go they head off.

While sailing north, the ship is attacked by creatures known as Sahuagin.  An opportunistic race of aquatic reptiles looking to raid their ship.  Unfortunately for the beasts, the group is more than capable of repelling their boarding attempts.

After dispatching the creatures, the group continues their journey until they reach a bay on the other side of Illiad, where they can safely leave their ship for the night.  When they wake up the next morning they make their way inland towards the village using some scouting information Devlin was able to acquire the night before.

The city is under hostile occupation from the pirates, and manoeuvring around the town is no simple task.  The group manages to clear the town, hut by hut, even luring a large number of the pirates off into the jungle with some clever magic, rescuing any civilians they found along the way, and directing them towards the Argo.

After clearing the town of any pirates that didn't run off into the jungle, they disguised themselves as pirates and took a row boat out to the pirate ship anchored in the bay.  The captain, an elf, stood at the helm flanked by larger, more menacing bodyguards.  Their disguises gave them a surprise attack on the captain, and after a tense fight, the captain and his crew were slain.

They weren't out of danger yet though.  There was still a band of pirates they sent off into the jungle, and they had found an ominous message written by a mysterious Dread Lord Oman...

To be continued...