The Coins Edge

Through the jungle and down a well

After a few incidents and a tied stare-down with Coote, Boro seemed to settle in among the crew. He didn’t really know what these people were doing but he knew the he was in their debt after they helped him escape from Bashere som he followed without asking questions.

Following the compass the ship made landfall on a small beach, where a small stream escaped the dense jungle and ran out to sea. They gathered a party, consisting of Duncan, Vernus, Boro, Leach, Allen, Coote, Mobbs and Prabaker and supplies and made their way through the jungle. The rest of the crew was to remain on board and wait for them to return.

The trek through the jungle was relativly painless, save for Duncan’s brief encounter with a snake. Four days later they reached the other side and stepped onto a plain surrounded by jagged mountains.

It took the party a full day to reach a hill half way across the plains. From on top of the hill they could see a pass cutting though the mountains on the other side. They could also see a fort of some kind blocking the pass. Duncan sent Allen on a scouting mission and he came back with some disturbing news: the fort was guarded by black and tan soldiers. Duncan noted how strange it was that the soldiers seemed to know the locations of the waypoints even though they didn’t have the compass.

Based on Allens information, the party devised a plan to attack the fort. They would wait for nightfall. Then Boro and Coote would sneak up to the fort and help the rest scale the 2m wall, after Allen and Vernus had taken out the two guards patrolling it using musketts. After that they would use grenades to cause confution and dispose of whatever guards remaining.
They plan worked perfectly and they managed to take the fort without a single crewmember being injured.

Only one enemy survived the onslaught and after a little “persuation” curtesy of Boro, he answered whatever questions they asked.

He revealed that this fort had been built just over two years ago to guard the pass and what lay beyond. The prisoner promised to show them the next day.

A search of the fort revealed little of use, but they discovered som letters suggesting that the fort was overdue on supplies and could expect reinforcemenst any day.

The next day the prisoner led them through the pass and into what looked like a black pit circled by jagged rocks, easily 400 m across. Vernus concluded that it was an old volcano after discovering that the black sand they were standing on was in fact pulverized obsidian.

At the center of the pit stood a white building. Inside the marble structure was nothing but a hole in the floor, about 2 m in diameter. There were piles of marble blocks in the corners of the room suggesting that the hole had been covered by a smaller structure.
The british soldiers had constructed a winch that could lower a platform down into the well.

When asked whet was down there, the prisoner said that he didn’t know. Something about his behaviour made Duncan suspisious and suggested that the prisoner be lowered down first “just to be sure”. This made the prisoner reveal that there was a trap down the shaft that had killed several soldiers and had blocked them from progressing further down.

The crew tried to throw objects down the well to see if they could reveal something but all that happened was that they confirmed the presence of a trap. They then lowered a rope down the well so they could find out how deep they go without setting off the trap. They then tied a piece of rope to the platform to make sure they wouldn’t accidentally get caught in the trap, before they lowered down Boro. (After all he had to earn his keep…)

The first 10 meters of the shaft was constructed of the same marble as the structure above, however afterwards the walls were made of a strange metal.

Boro couldn’t make much of the traps mechanism. There were three narrow slits in going all around the shafts wall. Whenever something went past the first, round blades would pop out, destroying whatever they hit. He did a quick search of the walls but found nothing.

Neither did Vernus, who went next. He did however discover that the metal used for the wall was the same as the one used in the portugal temple. He searched the walls for some clue but found nothing.

Finally, Duncan had a go, and he found the little rectangular impression. They used the compass the same way they had in portugal, and a door opened, revealing a small passage that lead to a spiral staircase, going downwards.

The stairs were long and took them deep into the earth. When stey finally reache the bottom they stepped into a gigantic, dark cave. The cave had been carved out of obsidian, and every surface was shining black in the light the three explorers brought.

A bit further into the cave they found a block made from the same black glass as everything else. Behind the block stood a pillar sporting some open shackles. An inspection of the block revealed an inscription: “Sagittarius Cave”. Vernus identified the phrase’s double meaning: In latin “Sagittarius Cave” means “Beware the Archer”.
While Vernus was busy with the block, Duncan inspected the pillar and shackles. He found nothing on the pillar, but there was something peculiar about the shackles. The locs were apperantly broken, but the rust on them suggested that they had been locked for a long time. In addition Duncan found evidence that the shackles had been opened only recently.

