
Nerak Sersver |

Nerak strokes his shorter but far neater and less burnt beard for a moment in thought.
"You expect us to take on a fort full of orcs and giant's? I don't expect them to be as prepared as us but none the less they have numbers and giants. What could we do against that really? Sure we could bleed them with strikes and spells but that won't last. They'll just swarm the area and drown us like they nearly did here. Sorry but it's a lot easier to defend a fortified position then attack one. By Nethys they needed inside information and preparation just to take a good swing at us. We can't do the same, at least not without taking a lot of time. More time then it would take them to stage another attack here. At which point it would be better for us to let them come back while we are over there as we could burn their fort with a skeleton guard then race back here to help or bite them in the back when they came for another try."
He was sure no one wanted to hear what he had to say or how he said it. But truth was needed not dreams of glory or long shots. The dead were dead and their were other tribes that could take advantage, of them or the weakened tribe. After all just because they could not match their numbers, did not mean others could not, the twisted tribe was hardly the largest. They could be absorbed or destroyed by another tribe, not something he would want to be in the middle of. Unless he had a real chance at getting pass a fort full of orcs and giant's to kill this chief, it seemed rather fool hardy to him. More so with the town in it's current shape, if the council saw them as capable then why lose them while they were weakened.
"I am going to need more, as it stands it sounds like a suicide mission. I don't agree or take part in those."

Varin al'Thine |

Varin stood to the back of the group, arms crossed over his chest, chewing his lip softly in thought. There was much good to what the Wizard had said, it was a long shot they were heading for here, the odds were stacked against them, the numbers not in their favor but... "Isn't that always the way it has been?" He stood away from the wall and moved up to in front of the group, turning to meet Neraks eyes.
"I mean... we are the men and women of Trunau, our whole lives we have fought hard for what is ours, our whole existence is one long protracted battle against the odds. Yeah we will be out numbered but we always are, always. These walls..." he gestured around them, to the greater area, "they have seen more blood than any one place ever should. And if we can stop that, by going and facing this Giantess, then don't we have a duty to doing just that?"
He shrugged and sighed. "You are right though, it does sound like a suicide mission, I won't argue with that. Their will be danger, we might fail, but we also have the best chance at this working. One small force, working from the shadows, so to speak, can sneak in and cut the head off of the snake, before the beast even knows we are there. Look... we go there, we do some recon, see if we can find a way in, see what their forces look like and proceed in the best way we can, yes? Seems like a fair idea to me!"

Wulfrum Boulderhead |

Wulfrum shows up still a bit groggy. He stretches a bit and scratches before belching. "I say, I've not seen a better chance to strike back over the last few years. It's be nice to go on the offense for once and take it to their home and see how they like it." he said as a wicked grin shows up on his face.
He grabs his helmet and slams it down on his head. "Find us some horses and a wagon from what's left. Hell, I'll take the damn dogs if I have to to get us going. I'm ready to drop them on their asses and poke em where it hurts with me warhammer." he said spurring up a bit of righteous anger from his depths.

Nerak Sersver |

Nerak only gives an expression of neutrality at Varin's words. They were expected after all. Lorn pops up on Nerak's shoulder and stares at the warrior shifting his rocky head back and forth, strangely giving the impression that could he speak it would be something along the lines of oh I'm going to get you. Unaware of this Nerak replies.
"Let's make a few things clear, killing the giantess won't stop anything. Maybe have one less tribe to trouble us for a while. But in the grand scale of things, nothing changes as she will be replaced. The dead can't do anything and joining them serves no one, least of all Trunau. We do not provoke the orcs, Lastwall learned that the hard way and our home is proof of that mistake. We are too costly and unvaluable for the orcs as a whole to bother with. That is how we survive and exist here, stir them to rage and Trunau falls. So as I said I will not take part or support making war."
He pauses for a moment so his words sink in, with Varin in mind more then most.
"But I will agree to scouting a future threat to Trunau. If their is reasonable opportunity to strike down the chief and leave the tribe in disarray and weakened. Then and only then will I aid in the endeavor. Yet I will not help in a hopeless battle if the only reason is to strike our enemy. Revenge and vengeance are valued by orcs and their like, not me."
Not that he was immune to such emotions but he was not going to give into them or rely on them. They fought monsters like that to survive, he would not become one so that the young of Trunau could follow.

Elize 'Lys' Brokenshield |

Lys sits in the corner, quietly listening to the argument. After Nerak speaks for the second time, she stands up and clears her throat. "Fair point, Field Marshal, but we aren't provoking the orcs. That particular tribe is going to come back, and the more time we let them rebuild and re-organise, the worse they'll hit. We can't really help with rebuilding here either. There's people better than us with that. Can't help but think that our options are run or attack. And we're not running." She sighs. "I'll volunteer. Someone has to keep all these kids safe.", she says, patting Varin on his shoulder, having to stand on her toes to do so. "If anything, Nerak, we can't force you to join. At the least though, you can come and give some tactical advice. You don't even have to be at the fighting, should it begin."
Lys puts on her hat, and leans on a wall. "That's enough wisdom from me for one day. I'm ready to go. If someone needs me, I'll be making a dent in the Killin' Ground's supplies."

