| Kragmyr Grudgekeeper |
Looking at the hammer and armor, Kragmyr’s eyes lit up. ”Look at this, hammer. A holy relic of the giants. The hammer that they believe their god used to forge their ancestors. We could sanctify it in the name o’ Torag. And this armor! Looks battered, does it not? But these enchantments! They use the character o’ the wearer to protect them. Made for Paladins and Blackguards alike! We have found true treasure here.”
Spellcraft +10. Take 20 for 30. Can Kragmyr tell anything about the stone?
Belir
|
Belir marvels over the mounds of treasure they uncovered. "To believe this has been here this whole time." He lets out a whistle.
Seeing the orc awaken Belir crumples the letter in his hand as he speaks with the orc. "Who is Grenseldek orc?"
| Thozar Earthchanter |
Thozar huddles up with Torith to share in the geode's examination. "Truly, truly, marvelous! The beauty alone would be enough for a raid, haha!"
Eventually, he makes his way over to the other items. "Dwarves, there isn't much for me here. I'm looking forward to all the gold this'll get us! "
During the days that follow, Thozar spends a day resting and communing with the earth. He can be seen braiding and rebraiding his beard with a variety of dirt, walking the ancient halls of the cavern they found, and otherwise restoring himself. The remaining days, he can be seen advising the townsfolk on some of their rebuilding, particularly the aspects that have a direct impact on the earth.
________
Leveling now! This is so great guys. Kragmyr's suggestion as far as who gets the hammer and armor sounds great to me!
| Gundar Forgelight |
Once his wounds and fatigue have a chance to heal, Gundar departs the walls for a few days to get away from the crowds of people. His band of dwarves had been rightly adulated in the days following the attack, but the attention was beginning to wear upon a dwarf who spent most of his life in solitary ranging.
Gundar patrols a swathe around the town, ensuring as best he can that there are no more orc spies about. One night, in the relative safety of a high perched camp amongst a copse of gnarled bandlands trees, he allows himself a fire and sits by it in the evening to play awhile on his flute while his supper cooks. Gundar admits to himself that he will never be a great musician - but he is getting better.
After one short, haunting tune he had learned from his mentor, an answering hoot comes from a nearby tree. A sizable badlands owl sat perched there, watching him. After staring back for a moment, Gundar chuckles and takes a bit of the rabbit he had yet to put on to cook and tosses it to the majestic creature.
"Thank'ee for the kind words," he says.
The owl follows him on his ranging, and Gundar continues to feed it each night. On the fourth night. He dons a thick leather glove and places a bit of meat on it - and the owl obligingly alights on his arm (though the glove was not, in retrospect, quite thick enough to escape the talons).
On his way back to the town, Gundar realizes he had begun to feel the land in a new way, as Felaan had oft claimed he eventually would. He could feel the power of it, the sleeping and undirected force of nature. He wondered when he might learn to make use of it.
Back in Trunau, several people remark on Gundar's new friend, who tended to sit on his shoulder or pack (the dwarf had made some crude padded perches for the owl, and ordered better ones as soon as he could). Gundar's only reply was a shrug.
TL;DR: New owl, new spell slot.
| Torith Torson |
Torith spends any free time he can playing about with some ideas that have been rattling around in his dwarven head for some time. With a few tools and a small space to work in he experiments with the scavenged bits of broken locks and traps found over the last few days. He thinks he's found a way to store some of his own life energy and manipulate it with a mechanical device. That device can then be stored for when needed. He's worked on some designs for healing, language comprehension, enhancing his senses or even his walking speed.
All this experimenting has given him a much better understanding of trap mechanisms and how they can sometimes incorporate magical effects.
All leveled up with 1st level of Investigator (scavenger). Devices rather than alchemy. Should be handy for any traps we find from now on.
| GM Fuzzfoot |
Sounds interesting!
The sobering news that the orc raid was actually instigated by a giant searching for the treasures in Uskroth’s tomb has become the main talk of the town. Trunau’s Council of Defenders is concerned that this giant may attack the town again in a second bid to get ahold of the items she was seeking.
After a few days to rest from your endeavors (and wrapping up any
unfinished business in town), you receive an invitation from Trunau’s de facto leader, Chief Defender Halgra of the Blackened Blades asking you to join her in the meeting room at the Ivory Hall, Trunau’s government seat.
