
Ulfgard Strongfist |

Day 11: Ulfgard will try to find a contact of the 9th Legion and starts to explain his quests so far and his deeds in defence of Trunau to improve his status with the faction!
"This sounds like a perilious journey. Heck good that Torag favors the bold! I am game. I can´t wait to bash that Grenseldek kneecaps!"

Ragnir Brightaxe |

Ragnir spits when he hears about a giant, "Nothin' I be likin' more'n kickin' a giant's arse." Ragnir grins at Ulfgard, "Ye only be gettin' one kneecap. T'other be mine."
During the days, Ragnir will help with rebuilding the town's defenses.

Haskyll Stonereaver |

Day 11
Haskyll takes the time to wander around and sell things for the party, and then heal all those that still require healing in the party.
Day 12
Aye, I can be seeing as how you want payback for the town, I am in.
Edit, this also heals 2 days of strength damage, does anyone have any remaining strength damage ?

Haskyll Stonereaver |

I can, provided everyone is healed first, and you have the cost of materials to make it masterwork.

Anga Runedaughter |

Of course I'll be going. You'll probably do it wrong if Ah wasn't there.

GM Mazra |

The party may know something about Ghostlight Marsh
You can leave Trunau when you are ready. Do you need time to manufacture Scrolls or Potions?
Day Thirteen

Anga Runedaughter |

Anga reveals the information above to the party.
Before leaving she will scribe several scrolls, details in discussion

Anga Runedaughter |

Don't know much about will o' wisps except they are dangerous. And like swamps.
Anga shrugs
Maybe?

Haskyll Stonereaver |

Would like to leave day 14, as that will give me the time to do the masterwork transformation on Anga's crossbow, his crossbow, and Ulfgards shield spike, on day 13, and be ready to go for day 14
No idea if they can speak. I have never run into one

GM Mazra |

Evil creatures that feed on the strong psychic emanations of terrified creatures, will-o’-wisps delight in tempting gullible travelers into dangerous situations. In the wild lands where they’re most common, will-o’-wisps favor simple tactics like positioning themselves over cliffs or quicksand where they can easily be mistaken for lanterns (especially if they can set their traps near actual signal lanterns), allowing them to lure unwary travelers into perilous situations. On rare occasions, will-o’-wisps seeking easier pickings will move into a city and take up residence near gallows or follow along invisibly behind an army in order to harvest the fear of the dying men; why the vast majority choose to remain in the swamps where victims are scarce remains a mystery. Will-o’-wisps only use their electric shock ability under extreme duress, preferring to let other creatures or hazards claim their victims while they float nearby and feast.
Will-o’-wisps can glow any color they choose, but are most frequently yellow, white, green, or blue. They can even vary their luminosity to create patterns—many will-o’-wisps are fond of creating vague skull-like shapes in their glow to further terrify their victims. Their actual bodies are barely visible globes of translucent spongy material 1 foot across and weighing 3 pounds, capable of emitting light from every surface. A will-o’-wisp’s light is approximately as bright as a torch, and though they do not seem to use sound to communicate with each other, they hear perfectly and can vibrate their bodies rapidly to simulate speech.
While vilified by most other sentient creatures, will-o’-wisps are actually quite intelligent, if utterly alien in their reasoning. Sometimes organized into groups called “strings,” their society and goals remain complete unknowns to outsiders, as do their origins, though they have sometimes been known to strike bargains with those who can offer them vast quantities of appropriately frightened victims. As will-o’-wisps do not age, and are effectively immortal unless killed by violence, particularly ancient will-o’-wisps can serve as fantastic repositories of knowledge from the ancient past, although convincing one of these cruel creatures to cooperate with an interrogation can be a trick in and of itself.

Halgara |

High Defender Halgara seeks out the party around mid-morning, "The Half-Orc Skreed is to be executed for the murder of Rodrik Kurst this evening. He is to be hanged. He wore a heart-shaped locket. He has requested to wear it at his execution. It is linked to another. It may be a statement. It may be a mistake. We are inclined to let him wear it."

Haskyll Stonereaver |

I have no issues with that, I cannot speak for the others however.
Will cheerfully give up the locket for the last request.

Anga Runedaughter |

the half orc is a murderer and scum. Why cater to her whims. She didn't.

Anga Runedaughter |

Anga sighs. Kaos, laddie, on your worst day you wouldn't be as bad as that one. she looks at Halgara.
the orcs and their allies will find out the town has survived before long anyway, and they are stupid, so they will attack again eventually regardless of past history. And as long as this town has stout hearts and strong walls, it'll hold. Ah think this is a risk. Execute her and be done.