DM Jubal |

Halgra agrees with Nerak that overland travel to Redlake Fort would be foolhardy and dangerous, as it would take you right through the orc-infested Hold of Belkzen. So, she has already secured passage for you aboard a keelboat that regularly plies the rivers of southern Belkzen. The riverboat’s captain, a half-orc named Raag Bloodtusk, has agreed to transport you to Ghostlight Marsh and then up the River Esk to a location near Redlake Fort in exchange for your efforts in helping sail the boat and defending it from any dangerous river denizens. Bloodtusk’s riverboat is well known among the orc tribes along the river, and the gladiator-turned-riverboat-captain enjoys rights of safe passage from these tribes’ chieftains, which makes a river journey far safer than traveling overland. She gives you a letter of introduction to give to Bloodtusk, who is waiting for you on the southern bank of the Kestrel River.
To explain why you will stop at the Ghostlight Marsh, Halgra introduces you to a venerable elf named Silvermane, who sits at her right and has watched over Trunau’s Hopespring for as long as anyone can remember. Silvermane is mute, and communicates through a form of sign language that Beltzer understands and translates. With his help, Silvermane tells the you about the Vault of Thorns, a demiplane created by the druidic Council of Thorns, of which he was once a member. The entrance to the Vault is located within Ghostlight Marsh, a swamp to the northeast surrounding the confluence of the Kestrel and Esk rivers. Silvermane informs you that the Vault contains a cache of items that can help in your fight against the Twisted Heart menace, though he has no specific details about the items. To find the Vault of Thorns, you should look for a marker in the form of a circle of thorns carved into a stone near the banks of the River Esk. This marker will put you on the right path through the swamp to find the Vault, but the entrance to the demiplane is hidden. At this point, the elf produces an ancient, leaf embossed brass lantern called a ghostlight lantern. According to Silvermane, if the husk of a dead will-o’-wisp is placed inside the lantern, the lamp will produce a beacon that points to the circle of standing stones that marks the Vault’s entrance. Once you reach the druidic circle, you need only wash the supernaturally fueled lantern’s light over the central standing stone to open the portal into the Vault of Thorns.

Nerak Sersver |

Nerak thinks on what he is told is to be their route and destination. Calling on anything he can remember from his travels and knowledge learned.
Knowledge (History): 1d20 + 11 ⇒ (20) + 11 = 31
He recalls a great deal, recounting what he knows for the others.
"Seems we may find some allies in the marsh if we go about it in the right fashion. Having the help of the will-o’-wisps could be a great advantage. I would think us favored considering their past."
The orcs failed to claim the marsh, something even Lastwall could not do as a nation. It could help in a lot of ways to have the place on their side. His only concern was his less tactful comrades, druids are a funny lot by themselves. Magically transformed may have made them funnier, yet if their memories and minds are clear then their was a chance to work with them. More so then fighting them if they manage to repel whole orc hordes.

Arlan Ward |

Knowledge Geography: 1d20 + 3 ⇒ (11) + 3 = 14
Mmm hmm, I've heard of the lights in the marsh. You think you're going to be able to convince one to let us kill it? The druid said we need a dead one to power the lantern. Words may work, but I'll keep my guard up, just in case.

Elize 'Lys' Brokenshield |

Lys sighs. "Long-dead elven druids, crazy magical artefacts and looking for a lost vault.", she mutters, before grinning. "And here I thought home was boooring!", she exclaims, before scratching her head. "If we're going into a magical marsh, I'd suggest packing some Cold Iron. That's what I heard could help.", she suggests, before looking at Halgra. "If we still have time, of course. Magic rarely gives a s!@% about what's it killing.", she pats her crossbow's lever, letting out a blue spark.

Varin al'Thine |

"Aye, best we prepare now and head off as soon as we can. Need to get a jump on that there information gathering, huh Nerak?" Varin grins at the Wizard before turning to the others. "Lys brings up a good point, say we do have to take out these Willow Whisps" his tongue stutters over the creatures name, he wasn't ever good for that sort of thing "what do we need to do it? What are their weaknesses?"

DM Jubal |

CE Small aberration (air)
Speed fly 50 ft. (perfect)
Melee shock +16 touch (2d8 electricity)
Will-o'-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
The train conductor is finished. We're waiting for you guys. Can you leave the next day in game time? Cheers

Beltzer |

Kn (nature): 1d20 + 7 ⇒ (15) + 7 = 22
"Small creatures that are glowing balls of light that can become invisible. More pressing is they are immune to all spells and can quite easily shock people through armour. They are also quite hard to hit even while visible. Thankfully they need to approach to zap you but it can still be a pain thinking about it." Beltzer muses, thinking about how you would need to hunt one in the first place. He doubts Silvermane has the husk of one lying about, there is no harm in asking.
"Silvermane, do you have a husk spare? If not it looks like we're doing this the hard way."