Boro stood watching the darkness. Thinking he had picked up a track of some sort he wandered off and the next thing he knew a long black arrow hit him in the shoulder. As he drew his weapon and returned to the others, another arrow hit him in the back.

The three of them scanned surroundings but they couldn’t spot the one shooting at them. The archer seemed to move quickly around the cave and attacked from a different direction every time. Vernus and Boro spotted a figure in the darkness. It looked like a huge black dog that seemed to watch them from the shadows. The creature had a bloodshot third eye located on it’s forehead. It stepped in and out of the darkness, seemingly to keep the characters attention on it, rather than the archer. As the dog looked on, the arrows flew at their targets with uncanny accuracy.

Boro managed to launch a successful attack on the dog as it ventured too close. As Boros sword hit home, a scream pierced the darkness and the characters could spot the archer for the first time. He wore tattered clothes that curled around his body like smoke. Half his face was hidden behind blackened strips of fabric, that left only his right eye and snarling teeth visible.

Just as quick as he had appeared, he melted back into the dark sending an arrow that hit Vernus. Boro kept on attacking the dog while the two others concentrated on the archer. Every time the dog got hit, the archer appeared, and Duncan and Vernus used this chance to attack the archer. The strategy was risky as the characters were constantly battered by arrows and in the end both Vernus and Boro were left unconcious from several wounds. Duncan had only his armour to thank for him still being able to fight. He was still seriously wounded and would fall to the next arrow that hit him. The archer tried to sneak up behind Duncan but Duncan heard him coming and launched a last desperate attack. It succeded, and the archer fell to the floor and rotted into dust in a matter of seconds. Duncan fainted from his wounds seconds after.

Coote and Mobbs made their way into the cave and started tending to their wounded shipmates. It took all of Coote’s skill Vernus’ salve to keep the three from dying. Duncan woke before the others and managed to finish exploring the cave. Across a pit that cut the cave in two he found a silver globe, identical to the one in portugal. He inserted the compass that realligned itself, pointing towards the next waypoint.

A New Crewmember: The Slavelord's Bodyguard

A new player joined us! He is playing Boro Guissè, a gigantic tribesman from the northwestern part of Africa. Boro is not very intelligent and prone to violent outbursts but he is a skilled fighter and craftsman. Boro’s tribe was attacked by slave-traders and scattered to the winds. The slave-lord named Bashere offered Boro the choice to either serve him as a personal bodyguard or to be sold as a field-slave. Boro chose the former and since that day he has worked on Bashere’s trading-post on the coast south of present-day Cameroon.

So…. Backstory out of the way, let’s move on the the next chapter.


Boro was woken in the middle of the night by the alarm. A group of slaves had managed to escape and Boros master Bashere wanted them brought back; or at the very least their heads.

Boro gathered a a hunting party consisting of himself and five guards and set off inland, following the escapees’ trail. As morning broke, the party closed in on the slaves that had hidden themselves on a rocky hillside.
The hunters moved in, expecting an easy capture. Instead they were blindsided by a pack of hyenas that attacked them without hesitation.
Boro managed to kill three of the beasts but suffered some rather serious wounds in the process.

As Boro and the guards moved in they found the slaves cornered. Three women, two children and an old man. Boro offered them a chance to come peacefully, wich the old man scornfully rejected. Boro was unnerved when he discovered the the old man wore tattoos and ornaments that identified him as a “Kontombele”; an elder and a “spirit-speaker”. Such a person enjoyed much respect and awe among Boro’s people.

The Kontombele said that he and the people with him would rather die free than live as slaves. The women attacked the guards to give the children time to escape, but they were quicly cut down by the guards weapons. Only one child managed to escape, and one of the guards set after him.

The Kontombele spoke to Boro, seemingly inside his head, accusing him of betraying himself and his people. To save his life Boro had taken part in selling his brothers and sisters like livestock and for this sin he would have to suffer greatly.

But the Kontombele said that, very soon, Boro would get the chance to free himself from his master and set on a path that could offer redemption. The Kontombele said that all over Africa, brothers and sisters were being taken from their homes and carried by ships, north “into the great fog”.

