
![]() |

Achren spends the journey chatting amiably to the crew, Sazed and his fellow travellers. He is agog with the vastness of the Sea and never seems to sleep, keeping company with the night watch and rarely retiring to his cabin. He soon makes friends with the crew, the Captain, and even the taciturn First Mate; he laughs easily at his crude attempts to "stow" equipment and shows a genuine interest in pretty much everything from how navigation is achieved to Bleyz's Katas to philosophical discussions of what the stars are made of.
After landing, he moves over to look at the map in Lysanders hands while Bleyz takes the key.

Erik Haakon |

Erik enjoys the peace and anonymity of the sea. He spends his time watching the sea birds and other creatures and chatting with the crew and travellers. He shows particular interest in Sazed and Achren because of their magical abilities.
Erik glances at the map when Sazed produces it, but once he has a general direction he prefers to find his own way across the terrain.
"It's been a while since I've had a good long stretch under the trees. he mutters to no-one in particular.

![]() |

Devyhn runs his fingers over his palm, which still burns from the magic that branded Phantasma's symbol permanently into his flesh.
"I am marked, both in body and in soul," he whispers looking down at the mark.
Not one to make small talk, or swap stories, Devyhn finds few, if any occasions to become better acquainted with his new travelling companions. They, too, seem distant and reluctant to approach him.
Pharasma reminds people of their mortality; their tenuous hold on existence. Not exactly the happy-go-lucky credo of Caliean's disciples.
He looks out over the sea, feeling the wind, and the roll of the deck beneath his feet.

![]() |

Achren says,
"Let's see if any of the locals has heard of these rivals that killed Master Sazeds friend. It would be good to know if they are ahead or behind - or even if they are not on the trail at all. Besides, they may know something useful about where we are going."

Erik Haakon |

"A good idea." Erik responds. "Perhaps we should split up. I'll speak to the foresters and lumberjacks. A ranger interested in the woods is unlikely to raise much suspicion. Mr Wilkins, as a Paladin, do you think you might have some success with what passes for the local nobility or town council?"
"We should be careful not to attract too much attention." he adds, uncertainly glancing at his rather unusual and colourful compatriots.

Erik Haakon |

Erik ponders his approach.
I don't want to draw attention to us. I'll keep it circumspect and just ask how good the harvest is, how deep the foresters go, if the woods are well traveled and if we might encounter anyone to make camp with. That should hopefully be enough to prompt any local rumours and jog their memories if our competitors have been this way.
Diplomacy: 1d20 + 0 ⇒ (16) + 0 = 16

Bleyz |

Bleyz stays silent and lets others talk to the townsfolk. I am more likely to engender fear and loathing among the locals than any assistance. He waits for them to gather information, trying to stay out of trouble while doing so - perhaps find a chair in the local tavern and stay put.

Ausk Wilkins |

"I'll try to talk with the nobles, though truth be told, I'm much more the common man than a higher up. In fact, most times, I can be found in the woods or helping on the local farms."
I'll actually talk with the local merchants, and such that I would have had dealings with getting food, selling my catch of the day, and etc. Then work my way to the town guard and see if maybe they've heard of the area.
Diplomacy: 1d20 + 6 ⇒ (7) + 6 = 13

![]() |

Devyhn watches as the rest of the party begins canvassing the town.
He looks for anyone who takes a particularly keen interest in their questions, and looks for anyone who might be running off to notify someone of the group's activities.
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Sense Motive: 1d20 + 7 ⇒ (5) + 7 = 12

DireMerc |

You notice the villagers are wary of you and many watch you with suspicious and and some with fear, children are called back into their homes when your around. This is true for all members of the group tough much less so for Devyhn and Erik. The militia does seem to be keeping an eye on you but do so from a distance.

Lysander Tremayne |

Having passed the trip in resolute silence, mostly gazing out over the waters as the boat sails, Lysander shakes his head at Achren's suggestion of speaking to locals. "My appearance would most likely cause trouble. I'll move into the forest and see what may be found there, within the area."
That said, the half-elf slips into the woods, moving stealthily beyond the outskirts of town and casting his keen eyes and ears about, looking for anything peculiar--and lying low if he sees any locals.
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Stealth: 1d20 + 8 ⇒ (6) + 8 = 14
Survival (tracks?): 1d20 + 6 ⇒ (20) + 6 = 26
Knowledge (nature): 1d20 + 6 ⇒ (14) + 6 = 20

Erik Haakon |

Erik waits for the others to return.
"I heard some worrying rumours." he says. "The locals are scared of the forest and the undead are becoming more aggressive. They attacked the village recently."
Erik pauses for a moment, to see if anyone else heard more about the undead.
"It also looks like our competitors might have beaten us here. A group in stone masks came by ship a few days ago and headed into the forest. Apparently a young girl vanished at the same time and the locals think these strangers were responsible. We should probably get after them. If we move quickly we may yet catch them.