Nerak Sersver |

Knowledge (Nature): 1d20 + 11 ⇒ (9) + 11 = 20
"If they retain their memories they could simply lead us. If a dead husk is still required then maybe they have a graveyard of some sort. I doubt every one of them has survived all these years even in their new forms."
You would think his memory of the bomber was no less then the others. A single enemy had burned them in the literal sense by being cunning and making the best use of what they had. Rushing in with a single intent of killing a potential ally for their body was nonsense in so many ways.
"I would also remind you that if they are immune to magic and able to become invisible then not only will I be useless but a single one is lethal to our group. What would happen if they called their friends. It does not seem like fighting is even a option from my point of view."

Arlan Ward |

** spoiler omitted **
The train conductor is finished. We're waiting for you guys. Can you leave the next day in game time? Cheers
Yep, I'm ready to go.
"If they retain their memories they could simply lead us. If a dead husk is still required then maybe they have a graveyard of some sort. I doubt every one of them has survived all these years even in their new forms."
You would think his memory of the bomber was no less then the others. A single enemy had burned them in the literal sense by being cunning and making the best use of what they had. Rushing in with a single intent of killing a potential ally for their body was nonsense in so many ways.
"I would also remind you that if they are immune to magic and able to become invisible then not only will I be useless but a single one is lethal to our group. What would happen if they called their friends. It does not seem like fighting is even a option from my point of view."
At least we'll have light enough to travel in the dark. And who knows? Maybe we'll be able to smell them when their lights go out. C'mon, Wulf isn't getting any younger. Let's move.
Arlan smiles, saying a quick thanks to Silvermane for the strange lantern.

DM Jubal |

Bloodtusk’s Keelboat
Day zero
When you’re ready, the Kestrel River, where Raag Bloodtusk’s keelboat is waiting for you, lies approximately 18 miles north of Trunau. The short trip to the river is uneventful, and with Halgra’s letter of introduction, you have no trouble boarding the boat. You arrive at the
boat in early evening, and the boat plans to set sail the following morning.
Bloodtusk’s riverboat is a large, modified keelboat with a sturdy wooden hull. Assembled from the scavenged wrecks of several other vessels, the riverboat looks ungainly, with a wide forecastle and towerlike structure at the bow, and a high aftcastle at the stern. The boat is 120 feet long and 30 feet wide, with a draft of 10 feet. It has a single mast with a large sail as well as rowing banks. To assist in traveling upstream, the riverboat also carries eight horses that can be put ashore to pull the boat upstream.
Unless otherwise noted, doors on Bloodtusk’s keelboat are of good wooden construction and unlocked. The boat is cramped, with ceilings only 5 feet high. Cabins and interior cabins are usually unlit during the day, with a single hooded lantern providing illumination at night in inhabited areas.

Elize 'Lys' Brokenshield |

Lys walks by the boat, grinning at the captain and giving a playful salute. "Permission to come aboard, Captain!", before making her way onboard when given the go.
Looking at the doors, she grins. "Wulfy, this seems to be your size. The rest of the guys would probably need to bend in half before going in!", she says, starting to lead her horse next to the others. "Play nice, Bum.", she says to the horse, before giving him feed and an apple. "Got none for you, guys, sorry!", she says cheerfully to the others, petting them on the mane.
Making her way into the cramped interior, she sits down next to Varin. "Feel enough like a giant yet?", she grins, poking him.

Wulfrum Boulderhead |

Wulfrum gives a grunt of acknowledgment to the captain as he makes his way onto the boat. "Yea, good thing....getting to old to be doing any stooping. Point me to my bed and lets get this death trap a going. I prefer the solid earth under my feet and the longer they ain't on such, the more crotchety I'm gonna get." he said rather angrily.
He finds his way into the interior cabin and tries to settle in with all his gear and attempts to be comfortable knowing he's just gonna be seasick the entire time.

Nerak Sersver |

Nerak shakes his head upon arrival and inspection of the interior.
"Unacceptable, I understand compromises must be made but being stuffed into a wooden casket is not one of them I am willing to accept. I am sure you have some sort of crow's nest, that will be far better for Lorn and myself. I won't be of any good to anyone with a crooked back and you will have two full time look outs for the price of one."
He says to the captain first chance he gets. Some tarps and the crow;s nest would be little different then the caravans. Only on water and a far distance from those below, should trouble come calling it would be an ideal vantage point for his spells and bolts as well. He was useless in close quarters after all.

