
Anga Runedaughter |

you have to swim 60 feet. At a quarter movement. Assuming no attacking on ragnir's behalf it will take him four rounds to get to shore (double move) during which the crocs will keep biting. Swiming is the brave (suicidal) option I think.

GM Mazra |

Anga's correct. Trying to swim on to shore would likely have made Ragnir a nice meal for some Hungry Cros. To move things forward, I am going on with this.
Ragnir's Climb Check: 1d20 ⇒ 18
As Ragnir begins to swim to shore, a rope lands nearby. He reaches and grabs the rope. Then the Warpriest manages to pull himself back onto the boat.
The party and crew arrive on deck to fire arrows and bolts at the swimming Crocs. The injured Crocs turn and head back to shore as the keelboat sails on past.
When the party looks upon the broken rails:

GM Mazra |

With Anga's recommendation to add stewed potatoes, Haskyll and the surly Half-Orc cooks made a tasty fish chowder for dinner. The Half-Orc crew was pleased The rest of the day is uneventful.
Day Sixteen
You can pick different skill check(s) on this 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.

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strength check : 1d20 + 3 ⇒ (10) + 3 = 13
constitution check: 1d20 + 3 ⇒ (2) + 3 = 5
Kaos feeling rather pleased with his rowing skills the previous day heads back down. But today just seems to be more taxing and he comes up wiped out. I need a nap.

Anga Runedaughter |

Due to her success the prior day, Anga returns to cooking.
prof cooking : 1d20 + 1 ⇒ (13) + 1 = 14

Ulfgard Strongfist |

In a quit moment Ulfgard takes ragnir aside and speaks to him in dwarfen."Schorsch, des wa fei koa unfall. Wir ham fei a ratzen om Kahn. Ich werd mim Pfaffen ratschen und du sogst es dem Deandl. Danach mim Preiss."

Haskyll Stonereaver |

Sorry, was in a null signal zone for a couple of days.
Haskyll tries his luck on the fishing nets.
Str dc10: 1d20 + 3 ⇒ (5) + 3 = 8
I see the dice roller is still out for me. :(

GM Mazra |

Ulfgard proves to be good at Sounding. Mordea likewise makes a competent Lookout. Kaos keeps up with the other Half-Orc rowers, but feels fatigued by the end of the day. Haskyll struggles with his first attempts with the nets. Anga works on preparing a hearty meal.
@Haskyll - You can make up to four attempts with the nets.
This day was otherwise uneventful.
Day Seventeen
Go ahead with Day Seventeen chores. @Ragnir- Go ahead with both Day Sixteen and Seventeen activitie. @Haskyll- You can also make another Day Sixteen fishing check.

Haskyll Stonereaver |

Ah, I was under the impression I could only work on one net.
attempt 2: 1d20 + 3 ⇒ (1) + 3 = 4
I see it is really after me. :(
Almost falling in with the second net, he braces himself better for the third attempt.
attempt 3: 1d20 + 3 ⇒ (18) + 3 = 21

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Kaos wakes up feeling refreshed and head down to the ores.
Strength check: 1d20 + 3 ⇒ (19) + 3 = 22
Constitution check: 1d20 + 3 ⇒ (18) + 3 = 21
As he feels the rowing becoming easier he will try to talk to some of the others ores men.
Diplomacy : 1d20 + 4 ⇒ (10) + 4 = 14

Ragnir Brightaxe |

Sorry guys, work blew up on me
day 16 str: 1d20 + 3 ⇒ (13) + 3 = 16
At some point Ragnir makes an excuse to deliver fish to Anga in the galley.
[whispering to her]"Me impromptu bath t'other day weren't no accident. Watch yerself.
day 17 fishing str check: 1d20 + 3 ⇒ (16) + 3 = 19