Bleyz |

Bleyz finishes his drink in the tavern and joins Erik outside. When he hears the news about undead and the 'other group', he nods at Erik's suggestion. "Hopefully they are being as hampered by any undead as we might have been if we had gone first. I agree we should set out as soon as possible."

Lysander Tremayne |

"Whoever they were, they used the roads," Lysander says. "I scouted the area, and there were no tracks beside the logging paths. As for anything else, I found Paueliel and darkwood trees." He rolls his shoulders. "The Green is strong in this region--it's no wonder there might be fey."

![]() |

Devyhn's expression turns grim at the mention of undead.
"They townsfolk you spoke with, were they able to describe the appearance or nature of the undead? Are they skeletons, shambling corpses, or something bestial, or even spectral? If they did not say, please point out the people you spoke with, and I will ask them. As for the men in masks, if they are the cause of this blasphemy, they will pay a terrible price."

![]() |

"Sounds Good. Let's go.
Achren rolls his shoulders and strides towards the trees. As the vista of the forest approaches, he stops and stares for a moment.
"It's like the sea. It goes on for MILES!" he mutters, them moves on.

Ausk Wilkins |

"I heard that as well, I have given the guards my word that I would do what I can to bring the girl back safely. Sazed, I regret that should it come to delaying your quest or letting them have the girl, there is no competition, your relics will have to go in the other quiver." Ausk said, a simple look of sorrow accompanying the latter part of the statement.

Erik Haakon |

Erik nods in agreement ad Devyhn speaks.
"I spoke with the men working the forest. I'm no expert on undead, but perhaps you will find some clue in their stories to warn us what we might face."

![]() |

Devyhn nods, and heads in the direction indicated by Erik, not waiting to see if anyone follows.
When he finally reaches the woodcutters, he approaches whoever appears to be supervising the work. He holds up the palm of his left hand, making the Mark of Pharasma clearly visible.
"Your pardon for this interruption of your work, but it is my understanding that your work crew is beset by undead abominations. I am have come to investigate, and deal with their attacks. What can you tell me about them?"
Diplomacy: 1d20 + 2 ⇒ (15) + 2 = 17

Ausk Wilkins |

Ausk accompanied, rather quiet as compared to the earlier interactions. He didn't like that the undead were taking precedence over finding the child, but he knew both problems needed to be taken care of.
"Erastil guide our pursuit, may we find both quarries at the same place, may the child be alright." He muttered a quick prayer as he followed along.
*Though if the child has gotten mixed up in this, speed may be the only thing that will keep her as safe as possible.* He rationalized in his thoughts.

DireMerc |

You cant take 10 on knowledge checks. However the check is pretty easy for you to make. Go ahead and make one.

![]() |

Knowledge (religion): Monster Lore: 1d20 + 7 ⇒ (5) + 7 = 12
Devyhn nods to the wood cutter, then turns to the group.
"The undead in the area are zombies and ghouls. Zombies are slow, but are difficult to bring down. They hit hard. Slashing and chopping bladed weapons are the most effective against them. Blunt weapons and piercing weapons have little effect. Ghouls are fast, and their claws can cause paralysis if they cut deep enough. They are not unusually resistant to any type of weapon. Fire works quite well on both."
As he finishes his recitation, he extends his hand toward the forest.
"Now that we know what we will be dealing with, let us find the girl."