Varin al'Thine |

Varin lead his horse, Clippins, slowly on to the boat, staring bloody murder at the shifting, undulating current, beneath the boat and the dock. Strapped to his back, he carries the new hammer he had been lucky to acquire, whilst, worn over his heavy, full plate armor, he has tied an old, beaten up but serviceable, cork vest. The huge man, dressed head to toe in steel, carrying a massive hammer, with a second even bigger hammer strapped to his horse, looks incredibly ridiculous, wearing a vest of cork, painted bright red, and intended to keep him from drowning.
Varin stared around the boat wide eyed, only jumping once when she rolled against her moorings, causing the deck to shift just a hair. He glared around at the gathered sailors, daring them to even snigger, his hands creaking threateningly in their gauntlets as he tightened them in to fists.
"Thanks for flamin havin us on your flamin floatin log of death and drowning!" he grumbled to the Captain, before making his way below deck.
He took a seat with his back against the wall, sitting square on the floor, his legs stretched out before him. He grinned sheepishly at Lys when she sat beside him. "HA. Yeah... It sure is small in here, and cramped, and hot... is it hot? WAIT?! What was that, did you hear a sound like *Crrrrruuuuuunnnncccchhhhh-crrrraaaaccckkkk-poooopppp*?" He gripped the wall behind him tighlty and began to hyperventilate slightly.
"Ugggghhhh I think I'm gonna be sick!"

DM Jubal |

Day zero
Tour of Bloodtusk’s keelboat
Bloodtusk’s keelboat requires a minimum crew of eight. Currently, the boat has a crew of 10, consisting of Captain Raag Bloodtusk, Coxswain Halrex, and eight half-orc crewmembers for rowing and sailing: Barka, Gashnakh, Ghorza, Krothu, Oorug, Sharg, Taug, and Urul. The only full-blooded orc on Bloodtusk’s crew, Coxswain Halrex directs the crew in its day-to-day duties, particularly the rowers propelling the boat. Halrex is strict and gets every last ounce of effort out of those she directs. While on board, you are considered part of the crew and are expected to partake in daily duties aboard the vessel and defend the boat while in hostile waters. Ghorza gives you a tour:
The open, main deck of Bloodtusk’s keelboat sports a single mast, a stowed jolly boat, and an open stable. Netting along the rails provides additional storage space. A hatch in the deck aft of the mast opens onto the coxswain’s gangway below. A short flight of stairs leads up to the forecastle. Two flights of stairs descend under the forecastle to the cargo hold. Double doors aft lead to the chart room and Bloodtusk’s cabin, flanked by two sets of stairs that climb up to the aftcastle and pilot deck. A small crow’s nest sits atop the 30-foot-tall mast.
Stable: This open stable takes up a large section of the main deck fore of the mast. Its stalls are lined with matted hay and holds eight heavy horses, which are deployed on shore to pull the riverboat upstream when necessary.
Forecastle: This wide platform extends over the gunwales. A tower rises above the bow from the center of this deck, containing the galley and the crew cabin. Two barrels lashed to the bow tower hold 20 javelins and four longspears for the crew to use in defending the boat from river threats or repelling boarders.
- Galley: The crew prepares meals in this simple but well-stocked kitchen in the base of the bow tower. A small table in the room can seat six people. Stairs lead up to the crew cabin above. Two hammocks can be hung under the stairs to provide additional sleeping areas.
- Crew Cabin: The boat’s eight crew members sleep here in hammocks hung between several posts and the walls. Eight wooden footlockers with simple locks containing the crew’s personal effects skirt the perimeter of the room. Ten people can sleep comfortably in these quarters, or up to 12 in more cramped conditions. You share this cabin with the riverboat’s crew, with any overflow housed in the galley below.
Chart Room: A large oval table fills the center of this room. A detailed map of the border region between Belkzen and Lastwall, focusing around the Esk and Kestrel waterways, is spread on the table next to a leather-bound ledger. The ledger is seemingly filled with gibberish. Coxswain Halrex bunks in the chart room at night. Her rolled-up hammock and the locked wooden footlocker where she keeps her personal possessions sit in one corner of the room.
curious) entry reads, “Bakkara, the horror from the Mwangi Expanse.”
Bloodtusk’s Cabin: Two large panes of lead-framed stained-glass windows on the far wall, depicting a regal Chelish naval officer atop a crow’s nest surrounded by devils, shine a cascade of scintillating light and colors over this otherwise modest bedchamber. A double bed, an ivory-inlaid footlocker, and a chamber pot provide the only furnishings. When not on deck, Captain Raag Bloodtusk can usually be found here, and he sleeps here at night.
Pilot Deck: The riverboat is steered via a sturdy tiller atop this raised deck. Behind the tiller, a heavy ballista is mounted on a swiveling base that gives the siege engine a 360-degree arc of fire. Three crew members are required to operate the ballista. All three must take full-round actions to load the ballista in 1 round; on the following round, two of the crew aim the ballista with full-round actions, while the third fires the weapon. Two nearby crates each hold 10 ballista bolts, and a barrel containing eight javelins and two longspears is lashed to the rail.
Captain Bloodtusk can usually be found here during the day with his hand on the tiller. If the boat comes under attack, three of the crew not manning the oars take battle stations here, though this leaves the ship under-crewed for sailing and maneuvering.
Cargo Hold: Two sets of stairs lead down into this hold from the main deck, while a set of double doors allows bulkier goods to be transported through the hatch in the deck and along the gangway. All manner of mundane trade goods stuff this chamber, including cloth, flour, dried fruit, horse feed, pickled beef, salt, and exotic spices. The ship’s larder is found here as well, and contains enough foodstuffs to feed 16 people for 2 weeks.
Coxswain’s Gangway: This long gangway overlooks the rowing banks on either side of the vessel and connects the cargo hold to the armory. Coxswain Halrex can be found here 10 hours a day, pacing back and forth and pounding her drum to set the pace for the rowers in the banks below.
Rowing Banks: Four short flights of stairs descend from the Coxswain’s Gangway into these recessed compartments, where wooden benches provide seating for rowers working the massive oars that propel the riverboat forward. In all, there are 20 benches, 10 to a side, that when fully occupied can seat 40 rowers, two to a bench. The riverboat’s current crew rows in shifts of four for 5 hours, providing propulsion for 10 hours each day.
Armory: A pair of locked iron doors separates this hold from the rest of the ship; Captain Bloodtusk holds the only key.
Bilges: This 5-foot-wide corridor stretches for 80 feet between two doors. The corridor is filled with sludge and muck to a depth of 2 feet, and counts as a shallow bog (costing 2 squares of movement to enter a square).
- Pump Room: A rotting door from the bilges is the only entrance into this oft-neglected compartment, which holds the pump that drains the brackish water that accumulates in the bilges. A crew member comes down here once a week to operate the pump.
Please post a description of your actions spending the first evening aboard the boat.