"With the information gleaned from captured orc prisoners and the half-orc saboteur Skreed Gorewillow, we think that someone should go to Grenseldek’s lair— an abandoned outpost near the River Esk called Redlake Fort—and deal with the giant chieftain and her orc tribe before they can attack Trunau again."
"We need our people here to rebuild Trunau. I know it is much to ask, but as the heroes you have shown us you be, will you take on this task for us? We are able to offer 1,500 gold for your troubles."
| Thozar Earthchanter |
Fight a horde of orcs and their giant chieftain in their own lair? Lunacy. I've spent my whole life running from orcs... My cut of that reward purse would keep me afloat for a while, might even let me buy into a local shop. The blessings and energies I feel from the earth have grown stronger too, perhaps it isn't so crazy... Or at least worth an attempt, especially if I have brother Dwarves by my side.
After a long silence, Thozar speaks up. "The danger seems high. However I plan on settling in Trunau and sitting around waiting for another assault is even more dangerous. I accept this task, Halgra."
________
Do we have time for a little research before tromping off into the wilderness? A map and any knowledge of the terrain, wildlife, and other inhabitants are what I'd like to try and scrounge up.
| GM Fuzzfoot |
Yes, you can spend any amount of time before continuing. The orcs won't be returning immediately - they need to lick their wounds and gather more orcs!
See more information in the Exhibits/Handouts slides, as well.
Halgra introduces you to a venerable elf named Silvermane, who 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 Halgra can understand and translate.
With her help, Silvermane tells 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 their fight against the Twisted Heart menace, though he has no specific details about the items.
Halgra translates: "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 them 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. "This is called a ghostlight lantern. 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. "
Halgra informs you that she has already secured passage for them 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 the PCs’ efforts in helping sail the boat and defending it from any dangerous river denizens.
Halgra explains, "Overland travel to Redlake Fort would be foolhardy and dangerous, as it would take you right through the orc-infested Hold of Belkzen. Bloodtusk’s riverboat, on the other hand, 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."
Halgra gives you a letter of introduction to give to Bloodtusk, who is waiting for them on the southern bank
of the Kestrel River.
You can also make a Knowledge (geography), (history), or (nature) check. The result of a check determines the information learned, as detailed in the spoilers below.
| Thozar Earthchanter |
"Thank you for your guidance and support, elder. We will have quite a bit of preparation to perform for our journey. What can you tell us of these Will-o'-Wisps? Are they hard to find? And this Council of the Thorns, what was their purpose? Will they be receptive to outsiders entering their vault?" Thozar asks, while turning to the party. "Does anyone know how to man a boat? I could use some pointers there... Anyone know what sort of critters might attack us from the river?"
________
History, DC Vaires: 1d20 + 9 ⇒ (2) + 9 = 11 +2 if it pertains to Dwarves or their enemies
| Gundar Forgelight |
Know(Nature): 1d20 + 9 ⇒ (2) + 9 = 11
Know(Geo): 1d20 + 9 ⇒ (11) + 9 = 20
Really hope I can use the second one, too, but will assume for now I cannot. Some ranger Gundar is...
"Nary a clue of how to man a boat, but I suppose I can help with the defense 'a one."
Know(Nature) River Threats?: 1d20 + 9 ⇒ (10) + 9 = 19
"As fer dangers of the rivers up that ways..."
| GM Fuzzfoot |
I don't see any reason why you can't try each skill for information.
| Torith Torson |
... a boat? One of those flimsy things that goes over rivers. I'm not keen on those, but that sounds much safer than a band of Dwarves walking through Belkzen!" says Torith with a some extra emphasis on the name to show how crazy an idea that would be.
