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Swashbuckling in Freeport Returns
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<blockquote data-quote="Morrow" data-source="post: 5081503" data-attributes="member: 301"><p>We've gotten to the point in our Savage Tide Campaign where the PCs, several of whom are the grandchildren of the Swashbuckling in Freeport PCs, have arrived in Freeport for the first time. So I headed over here to refresh my memory on some things from the Freeport campaign. Sadly I discovered that the story hour kind of fell apart before the end of the campaign. All I can say in my defense is that toward the end there I was pretty exhausted, overworked, and ready to be done with Swashbuckling in Freeport. Happily for the Savage Tide campaign I've succeeded in bribing the players to write the recaps, so that story hour is more or less complete over here.</p><p></p><p>So, anyway. How did Swashbuckling in Freeport end? I'm not going to finish the story hour a year and a half later, but I will give you the basics of how everything wrapped up. This is really for my own satisfaction. Probably I'm the only one that cares at this point.</p><p><strong></strong></p><p><strong>Talons of Night</strong></p><p></p><p>Our heroes decided that enough was enough and it was time to put an end to the long standing war between Atlantis and Cthonia. Recognizing their limitations as diplomats and what little leverage Freeport had in this situation the party decided to solve the problem like the adventurers they are. They chose to hunt down the Peaceful Periapt of Pax, a powerful artifact last carried by a cleric of Morwyn, goddess of peace. The presence of the Periapt was said to bring peace and put an end to conflict. The party tracked the artifact to the desert land of Nithia. There they soon ran afoul of cultists of the Night Spider, a heretofore unknown feminine aspect of Obox-Ob, the former Prince of Demons. The party battled nightshades, vampires, mummies, werespider monks, and various other monstrosities while they explored an ancient library, journeyed into the Nithian interior, and explored a Pharaoh's tomb. Subsequently they they allied with a tribe of Phanaton and made a daring raid deep into Aranea territory to discover the lost city of Aran. There in a pit beneath the city they faced the Night Spider herself and retrieved the Periapt.</p><p></p><p>The party then discovered a portal that allowed them to travel directly to the heart of the elven kingdom of Alfheim where the remaining cultists of the Night Spider were seeking revenge by slaying all participants in a secret peace conference between Atlantis and Cthonia. The party slew the cultists and, with the assistance of the Periapt, secured a lasting peace between the two great empires.</p><p></p><p></p><p><strong>Have You Seen the Yellow Sign?</strong></p><p></p><p>Prior to the final adventure of the campaign Bronson finally reached his goal of becoming a lich. He had little time to celebrate, though, as the party faced their oldest enemies, the Cult of the Unspeakable One, for the last time. The adventure began when their old ally Drak Sockit committed a grisly murder. Investigating Sockit's madness and subsequent disappearance lead the party to a plot by the bard/ alienist Sophia Lasilaran and her companion, the enchanter Enoch Sloan, to bring the dread city of Carcossa to the material plane. Lasilaran and Sloan succeeded in transforming or replacing Freeport with Carcossa. The party, protected by powerful wards on the temple of Aster, were able to journey through Carcossa to stop their foes before they could draw the King in Yellow's attention to Carcossa, thus freeing him to enter the material plane. The party faced Lasilaran and Sloan, their hordes of Byakhee servitors, and Mister Dory, the corrupt merchant turned undead cultist who they had exiled from Freeport several years before. After defeating Lasilaran and her cohorts the party was able to repel Carcossa from the material plane and return Freeport to its rightful place. </p><p></p><p>The party has little time to celebrate their victory, for they discovered the Cult of the Unspeakable One's final gambit. Batora, the King in Yellow's most powerful remaining follower on the material plane sought to travel to the Plateau of Leng to confront the King in Yellow directly and lead him to the material plane herself. The party chased Batora across the world, followed her through the gate to the Plateau of Leng and tracked her to the insane maze like Upper House. There they confronted and killed Batora, but not before she could summon the King in Yellow himself. Powerless to stop the King in Yellow directly and unable to escape the Plateau the party tried one last desperate gamble. Arakel volunteered to lead the King in Yellow to the material plane. However, she betrayed him and led him to Carcossa instead. The party had succeeded, but at the cost of their friend, who would remain trapped forever.</p><p></p><p>And that's where the campaign ended.</p><p></p><p><strong>Next: What did our heroes do in retirement?</strong></p></blockquote><p></p>