Arlan Ward |

Arlan volunteers to be inserted into the rotating rowing schedule, looking forward to the prospect of using his muscles. Afterwards, he chats it up with the crew members who are with him, trying to learn what he can about the captain's fighting days.
Diplomacy Gather Info: 1d20 + 7 ⇒ (10) + 7 = 17
After a good day's work and some general camaraderie, the half elf squeezes himself into the cramped accomodations, tinkering with his alchemical reagents a bit before going to sleep.
Hey Varin, you wanna get out and swim alongside the boat? I can talk to the captain and try to make it happen... he smiles, chuckling at his friend's unease.

Nerak Sersver |

During the tour Nerak picks up the ledger and scans it.
Linguistics vs DC 12: 1d20 + 11 ⇒ (3) + 11 = 14
With ease for someone learned in such things and nearly a dozen languages under his belt he breaks the code with little effort.
"Oh Captain, would you like to tell us what “Bakkara, the horror from the Mwangi Expanse” is? After all if we are going to be traveling with a horror of any kind, it would be wise for us to know rather then not. Your business is just that but a danger to my well being and that of my comrades is very much another."
Knowledge (Local)? vs Bakkara: 1d20 + 11 ⇒ (9) + 11 = 20

DM Jubal |

============================================
1d20 ⇒ 8
Captain Bloodtusk is very upset that Nerak read his ledger. He reluctantly informs you that it is an albino gorilla secured within a cage behind iron doors in the ship’s armory.

Elize 'Lys' Brokenshield |

Lys spends her time walking around the ship, volunteering as a runner and lookout. Seeing Varin bending over the side, she taps him on the back, grinning. "You know, Rin, you'd probably feel a lot safer on a ship if you weren't wearing every single pot and plate in Trunau. Plus, I'm pretty sure if you walked, you'd reach the bottom!", before leaning on the wall.
Sense Motive: 1d20 + 10 ⇒ (1) + 10 = 11 Hah. Gotcha, Captain.
"Hah! A gorilla! Can I see it?", she says, peeking from behind Nerak's back. She leans on the wall nearby, staring at her nails.
Smiling, she continues. "I've never seen one before! I wanted to go the the Expanse once, but it was too far away! I know Beltzer's pretty good with animals, though, maybe he can come too! And if need be, we can keep silent."
Bluff: 1d20 ⇒ 11