As the old man stopped speaking, the sound of his voice was replaced by a spinning sound in Boro’s head. Shocked by the words and the carnage around him, Boro turned around and started walking home. The other guards had lost all taste for death and followed suit, leaving the old man to himself.

Meanwhile, onboard The Coin’s Edge:

Several of the crew had fallen sick. The victims got a high fever and a peculiar rash arount the throat. No matter what Vernus tried, he could not even bring the fever down and Duncan decided that they would make landfall in the next safe port. Meanwhile he ordered that all supplies sould be searched in case the culprit was some spoiled food. Nothing was found by the time a small settlement was found along the coastline.

The Coin’s Edge dropped anchor soon after and Duncan, Vernus, Prabaker and Leach brought one of the sick up to the camp to see if they could procure some medical attention.
They were stopped by guards who sent for someone who could make a decition.
Soon after the sailors stood face to chest of a gigantic man who introduced himself as Boro.
Duncan and Vernus explained the situation and Boro (after making sure that the sailors could pay) organized a tent where the sick man could be examined by Bashere’s physician.

The doctor examined the sick man, especially the rash on the throat, and concluded that it looked like thay had been bitten by a hyena. The rash, he said, looked to him like a superficial bite that had gotten infected. When Duncan and Vernus assured him that there was no way that a hyena had made it onboard, bitten several of the crew, and dissapeared into thin air without beeing noticed, the doctor simply shrugged and said that he could’t think of anything else that could explain the symptoms. He recommended that the sick be given lots of sugared water and kept clean and cool. He could give no guarantees that they would get better, but he assured them that this was the best course of action.

Vernus got an idea that maybe something else had bitten the sick so he went back to the ship to start a search and begin treatment of the sick still on the ship.

Boro agreed to give Duncan and Prabaker a tour of the trading-post, and Duncan was unnerved to see that several of the guards were british and wore black and tan uniforms. He asked Boro about it, without giving too much away, and learned that Boro’s master, Bashere, had made some sort of deal with the british that involved them having first pick of the “merchendize” and free use of the compound in return for a detatchment of soldiers to provide security.

The trading post was dusty, warm and busy. A pit had been dug out at the centre and lined with wooden benches. At one end stood the auction block, behind which was a tent where the slaves were cleaned and made presentable.
A small distance to the east was an oasis. Boro explained that that was where Bashere had his mansion, wich he rearly left.
Scattered around the auction pit and oasis were several camps belonging to the merchants here for the auction
Perched on the cliffside overlooking the coastline to the west and the anchored merchant ships stood the slaves “quarters”; four crude brick buildings surrounded by a thick wall. The slaves were chained to the walls in groups and sitting on the dirt floor.

After the tour Boro took his leave and Duncan and Prabaker returned to their tent. Vernus was there, having had no luck finding anything onboard the ship that could explain what had made the crewmembers sick.

There was little time for rest, as, a few hours after sunset, the alarm sounded. Duncan, Vernus and Prabaker went outside to see what was going on.

One of the merchant camps had been totally destroyed. Both tents and people had been torn apart, the blood from 11 people pouring into the sand. Bashere’s physician was examining the dead, saying that it looked like they had been attacked by a large animal, possibly a lion, but most likely a hyena. He was baffeled however, because neither animal was known to attack in such a way. Tracks found amongst the debris confirmed that it was a pack of hyenas, at least seven strong, that was responsible for the attack.

Everyone was unsetteled by the attack, but none more than Boro. He couldn’t get the Kontombele’s words out of his head, and that spinning sound seemed to be getting stronger by the day. He ordered that all guards were to patrol the outer perimeter of the trading post and that the debris were to be removed and the bodies carried away from the camp and burned.

At this point Vernus and Duncan decided to leave as soon as mornig broke. Boro had also decided that the time had come for him to leave the trading post. He went to Vernus and Duncan to ask if he could join them when they left. He told them that he had something to do before he left. He wanted to kill Bashere. Duncan and Vernus didn’t trust Boro completly and were suspicios as to his true motives. On the other hand, they agreed that this place was evil and that any chance to kill the black and tan soldiers would have to be explored.