Lysander Tremayne |

"I would say hit the lumber camps. You'll have more time to ask about these masked men and the undead abominations, and I'll have more time to scout. I'll meet you at..." The half-elf lays plans to meet, then moves into the woods once more, picking his way through the forest and looking for anything of interest or import.
Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Knowledge (nature): 1d20 + 6 ⇒ (11) + 6 = 17
Survival: 1d20 + 6 ⇒ (4) + 6 = 10
Stealth: 1d20 + 8 ⇒ (13) + 8 = 21

Erik Haakon |

"Good hunting." Erik says as Lysander heads off to scout.
"The rest of us best make haste." he agrees and follows Achren, checking for signs of their quarry as they go.
Perception: 1d20 + 6 ⇒ (19) + 6 = 25 (+2 more for humans)
Survival: 1d20 + 6 ⇒ (11) + 6 = 17 (+2 for humans or +1 for tracking)

![]() |

Devyhn falls in beside Ausk. After a few minutes of walking in silence, he says, "You thought I was going to leave the girl to die, and chase off after the udead."
Pausing only a moment, he continues, with no trace of anger or resentment.
"We are not at cross-purposes here, Erastilian. We want to save the girl for similar reasons. You see her as an innocent, to be protected. We both see her as a child, and a future woman. Both our faiths honor children as a living symbol of new life, and women as the bearers of that new life. Yes, I despise undead as an affront to the wondrous cycle of life. I will destroy them, as it is my duty, and the purpose of my training, but Pharasma will not reproach me for rescuing the girl, first."
He looks the paladin in the eye.
"I am glad that you will be fighting at my side."

Ausk Wilkins |

As Devhyn confronts him, Ausk's face becomes more and more thoughtful, until the inquisitor looks him directly in the eye.
"It would seem that your Pharisma and Erastril send me even more guidance than was requested. I ask your forgiveness for the misunderstand and my thanks for the rebuke. May this be a reason for increased comradeship between us instead of the affront I accidentally caused. It is an honor to have you at my side as well."
To show his sincerity, Ausk clasps Devhyn on the shoulder and gives him a slight shake.

Bleyz |

Bleyz travels along with the others silently, listening to the interplay between them with a simple nod at their new understanding of each other.
Of course the girl should be rescued, and the undead put down if they make an appearance. I don't see as how either goal is at cross purposes to the other. Actually hunting down the undead is another story completely. I hope Devyhn doesn't mean to follow that route...

Lysander Tremayne |

The gray-skinned half-elf meets back up with the group as they make ready to head for a camp. "Be warned, men--there are tatzylwyrms in these woods, or at least one, and not long past. Be on guard... the more I find, the stronger the bond between this land and the elder times seems to be. I suggest heading east--two camps that way."

Erik Haakon |

"Not something you want to meet out here alone Master Brayland." Erik replies.
"Lysander's been listening to the forest. I say we follow his lead." he continues "But stay close as we move into the trees. We may yet need our full number to see off the creatures here."

DireMerc |

You take to the road following the path heading to the eastern camp. It takes you two hours to travel the six miles to the closest camp. The walk is quiet apart from the occasional talk between you and during the trip the only other person you meet on the road is a man bringing a wagon full of logs back to town.
As you approach the first camp see around half a dozen foresters hard at work cutting down trees and cutting them into logs to be brought to town.
Another three hours march would get you to the second camp further east.
It is a sunny day and it is currently around five in the afternoon after you have arrived at the first camp. It will be dark in around four hours.

Erik Haakon |

Erik takes a quick look around the edge of the camp, looking for anything unusual or any sign of their quarry.
Perception: 1d20 + 6 ⇒ (1) + 6 = 7 (+2 humans)
Survival: 1d20 + 7 ⇒ (20) + 7 = 27 (+2 humans)

Bleyz |

"Maybe we should talk to some of the men working here... find out what, if anything, they've seen out here."

Erik Haakon |

"If we are to talk to them best be quick about it."
Erik slips forward to speak to the foresters.
"Good day. We are on urgent business from Falcon's hollow." he says "We seek a group of men in stone masks. We believe they may have kidnapped a girl from the village. Have they passed this way? Have you seen or heard anything strange in the last few days?"
Diplomacy: 1d20 ⇒ 1
and I'll pop a sense motive if anyone responds. I assume they are human Sense motive: 1d20 + 9 ⇒ (20) + 9 = 29

DireMerc |

"You're not from falcon's hollow..." says the foreman with a bit of a frown " but I'll tell yeh the same thing I told the marshal...they came past here three days ago. None of us saw a girl with them else we would have stopped em. They kept going towards camp 3 and the folk up at camp 3 say they never saw them. Means they either went into the woods or vanished. That's everything we know" a few others foresters who stopped to listen nod in aknowledgement.
"GET BACK TO WORK" shouts the foremen turning back to the his men.