DM Tools - Campaigns - The Jaidor Talisman - The Sea Voyage

The Voyage Begins - Days 13 through 18

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Day 13 - The Rancid Hound

On this day, a sail is seen on the horizon. With the spy glass, the captain sees that it is some kind of a two masted sloop. No colors. No flags. The name plate reads Rancid Hound. This ship was reported missing from Ormekian Shipping Company last year. Most likely, it was taken over by a mutiny and has turned pirate. Strange that it would be out this far. It alters its course to avoid contact. It's faster than the 3 ships. Sails away south and west. Most likely, it saw imperial ships and didn't want to mess with them.

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Day 14 - The First Island

The three ships come across a tiny uncharted island and hidden rocky shoals with a shallow bottom. The ships decide to search for fresh water on the island. All three ships are in need of fresh water. Also, the captains decide to gather fresh fruit and explore the island. Search teams are sent out. They do find an abundance of native tropical fruits.

While on this island, the PCs discovered a shallow grave. Beneath the loose sand is the corpse of a male, but a strange race which no one is familiar with. It had been wrapped mummy style. It's hands had been folded over its chest in a peaceful repose. Clutched in one hand over its heart, was a small iron amulet/holy symbol. Who knows what the story is behind this shallow grave?

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Day 15 - The First Crow

Callister orders a crow released. The Third Wind has seven crows. A crow will instinctively fly toward the nearest land. So, if the crow flies west towards Ithria, they are still in the first half of the journey. If it flies east, then they have crossed the half way point. This is the first crow to be released. Six left. It flies west. Back to Ithria.

The crew hold an impromptu prayer meeting on the deck (based on the Semorjon religion). One of them paints a huge white anchor (the symbol of Semorjon) on the main sail. Captain Draabyn allows this as this is exactly the kind of thing that will keep morale up. Any symbol of good luck on a voyage will help keep the crew's spirits up.

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Day 16 - The Other Morphian

Clear skies. No encounters.

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Day 17 - Clear Skies

Clear skies. No encounters.

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Day 18 - The Crate

Third Wind comes across floating debris. Late afternoon. Single barrel. Made of wood, but an unfamiliar type of lumber. Has a single word stenciled on the front. In a strange script language. It is sealed with some kind of pungent wax-like substance. Looks like it’s air tight. A liquid sloshes inside. No other debris found.

[This is a single barrel of ale from Aggradar. It's one piece of wreckage from a much larger debris field. It's a barrel full of Sybrenese Ale. The word stenciled on the front is “Ich-Iya; which is the brand name of the ale].

 

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