"I also have no idea what a Dem-I-Plain is, but if it's like a vault and it has things there to help then we need to find one.. it.. whatever!"
| Kragmyr Grudgekeeper |
| 1 person marked this as a favorite. |
”Oh, Aye. Let’s waltz into Ghostlight Marsh. A vast tract of swampland, the damned border o’ Belkzen an’ Lastwall. The bloody tomb o’ the Council o’ Thorns. Rangers an’ druids so stubborn that they held against the orcs when everyone else fled. So tenacious that when they were bein’ overrun, they sacrificed themselves to make the Will-o-Wisps that haunt the swamp. Creatures so deadly that they drove the orcs out, an’ formed the border. An’ I don’t know about any o’ ye, but I don’t know how to deal with fey spirits, formed out o’ undyin’ hatred an’ suicide. The orcs won’t see us comin’ because nobody is bloody stupid enough to go through there.”
Kragmyr sighed. ”An’ how much gold are we bein’ paid again?”
Diplomacy to increase pay for suicide mission: 1d20 + 10 ⇒ (17) + 10 = 27
| Ulark Twiceforged |
Sorry for lower posting lately, and a preemptively potential apology - work picked up a bit and then out of town this weekend, though still be able to check in and post a bit.
Even a few days removed from the battle, Ulark still looks haggard and tired as he walks into the Hall. The scars and cuts have mostly faded, but dirt and chips of wood and stone from the rebuilding process cover his hair and skin. He stands grimly as Silvermane speaks, listening while internally noticing how surprisingly comfortable his armor is.
Makes sense to go out after them. the warrior agrees. If they were willing to send an assault here once, could just as eaily do it again. We smite this Grenseldek at ther own fort, it'll be that that bears the brunt of the clash, not Trunau.
Know History: 1d20 + 8 ⇒ (16) + 8 = 24
Ulark does frown as the mute elf 'speaks' of the druid's cache though. That 'Thorn' may have some useful tools I suppose. Druids would've had good enough reason to make them, even if it wasn't enough in the end. But to find it needs a dead wisp? And the only wisps around were summoned from those same dead druids?
Morbid tale that.
| Thozar Earthchanter |
Thozar is momentarily stunned at the information his allies are able to provide about their tasks. Glad to have this lot around, we work well together.
________
You see kids, this is why knowledge skills are important. That Kragmyr fellow? He knows enough to ask for more money when everyone else was about to settle for less!
| Thuradin Drackenforge |
"Dwarves on a boat, nothing good is going to come of that." Thuradin mutters under his breath "Dwarves don't float."
| GM Fuzzfoot |
| 1 person marked this as a favorite. |
"I am afraid 1500 gold is all we can muster, what with costs for repairs and such. However, let me talk to the local merchants and tradesmen, and maybe we can get you a 10% discount on any gear or services you require. I'll bet I can also talk the healers in town to fixing you up for free whenever you are back in town."
Nice diplomacy.
The correct skill for will-o-wisps is Knowledge, Dungeoneering
| Gundar Forgelight |
Know(Dungeon): 1d20 + 5 ⇒ (14) + 5 = 19
Hm. Wisps. Did I hear Silverleaf speak of them once before?
Belir
|
"10% seems like a fair trade." Belir gruffs as he flicks off piece of orc off his armor. "When should we be heading out?" He wasn't looking forward to a boatride by any means, though a cache of weapons hidden away does interest him.
| Torith Torson |
"That sounds very reasonable. And this way Trunau will get funds through trade too! Maybe i should order some new boots now. A trip through a marsh isn't going to do these ones any good i think."
| Thozar Earthchanter |
"What do we say we leave at sunrise tomorrow? Gives us a day to part with our affairs here. I've got a couple of purchases to make myself," Thozar suggests.
Information on those wisp things would be good. If we need a husk for this lantern, do we even know if it is safe to handle? Maybe their is a library or expert in the area...
________
Dungeoneering (Will o Wisps): 1d20 + 10 ⇒ (10) + 10 = 20
10% and free healing is great! :D Is there a well traveled individual in town, besides us? Someone with experience tromping through swamps, traveling on a boat/by rivers, and/or experience dealing with a will o wisp? Never hurts to compare notes!
| Ulark Twiceforged |
Soon as we can, I'd say. Ulark says. Hit this giant before they can regroup from the losses here.