They laid a plan. Vernus and Prabaker would bring some weapons (including several grenades purchased in Casablaca) and Boro’s keys and free the slaves to provide a distraction. He would wait in the slaves quarters on a signal. Meanwhile, Duncan would go with Boro up to the oasis to keep an eye on him and help if something went wrong. Leach and the others would make sure that the Coins Edge was ready to sail at a moments notice. They felt sure that they could move around without being searched as long as they were with Boro.

Boro, Duncan, Prabaker and Vernus went to the slaves quarters under the pretence that Vernus was “examining the mechandize”. Boro and Duncan then went up to the oasis to “discuss the possibility of a deal”. They noticed four guards as they approached the mansion. Boro informed Duncan that there were probably three or four more watching the other side of the building.

They found Bashere in his leisure room, enjoying his concubines and opium. Duncan waited by the doorway as Boro approached his master.

Bashere was not pleased to have his entertainment interrupted but Boro sat down next to him and told his master that he was leaving. Bashere sneered and said that he would never leave this place alive. The guards had standig orders to kill him should he try to escape. Boro told Bashere that he would take his chanches, and attacked. He wrapped his hands around Basheres throat and mouth, but not before Bashere maneged to call for the guards.

Duncan stepped behind the door and waited for the first to guards to come running into the room before he attacked. He swiflty dispached of one of the guards but the other one reached Boro and tried to break the gigants hold on Bashere. he managed to do so but it cost him his life as Duncan reached him and stabbed the guard thorugh the throat. Bashere was crawling for the exit, both calling for help and pleading for his life.

Boro calmly drew his sword and seperated Basheres head from his body. As the blade sliced through flesh and bone it snagged a purse of money that Bashere wore around his neck, spreading gold and blood all over the floor. One single coin caght Boro’s attention. It spun across the floor, the sound blending with the sound Boro had heard in his head since his meating with the Kontombele, coming to rest on its edge.

Boro pocketed the coin, feeling that the coin would serve as a symbol of the path he had taken, and said to Duncan that it was time to leave. As he did, the alarm sounded.

As they left the mansion they saw a group of guards coming towards them. Boro lifted Duncan up, hoping to convince the guards that he had been injured by the same attacker that had just killed the slavelord. The head guard sensed that something was wrong and started asking questions as to what had happened while the other guards took up positions around them.

Boro and Duncan would have been in deep touble had it not been for Vernus, who had heard the alarm go off and assumed that that was his signal to implement his part of the plan. He had already freed the slaves and with them standing ready he pulled two pistols, one in each hand and shot the two guards standing outside. One of the guards went down, while the other crouched over, starteled by the gunshot that had just whizzed past his ear. The the slaves started pouring out of the doorway.

When Vernus’ shots rang out over the oasis, Boro took the chance to convince the guards that it must have been the same attacker, or at least an accomplice, who had attacked Bashere.
The head guard ordered half the guards up to the mansion and that the rest back down to the trading post. Duncan (now back on his own two feet) ran with Boro and the guards towards the gunshots.

The guards stationed along the compounds perimeter had their hands full trying to catch the runaway slaves, allowing Vernus to turn his attention towards the group of guards coming out of the oasis. He lit the fuse of one of his grenades and used it to blow away three of the attackers and deafening the rest of them. Boro and Duncan used the confution to their advantage and attacked the guards from behind. Duncan yelled to Vernus to stop throwing granades, but not before Vernus had blown away another two guards.

With the guards dead, Ducan, Vernus, Boro was joined by Prabaker who had gathered up a small group of slaves. Just as they were planning to make for the ship, a huge pack of hyenas, at least 100 – 150 strong, attacked the tradingpost, killing everything in their path.

Duncan yelled for everyone to make for the ship, and they managed to escape without further incident.

They set the freed slaves ashore in the first save port they could find and continued to follow the compass further south along africa’s coast.

Story Thus Far

The year is 1651. An uneasy truce exists between England and France giving Oliver Cromwell the peace he needs to solidify his hold over the british isles.
He has dispatched his navy to patrol british waters, isolating the commonwealth from the rest of Europe.

The story begins on a little island in the english channel. It´s a small community consisting of fishermen and shipwrights.