Anga Runedaughter |

Anga (replying) oh. Ah'll keep an eye out
cooking: 1d20 + 1 ⇒ (11) + 1 = 12

GM Mazra |

Day Seventeen started out not unlike Day Sixteen. Mordea went up to the crows-nest. Ulfgard went to the stern and began to look for rocks and other hazards. Haskyll and Ragnir worked the nets. And Kaos went down to row the boat. He tried to make small talk with the other Half-Orcs, but they mostly just ignored the big human. Though he was Human, he was as big as the typical Half-Orc.
It wasn't more than a couple of hundred strokes when Kaos hears a crashing sound. He looks up to see a huge white four-armed ape smashing through the thin wooden walls just above the rowing seat. It jumps down and begins to maul one of the Half-Orcs sitting in the rowing station just in front of Kaos.
Round One
Crazed White Ape's Initiative: 1d20 + 7 ⇒ (13) + 7 = 20
Half=Orc Rower's Initiative: 1d20 + 7 ⇒ (4) + 7 = 11
Kaos' Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
The crazed White Ape tears into the first Half-Orc Rower.
The rower startled by the sudden attack, panics and tries to flee.
The crazed white ape tears a claw into the Half-Orcs back as it runs. The Half-Orc screams in pain as blood and bits of flesh fly about the tight confines.
The other Half-Orcs seeing their comrade be torn to shreds in a matter of moments, run away as well.
Only Kaos can react in Round One.
Round Two
The rest of the party hears the commotion from down below. The keelboat propulsion is greatly slowed. It begin to list to the right.
Your starting location is noted on the Bloodtusk Keelboat map.
Mordea’s Initiative: 1d20 + 7 ⇒ (8) + 7 = 15
Anga’s Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Ulfgard’s Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Haskyll’s Initiative: 1d20 + 0 ⇒ (12) + 0 = 12
Ragnir’s Initiative: 1d20 + 0 ⇒ (16) + 0 = 16
Raag Bloodtusk’s Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Coxswain’s Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
White Ape 20 (AC?, ?/?)
Ulfgard 20 (AC18, 55/55)
Ragnir 16 (AC19, 33/33)
Mordea 15 (AC18, 40/40)
Raag Bloodtusk 14 (AC?, ?/?)
Coxswain 12 (AC?, ?/?)
Haskyll 12 (AC16, 25/25)
Half Orc Crew 11 (AC? ?/?)
Kaos 7 (AC17, 41/41)
Anga 4 (AC17, 25/25)
It is unlikely anyone other than Kaos can engage the beast through Round Two. But I need to know your movements and route after hearing the disturbance and noticing the change in movement of the keelboat. Stairs down are at 25N and 25R.

Haskyll Stonereaver |

Round 2
Hearing the commotion down below, Haskyll drops the net, and starts running towards the stairs.
What in the name of the gods is happening down there.
Double move down the edge of the rail Row M

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Round 1
Kaos will cast sheild and grab his axes.
Round 2
Kaos will ready an attack if the monkey comes close.

Ragnir Brightaxe |

Ragnir straps his shield to his arm, and head for the rowing benches. With the shield on, his ac is 22, unless you're a giant, in which case it's 26 :)
"Nice easy trip on the river they be sayin' I KNEW dwarves shouldna been travellin' on t' water."

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As the ape bonds at him Kaos will try to recall some of his mother's teachings about magic beasts.Knowledge Arcana: 1d20 + 7 ⇒ (13) + 7 = 20
Then his mind will clear of his mothers teaching he will grin and slash at the beast as he reminders his father saying cut off its head then you can figure out what it is.
attack: 1d20 + 7 ⇒ (14) + 7 = 212d8 + 8 ⇒ (1, 2) + 8 = 11
+1 damage from the scabbard of sharpening Kaos was not wearing his armor while he was rowing so with the shield spell his ac is 17.
Frequency 1/round for 6 rounds
Effect 1d2 Con damage; Cure 1 save

GM Mazra |

White Ape Fort Save: 1d20 + 9 ⇒ (16) + 9 = 25

GM Mazra |

Round One and Two Recap
A crazed four-armed white ape crashes through the thin wood walls jumping down and attacking one of the Half-Orc rowers.
The ape tears into the rower and again as the Half-Orc tries to flee. The other Half-Orc rowers flee.
Kaos cast a Shield spell and grabs his axe. The rest of the party become aware of the disturbance below as the keelboat begins to list.
The white ape now bounds after its nearest visible target.
Kaos recognizes the creature then cuts into the beast with his giant-sized axe.
Raag and Coxswain works the rudder trying to keep the boat from running aground.
The Dwarves run to the scene of the disturbance. Anga makes it to the walkway above the rower's seats.
I moved everyone at a "Run", ×3 movement on the keelboat map.
Round Three

Today's Villain |

Round Three
The big white ape bites into Kaos, just missing a potentially lethal artery. It then manages to get two claws into the big human.
Kaos takes 11 points of damage.
White Ape 20 (AC18?, 62?/73?)
Ulfgard 20 (AC18, 55/55)
Ragnir 16 (AC22, 33/33)
Mordea 15 (AC18, 40/40)
Raag Bloodtusk 14 (AC?, ?/?)
Coxswain 12 (AC?, ?/?)
Haskyll 12 (AC16, 25/25)
Half Orc Crew 11 (AC? ?/?)
Kaos 7 (AC17, 30/41)
Anga 4 (AC17, 25/25)

Anga Runedaughter |

Anga drops what she is doing, and (grabbing her crossbow) advances to the fight. (double move)

Anga Runedaughter |

ok I'll do that
Anga casts magic missile at the ape
magic missile: 2d4 + 4 ⇒ (3, 4) + 4 = 11

Ragnir Brightaxe |

Ragnir runs at a dead sprint for the back door of the rowers' benches, trying to avoid the logjam at the front door. Will do the same next round too.