He turns to Halgra. This Bloodtusk - is he trustworthy? If the orc tribes leave him be, sure there's a reason.
| GM Fuzzfoot |
A little more research reveals:
A former gladiator in the fighting pits of Urgir, Raag Bloodtusk won his freedom through trials of strength and blood—both his own and that of his enemies. Since earning his freedom several years ago, the hulking halforc has sailed up and down the Esk and Kestrel rivers, ferrying supplies into and out of Belkzen. Despite his harsh appearance, Raag has a soft spot for the downtrodden (a by-product of his long incarceration). It is this attitude that brought him into contact with Halgra of the Blackened Blades, and the two have shared a friendship (and romance, according to some rumors) over several years. Bloodtusk is a fair captain, and takes an equal share of work when his presence is not needed at the helm. Bloodtusk never abandons his boat or crew if they are in need.
The boat is about 12 miles from Trunau, so you set out. As you approach the boat, it is starting to get dark.
| Gundar Forgelight |
Are the captain and/or any crew visible?
| GM Fuzzfoot |
Crew is visible on deck working, but it is hard to know if the Captain is among them.
| Thozar Earthchanter |
Is it normal for a boat's crew to be working so late without being underway? I suppose we will find out. Still doesn't feel right standing on the water like that. It pretends to be solid like the earth, but then it sloshes one way, then the next! I'll take good old soil over it any day... Thozar stands near Torith, hoping to find a companion in his misery when he gets the chance.
| Torith Torson |
I'll go simple on gear for now. Just a cloak of resistance +1 and keep saving up for those lovely stat items.
"So this is it, huh?" says Torith with nervousness clear in his voice.
"The sooner we get on the thing the sooner we get off again."
Torith is talking out loud but not really aiming the words to anyone in particular.
| Ulark Twiceforged |
Not our boat Kragmyr, Ulark says as he walks towards the vessel. We're guests. Best to get off on the right foot, 'fore they decide Trunau's not worth the trouble.
As Belir calls for the captain, the warrior fishes in his pack for Halgra's letter. Halgra pointed us over towards you ship. She penned a letter that should explain the circumstances.
| GM Fuzzfoot |
One of the crew comes forward while a few others watch, suspicious of you.
Taking a look at your letter, the man says "Wait here."
He climbs back aboard, and a few minutes later, a large half-orc appears on deck. He has two scimitars attached to his belt. (See Notes and Exhibits for a visual.)
"Halgra vouches for you, eh? Well, come here, let me see ya."
After looking you over, he says "OK. Welcome aboard. This ain't no vacation cruise, though - you all are expected to earn your fair share, no complaining. We shove off first thing in the 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 aft-castle 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.
You come aboard, and can explore a bit. (See map)
A1. Main Deck: The open deck of Bloodtusk’s keelboat sports a single mast, a stowed jolly boat, and an open stable (area A2). Netting along the rails provides additional storage space. A hatch in the deck aft of the mast opens onto the coxswain’s gangway (area A10) below. A short flight of stairs leads up to the forecastle (area A3). Two flights of stairs descend under the forecastle to the cargo hold (area A9). Double doors aft lead to the chart room (area A6) and Bloodtusk’s cabin (area A7), flanked by two sets of stairs that
climb up to the aftcastle and pilot deck (area A8). A small crow’s nest sits atop the 30-foot-tall mast.
A2. Stable: This open stable takes up a large section of the main deck fore of the mast. Its eight stalls are lined with matted hay. The stable holds eight heavy horses,.
A3. Forecastle: This wide platform extends over the gunwales. A tower rises above the bow from the center of this deck, containing the galley (area A4) and the crew cabin (area A5). 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.
A4. 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 (area A5) above. Two hammocks can be hung under the stairs to provide additional sleeping areas.
A5. 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.
A6. 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, but it is written in a simple cipher detailing the
ship’s cargo over the last month.
A7. Bloodtusk’s Cabin: You are not invited in here.
A8. 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.
A9. Cargo Hold: Two sets of stairs lead down into this hold from the main deck (area A1), while a set of double doors allows bulkier goods to be transported through the hatch in the deck and along the gangway (area A10). All manner of mundane trade goods stuff this chamber, including cloth, flour, dried fruit, horse feed, pickled beef, salt, and exotic spices. There are over 500 pounds of goods within this hold. The ship’s larder is found here as well, and contains enough foodstuffs to feed 16 people for 2 weeks.
A10. Coxswain’s Gangway: This long gangway overlooks the rowing banks on either side of the vessel and connects the cargo hold (area A9) to the armory (area A12). 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.