Nerak Sersver |

Sense Motive: 1d20 + 1 ⇒ (10) + 1 = 11
Nerak observes the captain as well as Lys as she speaks. His first instinct is to push the captain, after all he was lying to them and while Lys attempt to fool him was amusing. It was no time for jokes or games, still the sense of diplomacy was not lost on him. Even if he thought it mostly as a useless form of deceit and trickery more often then honest negotiation. Yet his view was no doubt colored from his own past experiences, he shakes his head to get back on point and speaks.
"Captain, while I may understand your position. We have little right to question anything on your ship. Much less business unrelated to us. But as it is clear we are exceptional in our chosen specialties, among mine cipher's, I would ask that you respect us enough to be up front and honest as I have been with you. If I did not trust in Halgra and her judgement I would have said nothing upon breaking your code and taken a more insulting approach to the matter."
He let that sink in for a moment before continuing.
"That said I would be happy to write a more complex code for you and teach you the key. For your future use. That is if you show me and my comrades the courtesy of not lying to our faces about this cargo. I think it is safe to assume it is very dangerous, making it all the more pressing for us to know about it. What you intend to do with it, is not my concern or interest. I will not be interfering with your business in any way but nor will I play the fool. I think your best course of action would be to let us see this Bakkara. That is a small price to pay at this point I think."
He had been exposed of keeping secrets, minor offense concerning his position and all things considered. But he had been caught in a lie afterwards for no good reason, that had cost him their trust. As he dealt with the orcs, this would not be a good position for him. A liar was a small step to betrayer. What was worth antagonizing his passengers and relations with Trunau, some beast he had caged. If it was so lethal all the better they know, rather then remain ignorant.
Edit based on result.

Elize 'Lys' Brokenshield |

Lys puts on her best surprised face as Nerak speaks, her big eyes widening even bigger. In a puppy-like voice she asks, "Wait. So there's no gorillas?", before pouting her lips and crossing her arms. I am the very pinnacle of seriousness.

Wulfrum Boulderhead |

Linguistics: 1d20 + 2 ⇒ (15) + 2 = 17
Handle Animal: 1d20 + 0 ⇒ (20) + 0 = 20
Wulfrum whistled a bit at the older horse and gave him a small pat ever going so far as to pulling out his flask and pouring a bit in his tankard to give the horse a sip.
He listened in to the others talk, not really caring too much about the man's cargo. He had saw the ledger, didn't take much to figure out what it said. If the man had wanted to keep it a secret, he should've done a better job to hide it. He stroked the horse's neck as he listened in on the conversation and what Lys and Nerak were trying to do.
Perception: 1d20 + 11 ⇒ (4) + 11 = 15
Sense Motive: 1d20 + 7 ⇒ (3) + 7 = 10
Wulfrum spent the evening sitting in the stables and spending time with the other old timer, even sneaking the horse a bit of dried fruit from the larder.

DM Jubal |

"F@#k off! Only Halgra is keepin me from tossin you off my boat for gettin into my business without my say so. Keep pushin it, and you can walk to your destination." Bloodtusk crosses his huge, scarred arms daring you to say another word.
========================
The warhorse is very affectionate with Wulfrum.

Nerak Sersver |

Nerak merely cocked an eyebrow at the half orc, after the giant's he had a run in and the recent battle. A single stubborn half orc was hardly threatening to him. He was using bluster to shield his lies and deceit, it would change nothing. His calm and measured voice shows no trace of clouded emotion.
"So you lied to her when you said you would take us to our destination?"
Let him dig himself deeper. If the half orc broke his word the matter of his cargo would mean little in comparison. Halgra would be cross with him for upsetting the captain but he hardly thought she was aware of a monster below their feet along for the ride. They were expected to work and defend the ship, risk their lives. Yet not know of the danger he kept on board. This man seemed more unreliable by the moment.

Nerak Sersver |

Nerak narrows his eyes. Lorn jumps on his shoulder.
"You have my word Captain, if the beast gets free I will have no part in it. Should it harm one of my comrades, you will be held accountable."
Indeed any harm that came to his friends would be repaid in thrice, for every opportunity he wasted to do the honest, honorable, and sensible thing. He could care less for the lives and well being of his crew, those souls were on him from the beginning.
Lorn gives the half orc a rude gesture. Yet his glowing little eyes promise mischief yet to come.

Elize 'Lys' Brokenshield |

Lys continues leaning on the wall for a bit after Nerak leaves. Looking through the door to confirm his departure, she shrugs. "He's a bit abrasive, to be fair, but I'm sure he means what's best. I'm sure because he tells us that, about four, maybe five times a day. Sorry about that, I'd be happy to shoot any runaway horrors!", she says, raising her fingers and sending the captain a smile, before bowing down in a deep, theatrical bow, and leaves.
Diplomacy: 1d20 ⇒ 13
A second later, she peaks her head through the door. "Though, if you got any weird animals, I'd love to see them!", she exclaims, before leaving the captain alone.
Jumping down the stairs, she leans, poking her head downwards from the captain's deck towards Wulfrum. "Hi, Wulfy! Enjoying the vaulted ceilings here?", before her head disappears and reappears several seconds later, putting a hand on her own horse's mane. "So what were you up to the last couple of days back at home?", she asks in her usual bubbly tone, before her mouth curling into a mischievous smile. "Do you want to go and talk about food around Varin? Last time I mentioned a roast leg and he turned greener than Beltzer!", she mentions, picking up a cold iron bolt tip and starting to clear her nails.

