Sailing around the Island of Dread

From the Chronology:     



4 Richfest to 6 Reaping (July), 590 CY It is slow going following the island's western coast, the ships anchor each evening to avoid uncharted hazards. The expedition charts the coast and uses the mules to tow the ships when they are becalmed. On 6 Richfest they were attacked by a band of merrow they easily fought off, and they saw many dangerous creatures but they avoided the ships. 

7 Reaping (July), 590 CY Friendly contact is made with the Isle of Dread natives who live on the southern peninsular, separated from the mainland by a great wall. 

8-12 Reaping (July), 590 CY The ships refresh their water and stores, resting after their long voyage, while a council of the native matriarchs gathers for a great feast. The adventurers gather information and decide on their next moves. The natives welcome a settlement, as long as it is not on their peninsula or one of the islands they hold. They suggest that expedition might settle on Jawalaas, the home of the cannibalistic Shark Clan that was exiled long ago and still raids their villages. 

Ship Rosters
Sea Ghost, PCs: Tolum (1/2 orc Paladin of Cuthbert), Torrance (Human bard), Corvus (human priest of Pholtus), Höss (human gunslinger), Rickus (human wizard), Lilianna (elf wizard), Sir Percy Cleghorn Stanley Hobar (human noble artificer), Victor aka Diego aka Carlos aka Rinaldo (human rogue), Bob (human druid)
Sea Ghost, NPCs: Nathan (Captain), Rodrigo the Bull (1st Mate), Brunus Pumpwagon (Bosun), 6 Sailors (Ned Shakeshaft, Jack Swallow, John Copper, Abner, Bartle Shorewood, Jaques Brawn), 73 Honorbound (8 muleteers, 40 infantry, 12 knights, 4 sergeants, 6 artillerists, 3 acolytes), 10 engineers, 
Sea Ghost Cargo: 1 cannon, 4 ballistae, 4 mules

Sea Lion, PCs: Morbor (dwarven Rune Knight), Olga (Dwarven Scout), Sheila (human paladin of Pholtus),  Gozara (human barbarbian warrior), Evryhss (elvish adventurer), Cornelius (human wizard/scholar), Benedict (human cleric of St Cuthbert)
Sea Lion, NPCs: Edoral (1st Mate), Boone (Bosun), 7 Sailors (Gort, Brendan, Drake, Davey, Akir, Adrian, Finn), 65 Honorbound (8 muleteers, 40 infantry, 10 pistoliers, 4 sergeants, 3 acolytes), Fabian (engineer captain), 10 engineers, 
Sea Lion Cargo: 4 ballistae, 4 mules

Casualties as of 3 Richfest 390 CY: Sazarh (NPC Captain), 1 Sea Lion Sailor

Merrow aka Sea Ogres attack the Sea Ghost.

The Narrative:  

Log of the Sea Ghost... kept by Sir Percy Cleghorn Stanley Hobar 


4th Richfest - light wind, 90°, We sail southwest skirting the small island to the west. Nothing but rocky coast.

5th Richfest - 75°, winds 2 knots, rain today, sighted "Mount Mysterious" (1) - a flat top, clouds

6th Richfest - 2 knots, 90°, Heavy rain, at 10 bells attacked by sea monsters Old Davey called them 'merrow'

7th Richfest - 90°, no rain low winds, point spotted by Rikus named Head Rickus (2) fog bank to west

1 Reaping - 90°, no wind. Put out the mules and walked the ships  

2 Reaping - 90°, 5 knots, Snake the siz of a city! And Wyverns found on a small island (4) to the west of the Isle of Dread

3 Reaping - Becalmed no wind 'The Benedict Maneuver'

When becalmed Benedict casts Water Walk 
on the mules and they then pull the ships.
This allows the ships to make some headway
even with no wind for a few hours each day.

4 Reaping - Rain 7 hours Sandy Point (4) was found 

5 Reaping - Wind today! 85° Light rain Native canoes spotted

6 Reaping - 2 knots 85° Rain day

7 Reaping - 105° Too Damn Hot! Great Wall found and some native huts

The expedition docked in the bay where the Great Wall emptied into 'Benedict Bay.' For five days the priests - especially Corvus and Benedict - went ashore then spoke and worked with the villagers, trying to explain their deities. The villagers were polite and kind, but neither St. Cuthbert nor Pholtus won any new followers though Corvus found some sympathetic to the Blinding Light. At the same time, the expedition traded goods for water and provisions, restocking completely. 

The Great Gates

Torrance, Morbor, and 'Diego' all spend a great deal of time talking with the natives, asking questions about their culture, customs, and the island. Amongst much other information, they discover each village has four clans - Tiger, Elk, Hawk, and Elk and that they work alongside the "Walking Ancestors", zombies created by a local cult in each village led by a "Zombie Master" and membership in the cult is secret. The zombies perform heavy labor for the villages. Each village is led by a "Mother" or chieftainess and she has a war chief who leads the warriors of the village. 


During this time J'Kal, the Mother of Taneroa, the village of the wall, sends messengers to the other six villages of Kauhale ('Home', the name of the natives for their peninsula) for meeting all the village chiefs with the newcomers. 

On 12 Reaping the Mothers of all the villages meet for a council in Tanaroa. They host a large feast that the many of the expedition's members attend. The leaders of the expedition meet with the mothers, and their talks go well. The Mothers welcome the newcomers, they encourage trade with the mainland. They are happy for the expedition to build a fort and settlement but only as long as it is not on their peninsula or one of the smaller islands they control. They suggest that the expedition could aid them by possibly building on Jawalaas, one of the smaller islands. it is said to be the home of the Shark Clan, cannibals who have raided the others villagers for decades after they were driven from Kauhale. 

After some discussion, the expedition's leaders agree to travel to Jawalass, destroy the village of the Shark Clan, and survey the island as a possible site for a fort and base. 

This played out on 16 November 2025. 


Disclaimer: This blog recounts the fictional events of a game of Dungeons & Dragons. Views expressed by characters within the blog are those of the characters, not the players, dungeon master, nor the blog's author. All other views in this blog are my own and represent the views of no other person, organization, or institution.

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