
Mannfred |
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This is not likely to go well for poor young Mannfred...
Mannfred attempts to bite the cat beast.
Desperation Bite: 1d20 + 4 + 2 - 2 - 2 ⇒ (11) + 4 + 2 - 2 - 2 = 131d6 + 1 - 2 ⇒ (3) + 1 - 2 = 2
+2 for flanking, -2 for sickened and -2 for grappled. -2 on damage for sickened.

DM Rambler |

Oh right, -2 on damage for sickened. So Grodar's attacks were affected a bit.
The good news is that the cat is also grappled, so Mannfred hits.
Giles Sickened: 1d4 ⇒ 1 rounds, including the one he where he closed with the creature. So it's over.
The cat seems to realize it is in a bad spot, and attempts to stay latched on to Mannfred while moving away from Grodar.
Grapple chomp: 1d20 + 9 + 5 ⇒ (8) + 9 + 5 = 221d6 + 4 ⇒ (6) + 4 = 10 10 more damage
Eldan (delayed)
Giles(Garm NOT panicked)
Slei
Dog
Grodar (Sickened)
Zigil (yup, still panicked)
Mannfred
Skeltercat

Zigil "Stardust" Aul |

"I can heal you. It seems like the least I can do after losing control like that."
cure moderate, 2 cure light: 2d8 + 3 + 1d8 + 3 + 1d8 + 3 ⇒ (4, 2) + 3 + (5) + 3 + (1) + 3 = 21
"Ummm... I'm not very good at this."
cure light: 1d8 + 3 ⇒ (7) + 3 = 10
"Whoa....."

DM Rambler |

The riverboat appears ungainly, with a wide, towering forecastle and high aftcastle. A central mast holds a single sail, and a bank of rowing ports are visible on the side. Another structure between the mast and forecastle appears to be a stable.
A scarred, muscular half-orc waits near the gangway.
"About time. Was specting you last night."
"Halgra didn't say nothing about wolves."

DM Rambler |

The half-orc has a quick glance at the proffered papers.
"Right. I'm Captain Bloodtusk. Up by the tiller is Coxswain Halrex. There's another 8 crew around working. Like you soon should be."
"You can bring your beasts on board, but if they harm any crew or horses, you're all off. And probly shy a beast."
"The deal with Halgra was this is a working voyage. You'll be fighting anything that attacks the ship, specially them oversized river vultures. On top of that, you'll each take a duty each day. We need help with rowing, lookout, fishing, cooking, sounding, and mucking the stable. Once your on board and settled, report to the Coxswain and choose a job, then we'll be underway."

DM Rambler |

"The coxswain is aft at the tiller, near the ballista."
"You can stow your things in the crew cabin in the forecastle. Going to be mighty crowded in there, can fit four at most. Two of you will have to sleep in the galley. Not sure where you're going to keep your beasts, but it better be away from the horses."
To clarify, the bow of the boat is to the right on the dock map.

DM Rambler |

The group boards the ship, and takes their extra gear forward to the crew cabin. The mule is taken to the stable, while Garm and Dog are left on deck.
There are a half-dozen half-orcs working in various places on the deck, but the coxswain is an angry-looking orc woman.
"I'm pretty sure you'll all be useless, but choose your jobs so we can start! If you don't answer quickly, I'll choose for you."
She has an unpleasant grin after the last statement.
Giles is led to the mast, where he must climb to the lookout post. 3 Climb checks.
Grodar is taken below to the rowing banks, where he is later joined by the coxswain and some of the crew. The coxswain beats a large drum to set the pace for the rowers to strain to. Either a Profession (Sailor) or Strength check, followed by a Constitution check.
Zigil is stationed at the bow and given a rope with a lead weight on the end, to help in the frequent shallow areas of the river. Profession (Sailor) or Perception check.
Note that you are allowed to Take 10 on skill checks, and on most of the ability checks. So far, the only exceptions are any trained-only skills (ex Profession) and the Constitution check for rowing.

Mannfred |
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"I would be more than happy to sleep wherever Dog must sleep."
Mannfred beams.
"And I feel I am best suited to take care of the animals, or 'muck the stables' as you put it. I will ensure the animals are being treated as free spirited individuals with their own identities."
He picks a tiny squirming thing from his hair and pops it in his mouth.
"This one must have lived a very fulfilling life before giving itself up for my enrichment."