A11. Rowing Banks: Four short flights of stairs descend from area A10 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.
A12. Armory: A pair of locked iron doors separates this
hold from the rest of the ship
A14. 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).
A15. Pump Room: A rotting door from the bilges is the only entrance into this oft-neglected compartment, which holds the pump that rains the brackish water that accumulates in the bilges. A crew member comes down here once a week to operate the pump.
| Thozar Earthchanter |
Clearly uncomfortable with leaving the ground, Thozar quickly scratches up some dirt and rubs it into his hands. I'll miss you... Awkwardly, he steps aboard the boat like it were rocking in an ocean. When the boat doesn't immediately capsize due to his weight, he approaches the half-orc. "Captain, what sort of work will we be doing aboard this vessel? Some of us aren't as experienced with such tasks as we'd like..." I imagine working under a half-orc is knew for some of us too. Got to keep a clear head though, Halgra trusts him and has put her honor on the line for us.
If the Captain, or someone else who is willing to take Thozar under their wing begins to move away, he follows them with what he believes to be his best sailor walk. Walking on stiff, almost straight legs he teeters around and does his best to fit in.
Belir
|
Belir's legs aren't as steady when he gets on the boat. His legs turn to jelly as the boat rocks on the waves. he grabs the railing and begins to vomit of the edge almost immediately as his mind and body fall out of sync with each other.
| Torith Torson |
"We're Dwarves, laddy, and we're not afraid to get ours hands dirty and pull our own weight. I may not know a thing about water travel but point me to a task and i'll give it my best!" says Torith, trying to hide his unease with determination to prove his usefulness.
I'd rather have solid ground to stand on and an enemy to fight, but we have a task to do and i'm not letting a little water get the better of me!
| Ulark Twiceforged |
"Halgra vouches for you, eh? Well, come here, let me see ya."
After looking you over, he says "OK. Welcome aboard. This ain't no vacation cruise, though - you all are expected to earn your fair share, no complaining. We shove off first thing in the morning."
A solid deal then. Ulark says to Bloodtusk. Haven't training in the water life, but point me where to go and what needs a strong and steady hand for it, and I'll prove enough to not make you regret the favor.
Bringing his sack and few other gear aboard, Ulark heads down below the deck at first to stow his equipment by an open bunk. The dwarf makes sure to hang a symbol of Angradd from the wood near the cot. Strolling about then to see the rest of the crew.
Finding one near the stable,s he asks, both curious and trying to make small talk. Lot of beasts on this boat. Would have thought the horses would do poor on the water. He glances toward poor Belir. Some two-legs certainly aren't used to it.
| Gundar Forgelight |
Gundar looks about the boat - Er... ship? Barge? Whatever. - with interest. It isn't his first time on a water-going vessel, but he rarely go to see their insides.
"Captain, what sort of work will we be doing aboard this vessel? Some of us aren't as experienced with such tasks as we'd like..."
He inclines his head in agreement with Thozar. "I know the area a bit, though no doubt far less than yourself. But my weapons and skills are at your service. Do you often run into trouble on these waterways?"
| GM Fuzzfoot |
"Aye, we'll find ya suitable work. Coxswain, here, will keep ya busy!"
A female orc (see Notes and Exhibits) strides in and looks you up and down. "Yah, they'll do." She says. "Now get aboard and stow your gear! You will all be rowing at some point. Don't matter if you know - we'll show you. Other than that, there are a variety of jobs that need to be done."
In addition to Captain Bloodtusk and Coxswain Halrex, there are eight other crew members, all half-orcs, aboard Bloodtusk’s riverboat: Barka, Gashnakh, Ghorza, Krothu, Oorug, Sharg, Taug, and Urul.
Most are ready to turn in for the night, but a few don't mind playing some dice and talking, if any of you are interested.