Wulfrum Boulderhead |

Wulfrum leans against the stable post and looks at Lys "Nay, I am fine where I am. Little bit noisy, little smelly, quite company...reminds me of home." he said before addressing her earlier question.
"I was working with the hounds for a bit, making sure the person whose hair is in that locket twernt from the village. Either they ain't or those fleabitten varmints are all completely useless. After that, well I went to my forge for a bit and worked so I could think. The heat, the hammering, the smell of coal helps give me guidance when I'm lost...but I came up with nothing in the end. However a chance to take it to the aggressors for once is something I couldn't say no to. It may seem a bit vindictive, hell it may seem a bit wrong...but killing them and disrupting their tribe sends a message that if they mess with our village...they'll die, every last one of them..." he said with a bit of gruffness in his voice and no attempt to hide the cold anger. He lit his pipe and took a long draw from it before actually offering it to the horse for a taste to see if it'd smoke it. He knew the pipe wouldn't break unless the horse had the teeth made of adamantine.

Arlan Ward |

Nerak narrows his eyes. Lorn jumps on his shoulder.
"You have my word Captain, if the beast gets free I will have no part in it. Should it harm one of my comrades, you will be held accountable."
Indeed any harm that came to his friends would be repaid in thrice, for every opportunity he wasted to do the honest, honorable, and sensible thing. He could care less for the lives and well being of his crew, those souls were on him from the beginning.
Lorn gives the half orc a rude gesture. Yet his glowing little eyes promise mischief yet to come.
You've made your point, but you best watch yourself with the captain. It's his boat, so his word is law. Catching him in a lie isn't going to change anything. If he wants to win the argument he might resort to fists instead of words, or throw us off the boat like he says. Whatever cargo he's holding isn't half as dangerous as trying to walk through these lands on foot. Besides, the most dangerous cargo on this boat is us. The half-elf smiles his stained smile and claps Nerak strongly on the back, laughing heartily at his own joke.
DM Jubal, I meant to ask earlier--are we all healed from our days of rest?

Beltzer |

Beltzer shrugs at Lys "I don't think Gorilla's are susceptible to being approached. Mostly just let them get on their way, fairly peaceful animals unless you prod them. Whoever coined the phrase "Never wake a sleeping tiger" hasn't tried the same with a Gorilla." Beltzer pauses Not that anyone would want to try doing either!
At Nerak's points Beltzer internally sighs I know this orc isn't the best of people but it will allow us to go by fairly unnoticed into the territory. Personal disagreements aside with the captain its our best shot of getting close without issue. We could always pretend to be prisoners if we get caught days out from our destination. Oh well I don't want to stir any fires right now. He chuckles. At least I don't think other orcs will look at me weird if I'm up on deck, those ceilings are way too low. All the crew are all orcs for spirits' sake! Why such a low roof?!
"Oi, don't give the captain more reasons to throw us off the boat!" Beltzer says in reply to Arlan's quip at the group being dangerous.
Beltzer stays on the deck and if he sees any crew up on deck that aren't doing anything he strikes up a small conversation just trying to gauge the general air of who they are travelling with.
I don't think me chatting at minor NPCs will be that important so I'll just throw a diplomacy roll at this.
diplomacy: 1d20 + 10 ⇒ (17) + 10 = 27
After talking to each crew member for at least 5-10 minutes Beltzer ducks his head and returns below deck. "I hope no-one gets see sick." He looks over at Varin who no doubt is hunched over as well to avoid hitting a beam somewhere "Enjoying the back exercise?"

Nerak Sersver |

As night falls Nerak approaches his comrades. Keeping a look out for onlookers, having Lorn keep watch as well, before starting in a whisper.
"I am sure more then one of you will be against approaching the Captain but I rather know what kind of creature he is so keen to hide from us. As I said earlier I could care less what it is so long as I know what it is. So instead of approaching the Captain, I will respect his wish and attempt to find out on my own without him. None of us can predict what will happen during our voyage as even on water their will be dangers. Should this creature get loose, without knowing it's abilities and the level of danger it represents we could end up caught by surprise and unprepared. A small problem could become a big one, I would hope I am not the only one with thoughts still fresh in my mind of our last battle with a surprise opponent."
He quickly adds in case he is not clear.
"I only propose a quiet look at the creature and nothing more."
Perception (Nerak): 1d20 + 7 ⇒ (12) + 7 = 19
Perception (Lorn): 1d20 + 7 ⇒ (16) + 7 = 23
If given more time Nerak and Lorn will take 20 on perception.

