Voyage of the Wanton Wench
It is 907 TA. It is a dark time.
The Western Reaches have fallen to the Old Kingdom - or so you have been told. The Eastern Reaches are filled with werewolves and strange folk from the Wolfshaunt who wander the streets by night. Yeah, times are sinister, but that's no reason for the Crusader of Portsmouth, Jana Blackfire, to come down on honest citizens and merchants. She rules Portsmith with an iron fist. And her zealousness seems to be increasing. Bah, who does she think she is? Bah to her and bah to her Order of Crusaders.
Her latest edict, not so affectionately known as The Gavel, gives the Order of the Silver Throne immense power to dispense punishment unilaterally. So, the last mayor of Portsmouth had a bit of demon blood in his veins, and, yeah, he had some peculiar appetites. That's probably why the good people of this port chose Blackfire - charismatic and honest to a fault. Aye, and there's the fault - her new rule of law is filling the prisons with merchants and traders just looking to make an honest profit. A simple brawl - jail. A whisper against the King - jail. And, so you find yourselves in a stinking jail cell with five stinking companions - all of you innocent by your own accounts - and just about to be branded by the holy Order with the mark of The Gavel.
Dark days. Maybe torture, maybe worse.
A bucket of hot coals sits nearby, a blackened branding iron heating. Footsteps from down the corridor - guards undoubtedly along with that ugly, scarred Justice Henry Meekson. You hope his face will not be the last you see. Suddenly, you hear a tapping - much too rhythmic to be rats. Someone is sending you a message. After six weeks in this stinking cell, maybe there is hope of rescue. The others hear it too. Maybe together you can decipher the code.
A New Campaign
As the leaves begin to change color and a cold wind blows off the mountains, the time for an autumn campaign arrives! Join five other adventurers in the Voyage of the Wanton Wench. This game will use Pathfinder rules. Spaces are limited for the game - come join the fun! We will roll up characters at the first session. A few things to keep in mind. This will be a seaborne adventure. Also, no lawful good characters need apply. The game runs from 6:00pm until midnight, and we will be ordering dinner.
Past Adventures of the Irregulars
For many years The Irregulars have adventured in the Realm. From the early days of the Rice Irregulars (1981) to the most recent adventures in Tegel Manor and Hookhill by the Lyons Irregulars, the tales of these characters - great and small - weave the fabric of the Realm. Unlike the long-running high school campaign which predictably meets once a year at Matcon, irregular adventures include everything from one-night stands to five-year, fifty plus session mega-dungeons.
These are the stories and tales created by the most diverse and eclectic cast of characters ever assembled. Below are some of their best.
Journal of Farnsworth: The Happenings at Hookhill (2010)
Ronic's Registry - The Return to Tegel Manor (2005-2009)
Return To Tegel Manor: Adventure Script (2005-2009)
Rump Rap (2009)
DM's Tent (2009)
Journal of Our Journey to Havelock's Keep (1999)
Dragonsford Campaign Player Notes (1999)