[QUOTE="Morrow, post: 5081503, member: 301"] We've gotten to the point in our Savage Tide Campaign where the PCs, several of whom are the grandchildren of the Swashbuckling in Freeport PCs, have arrived in Freeport for the first time. So I headed over here to refresh my memory on some things from the Freeport campaign. Sadly I discovered that the story hour kind of fell apart before the end of the campaign. All I can say in my defense is that toward the end there I was pretty exhausted, overworked, and ready to be done with Swashbuckling in Freeport. Happily for the Savage Tide campaign I've succeeded in bribing the players to write the recaps, so that story hour is more or less complete over here. So, anyway. How did Swashbuckling in Freeport end? I'm not going to finish the story hour a year and a half later, but I will give you the basics of how everything wrapped up. This is really for my own satisfaction. Probably I'm the only one that cares at this point. [B] Talons of Night[/B] Our heroes decided that enough was enough and it was time to put an end to the long standing war between Atlantis and Cthonia. Recognizing their limitations as diplomats and what little leverage Freeport had in this situation the party decided to solve the problem like the adventurers they are. They chose to hunt down the Peaceful Periapt of Pax, a powerful artifact last carried by a cleric of Morwyn, goddess of peace. The presence of the Periapt was said to bring peace and put an end to conflict. The party tracked the artifact to the desert land of Nithia. There they soon ran afoul of cultists of the Night Spider, a heretofore unknown feminine aspect of Obox-Ob, the former Prince of Demons. The party battled nightshades, vampires, mummies, werespider monks, and various other monstrosities while they explored an ancient library, journeyed into the Nithian interior, and explored a Pharaoh's tomb. Subsequently they they allied with a tribe of Phanaton and made a daring raid deep into Aranea territory to discover the lost city of Aran. There in a pit beneath the city they faced the Night Spider herself and retrieved the Periapt. The party then discovered a portal that allowed them to travel directly to the heart of the elven kingdom of Alfheim where the remaining cultists of the Night Spider were seeking revenge by slaying all participants in a secret peace conference between Atlantis and Cthonia. The party slew the cultists and, with the assistance of the Periapt, secured a lasting peace between the two great empires. [B]Have You Seen the Yellow Sign?[/B] Prior to the final adventure of the campaign Bronson finally reached his goal of becoming a lich. He had little time to celebrate, though, as the party faced their oldest enemies, the Cult of the Unspeakable One, for the last time. The adventure began when their old ally Drak Sockit committed a grisly murder. Investigating Sockit's madness and subsequent disappearance lead the party to a plot by the bard/ alienist Sophia Lasilaran and her companion, the enchanter Enoch Sloan, to bring the dread city of Carcossa to the material plane. Lasilaran and Sloan succeeded in transforming or replacing Freeport with Carcossa. The party, protected by powerful wards on the temple of Aster, were able to journey through Carcossa to stop their foes before they could draw the King in Yellow's attention to Carcossa, thus freeing him to enter the material plane. The party faced Lasilaran and Sloan, their hordes of Byakhee servitors, and Mister Dory, the corrupt merchant turned undead cultist who they had exiled from Freeport several years before. After defeating Lasilaran and her cohorts the party was able to repel Carcossa from the material plane and return Freeport to its rightful place. The party has little time to celebrate their victory, for they discovered the Cult of the Unspeakable One's final gambit. Batora, the King in Yellow's most powerful remaining follower on the material plane sought to travel to the Plateau of Leng to confront the King in Yellow directly and lead him to the material plane herself. The party chased Batora across the world, followed her through the gate to the Plateau of Leng and tracked her to the insane maze like Upper House. There they confronted and killed Batora, but not before she could summon the King in Yellow himself. Powerless to stop the King in Yellow directly and unable to escape the Plateau the party tried one last desperate gamble. Arakel volunteered to lead the King in Yellow to the material plane. However, she betrayed him and led him to Carcossa instead. The party had succeeded, but at the cost of their friend, who would remain trapped forever. And that's where the campaign ended. [B]Next: What did our heroes do in retirement?[/B] [/QUOTE]
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