Arlan Ward |

So, you think the creature he's smuggling is dangerous, and fear it might escape. To find out, you want to unlock the creature's door so we can get a look at it and figure out if it's dangerous? Anyone else seeing a flaw with this plan? Arlan smiles a moment, but turns serious quickly.
We have enough enemies already without creating more by pissing off the captain and provoking whatever the hell is in the armory. Leave it alone. If something breaks out from behind the locked doors just stand behind me and I'll kill it. We have bigger problems ahead of us than whatever it is the captain is hiding.

Nerak Sersver |

Sometimes he wondered about Arlan.
"I expect something monstrous would be imprisoned behind bars in a cage or cell not behind a locked wooden door. You would need to be able to get in to feed and water the beast safely after all."
It seemed Arlan was not interested.

Elize 'Lys' Brokenshield |

Lys stretches her arms in the air, a tankard in her hand. "Well. Since you asked so nicely, Nerak.", she says, sending a flashing smile his way. "I can probably pick the lock, and even lock it afterwards. Haven't been in any trouble in the past, like, two days or so. Don't want to go all soft.", she continues, before raising her finger in the air as the others look at her finishing her drink.
"Right. That's me ready!", she replies, jumping on her feet. "Anyone else coming?", her head turns to Nerak.
Stealth: 1d20 + 12 ⇒ (17) + 12 = 29
Taking 20 on Disable Device, if possible.
if not, Disable Device: 1d20 + 8 ⇒ (4) + 8 = 12
Perception: 1d20 + 8 ⇒ (7) + 8 = 15

Wulfrum Boulderhead |

Wulfrum shook his head as he looked at Nerak and Lys "One of you two is carrying me if this gets us kicked off this boat. As much as I'd rather be not spend four weeks getting there." he said letting his statement answer the question well enough.
He stood up and walked away towards the sleeping quarters.

Nerak Sersver |

"Lorn will scout ahead. He is stealthy and can detect anything with in a certain range. I will be using an invisibility spell but will stay close so don't be surprised if you hear my voice. I'll use magic so any whispered words from any of us will be heard by the other as well."
As soon as all was ready to begin, Nerak cast his spells. Lorn leads the way, staying low and moving silently as he hovers over the ground.
Perception (Lorn): 1d20 + 7 ⇒ (6) + 7 = 13
Perception (Nerak): 1d20 + 7 ⇒ (19) + 7 = 26
Everyone is under a message spell, Nerak is under an invisibility spell as well. Lorn has a stealth mod of +17 so he should be good too.
Stealth (Lorn): 1d20 + 17 ⇒ (9) + 17 = 26
Stealth (Lorn): 1d20 + 17 ⇒ (4) + 17 = 21
Stealth (Lorn): 1d20 + 17 ⇒ (2) + 17 = 19
Stealth (Nerak): 1d20 + 22 ⇒ (6) + 22 = 28
Stealth (Nerak): 1d20 + 22 ⇒ (5) + 22 = 27
Stealth (Nerak): 1d20 + 22 ⇒ (8) + 22 = 30

Elize 'Lys' Brokenshield |

Lys nods at Nerak, continuing her approach towards the armory.
Stealth: 1d20 + 12 ⇒ (6) + 12 = 18
Stealth: 1d20 + 12 ⇒ (18) + 12 = 30
Stealth: 1d20 + 12 ⇒ (14) + 12 = 26
Talk about experience avoiding orcs...
She manages to slip under the guards' notice and reach the door. "I'll get working on the door. May need some time though.", she whispers, pulling a set of picks from her boots.

Elize 'Lys' Brokenshield |

Oh. Right.
Lys starts picking the locks, unwittingly stretching her tongue as she tries to hear the mechanism work. Honest good work here, nothing to see..., she thinks as she begins fiddling with the lock.
Disable Device: 1d20 + 8 ⇒ (16) + 8 = 24
A click is heard from the door's lock, and Lys tries the handle.
The door opens with a slight creek. "Alright, boss, how d'ya wanna play this?", a very fake River Kingdoms accent comes out of Lys' mouth, as she begins peeking behind the door.
The handle doesn't budge. Tossing a look at Nerak, she shrugs. "I usually use crowbars, don't look at me!", as she leans on the door again, carefully re-picking the lock.
Taking 20.

Arlan Ward |

As the others head off to the armory Arlan goes to the crews' quarters and starts telling a story to any of them who will listen. It is a tale about a famous Shoanti giantslayer.
Arlan is loud and animated, at least trying to hold the crew's attention momentarily.
Lore (Shoanti Tall Tales): 1d20 + 1 ⇒ (17) + 1 = 18

DM Jubal |

Fortunately, there is no trap set on the Armory doors. It takes Lys a couple of minutes to get the pair of doors open, during which she successfully ducks down when the deck watch passes.
Lys Stealth DC 15: 1d20 + 12 ⇒ (9) + 12 = 21
Apart from a cargo of six chain shirts, 12 battleaxes, and 20 spears, the armory also contains a locked iron cage holding a large, sleeping four-armed, gorilla-like creature, covered with matted white fur.