GM Mazra |

Feel free to RP the previous days.
Skreed Gorewillow is executed that evening without the locket.
Day Fourteen
High Defender Halgara gave the party good directions to find Captain Raag Bloodtusk's Keelboat. It was an uneventful journey of about eighteen miles due North of Trunau. When you arrive you give Halgara's letter of introduction to the Captain.
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 tower-like 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. See Blood tusk Keelboat link at top.
Bloodtusk's first mate is a tough Half-Orc known as Coxswain. There are eight other Half-Orcs crew members on board.
"This will be no pleasure cruise. You will row. You will work and you will fight. I would say if necessary, but it will be necessary. It will take many days to reach your destination," Bloodtusk says in a matter-of-fact manner.
You will need to make a job check each day on the boat. You must succeed at a skill check (or checks) for a job of your choosing to accomplish that day’s tasks. You can pick a different job each day.
Cooking: You can assist the boat’s cook, Gashnakh, in preparing meals and cleaning, stocking, and maintaining the galley (area A4). A successful DC 10 Profession (cook) check or Intelligence check is enough to cook a palatable meal. If a PC is skilled in cuisine, the crew is happy to let you take over cooking duties. A PC who fails this check by 5 or more is banned from the galley.
Fishing: You can help haul in the day’s catch to feed the crew. A successful DC 10 Profession (fisherman) check, DC18 Survival check, or a successful DC 10 Strength check is required to haul in the boat’s fishing nets. Four nets are cast into the river each day, and up to two individuals can haul in each net (one attempts the check, while the other can use aid another) every morning. At least one success indicates there is enough food to feed everyone on board for 1 day.
Lookout: You can watch for hazards from the crow’s nest atop the mast. Three successful DC 10 Climb checks are required to get to the crow’s nest. Any PC stationed in the crow’s nest gains a +2 circumstance bonus on Perception checks to notice approaching threats.
Rowing: You can spend 5 hours rowing the keelboat in the rowing banks (area A11). This requires a successful DC 5 Profession (sailor) or DC 10 Strength check. You must also succeed at a DC 10 Constitution check or be fatigued at the end of the shift.
Sounding: Helping the keelboat’s pilot avoid the shallows along the riverbeds requires a successful DC 10 Profession (sailor) check or DC 15 Perception check from the forecastle (area A3). If you fails this check by 5 or more, the ship runs aground and must be towed free by the horses, adding 1 day of travel to the journey.
Stable Mucking: Maintaining the horses and stable (area A2) requires a successful DC 10 Handle Animal check, DC 10 Profession (stable master) check, or DC 15 Ride check. If you fail this check by 5 or more on 2 consecutive days, one of the horses becomes sick and is not available for towing. This adds 1 day of travel to the journey, unless the animal is cured, requiring either a successful DC 15 Heal check or magic such as remove sickness.
"We will leave at first light," Bloodtusk says.
Day Fifteen

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Kaos will give a node to the captain. Then after the captain leaves Kaos will look to the party. Well this should be fun.
Fist Day Abord
I believe I will head below and see how I far at rowing.
Constitution check: 1d20 + 2 ⇒ (15) + 2 = 17
Diplomacy Check: 1d20 + 5 ⇒ (8) + 5 = 13

Ulfgard Strongfist |

Looking around Ulfgard will move towards the forecastle. Finding a decent spot he binds most of his weapons, just keeping the hammer and prepares to guide to boat.
Perc: 1d20 + 9 ⇒ (20) + 9 = 29.
The fresh air and soft rumbling aid the dwarf to get easy pinpoints to guide the ship.

Anga Runedaughter |

Anga will try sounding
prof sailor: 1d20 + 1 ⇒ (1) + 1 = 2
perception: 1d20 + 4 ⇒ (6) + 4 = 10
oops. This is going to be a long trip.

Haskyll Stonereaver |

Haskyll goes down to attempt to help with the cooking.
dc10 int: 1d20 + 2 ⇒ (9) + 2 = 11
and makes a passable, but not good meal.

Ragnir Brightaxe |

Ragnir will try his hand at fishing:
"Dwarves weren't meant ta be sailin'. Much less fishin'."
str check: 1d20 + 3 ⇒ (18) + 3 = 21

Anga Runedaughter |

Um Ulfgard is already there Anga! How about you try cooking. Together will prestidigation you should be our best chance at cooking!
Well...ok...if you insist...Cooking seems to be taken. I will aid cooking. Assuming that is ok, gm
prof cooking aid: 1d20 + 1 ⇒ (20) + 1 = 21
wow!

Haskyll Stonereaver |

I guess I should be assisting anga :)

GM Mazra |

At first light the keelboat begins heading generally east down the Kestrell River.
Kaos ably mans an oar. The other Half-Orc Oarsmen ignore the chatty big human. But they do note his strength.
Ulfgard has an uncanny ability to negotiate hazards. Early on he negotiated a potentially damaging log in the water.
Mordea ably ascends to the crows-nest to keep watch.
Not long after the boat takes off that two Half-Orcs and Ragnir begin to fish with lines and nets. You manage to net several fish into the net. As Ragnir leans over the rails to haul up the fish, the railing gives way.
Note Hungry Crocodiles link on the GM Mazra profile.

Ragnir Brightaxe |

refl save: 1d20 + 1 ⇒ (13) + 1 = 14
swim: 1d20 - 3 ⇒ (18) - 3 = 15
Ragnir hears the railing crack as his weight hits it, and tries to catch his balance on the non broken part of the rail, which gives way as well, and he plunges into the water, but manages to thrash around furiously enough that he stays afloat and swims clumsily for shore. Once ashore he takes up his shield, and waraxe and spits on the ground, "Alricht ye overgrown lizards, let's tussle."

Anga Runedaughter |

Anga, if on deck, grabs her crossbow and loads it, moving to a position she can aim covering fire from.
If not on deck she'll look up from cooking and say
what's happening on deck? and move on deck to see.

GM Mazra |

If Ragnir fails to climb back onto the boat. I will begin rounds of initiatives. Below the encounter map is another map of the top deck of the boat. I will place your locations at the beginning of the incident. Anga and Haskyll are actually below in the kitchen. Coxswain is up steering the boat. Raag is below in the dining area looking over charts. Kaos is down below. Mordea is in the crowsnest. Ragnir is wet.

Haskyll Stonereaver |

I have no idea what is happening up there.
He grabs his spear and crossbow, and heads for the deck as well.
Edit, I would have done Anga's masterwork transformation on day 12, Ulfgards shield spike on day 13, as they are the only ones that asked me to do it.

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CRACK What was that!? Kaos will say as he looks around he will grab his axe and start for the stairs. Im guessing that Kaos would not be rowing in his armer but would if not rowing.