About ten years ago a man settled on the island calling himself Rayleigh. “Old Man” Rayleigh quickly gained renown as an extremely gifted carpenter and ship-builder. His boat-designs became widely known as some of the best the British Isles had to offer and the island experienced an economic upturn as Rayleigh´s docks and shipyard provided employment for everyone.

The villagers gossip to no end about where Rayleigh came from and who he really is. Rayleigh himself, however say nothing more than that he has been to sea for the most of his life and distract the nosy villagers with tall tales from the seas.
The gossip doesn´t stop, however, and is only enforced by the fact that Rayleigh refuses to have anything to do with the british navy. He accepts no work of any kind from them even though he is offered lucrative contracts for him to design new battleships. The villagers don´t mind though; they get plenty of work from the commercial fleet and local fishermen.

The characters work, like allmost every man on the island, at the shipyard; Duncan Killrain and Vernus MacAggy

As our story begins, Rayleigh had just completed a ship he had been working on in secret for the last two years (he asked the players to name her, and they did: “The Coins Edge”) and invited the players to join him out to sea when the island was invaded by british soldiers dressed in black and tan uniforms. They arrested Rayleigh on charges of piracy and treason. Rayleigh had warned the players that he feared that the navy would not leave any witnesses and after the soldiers had taken him away the players gathered the villagers and planned to escape on The Coins Edge. The navy opened fire on the island and destroyed the village alongside over half of its people.

After retaking control over The Coins Edge from the occupying soldiers they narrowly escaped and set sail for french waters to escape the british warships.

The women, children and some of the men chose to stay in a small french port. The rest followed the players to exact revenge for their home and murdered friends and family. Duncan was chosen to lead as their captain.

The players discovered that Rayleigh had stashed away a small fortune on board along with a strange compass that seemed to point to a fixed location further south.

After defeating a pirate crew in the waters outside of spain, the Coins Edge happened upon the location the compass was pointing to.

The compass pointed to a temple hidden under a small coastal town in portugal. Things took a sinister turn when the players discovered that the town had been destroyed by soldiers wearing the same uniforms as the ones that destroyed their home. The soldiers, it turned out, were all marked with a tattoo depicting a raven clutching a noose.

After gaining access to the temple and solving its riddle, they uncovered a globe made of the same strange metal as the compass. The globe realigned the compass to point to a location somewhere in africa.

The captain conferred with his crew and they decided to follow the compass because this was a good chance to get some revenge over the black and tan soldiers.

After following the compass southward they decided to land in Casablanca to restock their supplies. The players got involved in a tournament, Duncan with his rapier, and Vernus with a powder he had created from a plant he discovered at the temple in Portugal. The powder was poisonous and had extreme hallousinogenic properties. Vernus weaponized it by mixing it with black powder and improvising a grenade.

Duncan proved himself as a mighty swordsman by defeating all his opponents, but Vernus found himself in trouble.

It turned out that his powder was of a secret recipie, closely guarded by an alchemical order. The punishment for producing and using the powder outside of the order was punished by death.

Vernus and three others from the crew faced beheading when a mysterious figure Named “Mzee” stepped in and saved them by fixing it so that Vernus was accepted into the alchemical order and as such had the right to use the powder.

Mzee told the players of an old legend concerning “The Acashic Trials” or “Trail” depending on the translation. An path that led to an awesome power. He believed that the compass was the guide that the legend spoke of and if the players followed it they would uncover knowledge beyond the comprehention of man but he warned them that the path was guarded by demons and nighmares surpassing human imagination.

The players had other problems as well. The British Warship “Cromwell” lay at anchor outside of the port. They were not allowed to land because the french authorities in Casablanca would not allow a british millitary force in to french controlled territories.
While the Cromwell´s captain, a man named William Maynard, tried to persuade the authorities to allow the capture of the "pirates, murderers and traitors to the british commonwealth onboard the ship known as “The Coins Edge”", the players deviced a plan to slip by the “Cromwell” unseen.
Vernus constructed smoke-bombs that could float out to the “Cromwell” and cover it in a thick smokescreen so “The Coins Edge” could escape.

The plan worked perfectly (owing much to some truly outstanding die-rolling) and the players are currently heading south towards the next waypoint.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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