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New Horizons

Sail With The Tide - 5


While the guardsmen kept mum about the bell, the merchants and workers were not so discreet. Before the funeral pyres have burned to embers the docks are buzzing with rumors. By sunset the crew of the Fartrader is “invited” up to the hold. As the party stands before Jarl Balgruff the moon rises and the dull tone of the bell sounds in the distance, followed shortly after by alarm bells and horns, and them the sounds of cannon and combat. It subsides shortly thereafter. The Jarl looks at the group and declares that while he does not believe you knowingly brought this to Landfall, you are going to have to take this cursed item from the city. He directs his steward to see your ship provisioned, and to find a few able bodies to round out your crew. You will sail with the next tide.


It was made clear that the crew and their bell were no longer welcome in the port. They were asked to leave and given a chart which showed the southern continent which some felt might enable them to rid themselves of the cursed bell.

The group set sail about the Far Trader with a crew of about 30. A few returned from their original crew and others were little more than conscripts. The sailing was not difficult, but they soon learned that if they were in moonshine at midnight the bell would ring and, if they weren't moving fast enough, dead sailors would rise to attack them and their ship.

They avoided many of these encounters, but one night as the sun went down, they found themselves in an area of doldrums. Predictably the moon rose, the bell rang, and undead swarmed the ship. Luckily, they were able to fight them off though with some difficulty. Once the battle ended Timber was able to heal them for the next battle.

Luckily, they didn't encounter night time doldrums again and they found the Arrow Island they were looking for. There was a debate about what to do next. Timbers wanted to ring the bell and wait for what showed up to kill it. The others felt the best choice was to circumnavigate the island looking for unusual wreckage.

They opted for circumnavigation and found two towers one on the north and one on the south side of the island. They opted to explore the south one first. It was on a sheer cliff and so they decided to approach it from the island side. As they marched towards the tower, a tentacled cat appeared from nowhere and attacked Timbers before disappearing not to be seen again.

They continued on their way finally making it to the south tower. They spotted some standing stones which radiated faint abjuration magic but did not seem to affect them. They arrived at the entrance to the tower and paused to consider their next step.


Joe: I have an unnatural 20.

Lou: (to Tim) See, that's how it's done!
Steve: That's how you shoot! From now on, that's the way you shoot.

Mick: I grab the rope and swing into the two killing Bob.

Steve: I got the slow.

Joe: Have him take off his red dot shirt (it looks like a laser pointer).

Tim: Joe broke the circle that held in the evil spirit.
Joe: (accusing) Well Mick rang the bell!

Experience Points

CharacterPreviousBonusBaseNew Total

Part 1

CharacterPreviousBonusBaseNew Total
Bob 3573.0 120.0 640.0 4333 Need 667 for level 3
Suffering the whims of Dame fortune +120

Chuck 3431.0 64.0 640.0 4135 Need 865 for level 3
fighting withdraw +64

Lanquor Monteray Folivor esq. 3623.0 192.0 640.0 4455 Need 545 for level 3
not recruiting in a retched hive of scum and villainy +64
deck chair +64
remembering the npc's +64

Rance Farseer 3581.0 120.0 640.0 4341 Need 659 for level 3
swashbuckling +120

Timbers 3681.0 248.0 640.0 4569 Need 431 for level 3
care for the dead +120
I'll be in my bunk +64
Save the luggage +64

Part 2

CharacterPreviousBonusBaseNew Total
Bob 4333 0.0 0.0 4333 Need 667 for level 3

Chuck 4135 0.0 0.0 4135 Need 865 for level 3

Lanquor Monteray Folivor esq. 4455 0.0 0.0 4455 Need 545 for level 3

Rance Farseer 4341 0.0 0.0 4341 Need 659 for level 3

Timbers 4569 100.0 0.0 4669 Need 331 for level 3
Religion +100

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