DM Rambler |

The stable contains eight stalls which each have a draft horse in them. A makeshift area has been made for the mule in the aisle between the stalls, with straw scattered over the deck. The stalls need to be cleaned and the animals cared for. Handle Animal, Profession (stable master), or Ride check. And an additional Handle Animal check from Mannfred, please.

DM Rambler |

When the party returns, most pick their jobs while a couple hesitate.
Coxswain Halrex speaks up, "Right. Since you can't decide... Elf, you're on fishing (too bad somebody took the stable). Halfling, you're rowing."
Eldan is sent to haul in the fishing nets as the boat travels. It's exhausting, physical work, and he can only bring in one of the four nets successfully. Strength check.
Surprisingly, Slei holds her own with the rowing. However, it's probably good that it was not a full day, as it would tire her out. Grodar's muscles feel the workout, but he is not fatigued.
Giles has no problem shimmying up the mast, and finds that the lookout perch is a good vantage in case the boat comes under attack. +1 to Perception while up there.
Zigil soon discovers why her job is necessary, as the river hides many shallow spots which the boat could run aground on. Still, he has no problem helping Captain Bloodtusk avoid those spots.
Mannfred can see that the conditions mean the horses will require constant care to avoid getting ill. The beasts are docile enough, and seem suited to pulling a plow, or in this case pulling the boat against the current. One of the horses responds particularly well to the druid's care. The friendly giant is past his prime, but Mannfred can see signs of long-healed battlescars.
The boat travels downstream for the rest of the day, then anchors by the shore for the night.

DM Rambler |

In the evening, the heroes join the crew for dinner. Almost all of the crew are half-orcs except for the coxswain, who is an orc. As well as Halrex and Bloodtusk, there are Barka, Gashnakh (the cook), Ghorza, Krothu, Oorug, Sharg, Taug, and Urul.
At night, Mannfred settles on deck with Dog, Giles and Garm sleep in the galley, and the rest crowd in with the crew.
Anything anybody wants to do in the evening? What jobs do you choose for the next day?

Mannfred |
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"Hmm, I've never encountered a river drake before. Dog and I are more used to hunting Or--uhh orrrderly processions of deer!" He looks around at all the orcs nervously.
"So I'm looking forward to mucking the stables again tomorrow". Mannfred changes the subject quickly. "I noticed one of your horses has some battle experience. I thought I might ask him about it tomorrow"

Zigil "Stardust" Aul |

Zigil also attempts to socialize with the crew and gather info about the captain and the river. diplomacy: 1d20 + 8 ⇒ (14) + 8 = 22
Zigil will be happy to sound again the next day.

DM Rambler |

Knowledge (Arcana) is the appropriate skill for River Drakes.
A couple of the crew warm up to Zigil, and let her know that the trip to Ghostlight Marsh should take about 6 days, assuming no interruption. The boat will travel downstream on the Kestrel for about 3 days, then the horses will be deployed to help pull the boat upstream along the River Esk. The journey passes through hazardous territory, but the boat is known to the Belkzen orcs and they will leave it alone. Similarly, the fortresses of Lastwall will provide no danger. The heroes only need to worry about monster attacks.
The crew also seem in awe of Captain Bloodtusk, who they say was a former gladiator in the fighting pits of Urgir, but is a fair captain who treats the crew well. Coxswain Halrex is more harsh than the captain, and the heroes had best pull their weight to avoid angering her.
Please let me know if anyone wishes to change jobs in the morning. For the most part, I will fast-forward through the ones you can easily do by Taking 10, and get to the interesting parts of the journey. However, Halrex will probably choose jobs you can fail at, if you don't pick a job yourself (at least until you earn her respect).
EDIT: Alternatively, one of the party could allocate the jobs, and people could post if they disagree with the choice.

Aegidius "Giles" de Hammo |

Giles turns up in the morning with a duty roster with the following assignements based on our relative strengths.
"Any objections? I'm no leader type but I know how to divvy up the chores."
Slei- Lookout (good at climbing and perception and uses ranged weapon)
Mannfred- mucking because he likes it.
Grodar- Rowing
Zigil- Sounding
Eldan- Cooking (hoping he can conjure some spices)
Giles- Fishing
We will all take 10 unless it is clear that will not do it. Note that Giles does not tire easier (can ignore fatigue) if that helps with his task.

Mannfred |

Mannfred is happy with his assignment taking care of the animals.
In the morning he takes 'Speak With Animals' instead of 'Endure Elements ', and strikes up a conversation with the horses. He wants to know the background of the battle scarred horse, but more importantly, he wants to know if he can trust the regular crew on the boat, and if there are any secrets or issues he should know about.