Belir
|
With his stomach just beginning to settle Belir lays down for the night. He waves his hand. "No dice. Stomach.... no food." He drop shis armor to the floor as he lays down in his swinging cot to try and sleep this off for the night. "Find me in the morning."
| Thozar Earthchanter |
"If rowing is where you think I'll help out the most, rowing it is!" Thozar says as he hobbles off to find a bunk to stow his gear. Following Belir's lead, once he finds a hammock he rolls in and tries to drift off to sleep.
| Thuradin Drackenforge |
Thuradin boards the barge with some trepidation "My uncle Gundrun drowned in his bath. The first time in a month he'd been near water and he dies. Coincidence? I think not." Walking up the gangplank he mutters under his breath "Nothing good will come of this mark my words, nothing good." He turns to one of the crewmen and states "Dwarves don't float" before he goes below deck to secure a berth.
| Kragmyr Grudgekeeper |
Following Thuradin down, Kragmyr whispered Dwarven"I don't like this. The second in command looks like a full-blood Tusker to me. And this group of greenskins are sailing us straight into orc territory. We should keep watch while we sleep. Also, keep your weapons close. Though in a pinch I think that I can summon us some."
| Thozar Earthchanter |
Thozar rolls over in his hammock and responds in Dwarven. "I had similar thoughts, but thought I'd be alone in thinking them. I'm with you Kragmyr, but we also can't be disrespectful. Halgra has wagered her honor on our behalf. What should we do?"
| Kragmyr Grudgekeeper |
Kragmyr pulled on his beard as he thought. ”This is hard. Hard enough to make a patriarch’s head spin. I suppose at the end of the day we are only responsible for our own actions. Better to be betrayed than to be the betrayer. So we stay on our guard, while remaining civil. Ah...but what a situation to be in...”
| Ulark Twiceforged |
Ulark will call out to Belir as he packs it in early. Get some rest. Plenty more water I'm afraid before this is done. He cautious pats the other dwarf, trying to tap lightly so as to not set off the fighter's nausea. Still feel rough come waking, give a call. I'll see what Angradd may lend me.
For his part, the warrior lays his longaxe by his cot, but then keeps moving, stretching the legs. Ulark sits near a few of the crew members for a bit, watching them play but hesitant to join in. So, hope you can stand putting up with a few stout folk for some days. You men been with Bloodtusk long?
| GM Fuzzfoot |
This is sort of a sandbox/random (or not) encounter sort of area, so feel free to do whatever. Sounds like most are turning in, while Ulark will be conversing a bit. Ulark - when you are ready to move on to morning, make it clear that you are turning in, ok?
Ulark spends some time with a couple of the crew, Krothu and Oorug.
Krothu responds, "Yah, Cap't is a fine gent. Keeps us employed, don't treat us too bad. These days, in these lands, half-breeds like us don't usually get it so good."
"Yah," is all Oorug says as he rolls the dice. Seeing a losing throw, he simply grunts in disappointment.
Krothu continues, "Yah, ol' Bloodtusk does decent in these lands, trading with both orcs and human settlements, and has earned a good deal respect. I ain't say we never have trouble, cause we do, but it ain't as often as a boat full of dwarves could expect. You all seem hearty enough, so you should survive the river... but don't let your guard down. It ain't a safe place for city folk, to be sure!"
Again, Oorug simply says "Yah!", but this time with a bit of a chuckle.
| Ulark Twiceforged |
Krothu continues, "Yah, ol' Bloodtusk does decent in these lands, trading with both orcs and human settlements, and has earned a good deal respect. I ain't say we never have trouble, cause we do, but it ain't as often as a boat full of dwarves could expect. You all seem hearty enough, so you should survive the river... but don't let your guard down. It ain't a safe place for city folk, to be sure!"
Neither are the cities these days. Ulark grunts out. you must've heard what happened at Trunau. Nearly breached the town, and wasn't just the toothers but trolls and giants besides. 'It's why we're going north - see if going to their house might give them pause before trying it again.
the dwarf sits for a moment, then his eyes widen and underneath his beard a faint blush can be seen. Forge burn, we're guests here. Didn't mean disrespect with the 'toother' bit. You're captains got quite the name around here I hear, and being on his crew I expect you are too.
| Torith Torson |
Torith joins the other dwarves in finding a place to leave his gear and somewhere to sleep.
"I'll be cautious, as i always am. These people need to prove themselves one way or another i think. A good word from a proven ally goes a long way though."
Torith makes himself as comfortable as he can. He tries to rest while he waits for the call to do some work.