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Round 4 hp 30/41 hp
Kaos howls out a battle cry and drives his axe deep into the Girallon.
Pay Back: 1d20 + 7 ⇒ (17) + 7 = 242d8 + 7 ⇒ (6, 5) + 7 = 18

Haskyll Stonereaver |

Round 3
Haskyll moves around the stairs in time to see the big 4 armed gorilla attack Kaos, and continues to close but pulls out his new found spear.
Aye Kaos, we have arrived.
Double move, free action draw weapon as part of move.

GM Mazra |

Round Three Recap
The big White Ape attacks Kaos. Kaos will recognize that the creature's attacks, though still ferocious, seems labored, as if drugged.
Ulfgard arrives. Did Ulfgard have other actions?
Ragnir continues to head toward the sound of the disturbance.
Mordea ends up calling out hazards to Raag and Coxswain, as they fight to keep the keelboat from running aground.
Haskyll arrives pulling out a spear.
The Half-Orc crew gets a tongue lashing from an angry Raag, even while he fights the rudder in an attempt to save the boat.
Kaos' gives the Girallon payback and then some.
Anga likewise hits the big Ape with a Magic Missile.
White Ape 20 (AC18?, 33?/73?)
Ulfgard 20 (AC18, 55/55)
Ragnir 16 (AC22, 33/33)
Mordea 15 (AC18, 40/40)
Raag Bloodtusk 14 (AC?, ?/?)
Coxswain 12 (AC?, ?/?)
Haskyll 12 (AC16, 25/25)
Half Orc Crew 11 (AC? ?/?)
Kaos 7 (AC17, 30/41)
Anga 4 (AC17, 25/25)
Round Four

Today's Villain |

The Girallon continues to attack the puny Human.
Kaos takes 6 points of damage.

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Round 4 24/41hp
I'm not complaining but this Girallon seems to weaker then the stories make it out to be. Kaos will manage to say between gritted teeth.
Slash: 1d20 + 7 ⇒ (14) + 7 = 212d8 + 7 ⇒ (3, 7) + 7 = 17

Haskyll Stonereaver |

Round 4
Haskyll runs up behind Kaos, and uses him for cover as he slaps him on the back.
blessing of life and courage: 2d8 + 4 ⇒ (2, 1) + 4 = 7
Burning the spell for a CMW, and using Kaos as cover so it doesn't get an attack of opportunity. :)
And of course, a crappy roll. :(

Ragnir Brightaxe |

Ragnir continues to run at a dead sprint, finally coming up behind the creature, ready to lay about with his axe.

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Round 4
Haskyll runs up behind Kaos, and uses him for cover as he slaps him on the back.
[dice=blessing of life and courage]2d8+4
Burning the spell for a CMW, and using Kaos as cover so it doesn't get an attack of opportunity. :)
And of course, a crappy roll. :(
31/41hp
You healed me for more then the big ape hurt me so I call it a win.Thanks
GM Mazra |

Round Four Recap
The Girallon continues to claw into Kaos.
Ulfgard makes it to walkway above the rower's station. Seeing this large hulking beast in this setting is quite the sight.
Ragnir moves behind the White Ape giving Kaos a flank.
Mordea calls out hazards as Raag and the Coxswain continue to work to control the boat.
Haskyll comes up behind Kaos and gives the big human some healing.
The Half-Orc crew begins to return to the rower's deck.
Kaos, again cuts into the Girallon. The beast seems unphased by the blow.
Angabot fires another Magic Missile at the Girallon.
2d4 + 2 ⇒ (1, 2) + 2 = 5
White Ape 20 (AC18?, 11?/73?)
Ulfgard 20 (AC18, 55/55)
Ragnir 16 (AC22, 33/33)
Mordea 15 (AC18, 40/40)
Raag Bloodtusk 14 (AC?, ?/?)
Coxswain 12 (AC?, ?/?)
Haskyll 12 (AC16, 25/25)
Half Orc Crew 11 (AC? ?/?)
Kaos 7 (AC17, 31/41)
Anga 4 (AC17, 25/25)
Round Five

Today's Villain |

The Girallon goes into a fury biting and clawing past the magic shield and into human flesh.
Kaos takes 19 points of damage.

Ulfgard Strongfist |

Waiting for the white ape
With a quick last bang Ulfgard falls in his battle rage... and charges the ape.
"Say hello to my little friend!
Attack: 1d20 + 12 ⇒ (19) + 12 = 312d6 + 12 ⇒ (4, 4) + 12 = 20