
| GM Mervikoth | 
 
	
 
                
                
              
            
            A shovel 2 years ago? We haven't even been playing IRL for one year yet.
After much confusion, the party is able to cart up the ingots of cold iron, silversheen, adamantium, mithral, and whatever other various metals, along with the coins made up of silver, copper, gold, and platinum pieces. The coins are worth about 4000 gold pieces altogether.
The gnome is ecstatic upon learning his mine is cleared. "Oh boy! Wonderful! We'll start production up by the end of the month, ship out those old reserves, start digging for new veins. You boys are a blessing!"
He tries to give you each a berry-stained handshake.
Forthingr can begin production now, and as soon as the shipwreck is taken care of, you should have enough downtime to wait for whatever you want to be crafted.

| Alset Kirk | 
 
	
 
                
                
              
            
            Alset notices that he's the only one who looks a little drained and tired. The others look a little injured, but dwarves and half-orcs don't seems to feel the battles of the day quite so obviously.
"I need to rest a bit sometime soon to recover my daily paladin features. I want a full lay-on-hands compliment and a new wand of healing, if we can find one, to aid the injured on the wrecked ship. So, I'm in agreement that we need to head to the shipwreck as soon as we can. Let's deal with the treasure and head straight to the shipwreck area."

| GM Mervikoth | 
 
	
 
                
                
              
            
            It will take a day of travelling or so to get to the wreck, so you will have time to rest and recover tonight/on the way. It is 3 pm at the quarry right now.

| Alset Kirk | 
 
	
 
                
                
              
            
            Alset will take enough mithral to make a new leaf breastplate and enough adamantine to make a new bow, sword, dagger, and morning star. Any remaining metal from the bars will be sold to fund the rebuilding of the compound and temple.

| Ood Ironforged | 
 
	
 
                
                
              
            
            Meanwhile down below: "thanks Stonewall, I think I'll take the Elysium Bronze that remains and maybe a few bars or iron for the shuriken. If anyone needs me to carry anything I would be happy to do so."
What do the bars weigh?
Ood feeling a little drained says, "A rest would be a benefit, I wonder if anyone out here has a spare wand of healing...

| GM Mervikoth | 
 
	
 
                
                
              
            
            I realize now that you may have been confused, but I kept waiting for someone besides Mud to explicitly search the dragon's hoard for anything, but you just dove right in and started shoveling.
Inside the dragon's hoard your shovel clanks against something non-coin. You find a Bracer's of Armor +2, Bracers of Falcon's Aim, Belt of Giant Strength +2, and a Monk's Robe. There are also two wands: One of the spell Fly (25 charges remaining) and one of the spell Cure Moderate Wounds (30 charges remaining).

| Kargold "Stonewall"Steelpounder | 
 
	
 
                
                
              
            
            Stonewall surveys the items and sighs. He looks longingly at the belt but let’s Odie have it with just a little grumble. He dismissed the other items and says, ”Don’t have much use for these bracers of armor or this robe, I bet Ood could though. Those other bracers could be nice but Alset would get much better use out of them. I may have to look around town and see if Mirya has any items I could use.”
”I’m not too injured (HP 26/34) so I’m not sure I need any healing. What about the rest of you?
After they load the coins and ingots into what ever spare spaces they have, Stonewall says, ”Let’s go ahead and go find that shipwreck (Didnt gnome guy offer us a boat to get us over to the wreck faster?).”

| Kargold "Stonewall"Steelpounder | 
 
	
 
                
                
              
            
            "A boat? You can take the two smaller ones. Not the big one! That one's for shipping!"
"That's a lot of ore!" he thinks for a minute before saying, "But that'll work! No problem!" he shakes Stonewall's hand.
"Shipwrecks? Yeah I saw one! South of here across the river! Sailing right into that big storm we had! On that island thing!" D-8
Will the 2 smaller ones carry us?

| Alset Kirk | 
 
	
 
                
                
              
            
            "Bless Iomedae. She has answered my prayers for a wand of healing. Any objections to my carrying it for us? If Stony is willing, I'll take the bracers with the falcon on them. I hope I'm not allergic to feathers!"

| Ood Ironforged | 
 
	
 
                
                
              
            
            Ood looks over the bracers and robe ... ”looks like a nice robe, and I think I could get some use out of that bracer as well!”. Ood readies himself for further travels and puts on the robe and braver if there are no objections.
I think I am at 34/35 hp if I recall. Would rest on the transit there recover the hp? Also what in the world does the robe do other than make me fashionable post bathing.

| GM Mervikoth | 
 
	
 
                
                
              
            
            Mud eyes Odie's quick taking of the belt and the Bracers and says, "Perhaps the gods were granting the belt to the dwarf, and the bracers of armor were for the easy-to-hit half-orc."
On the beach the heavy clouds hang portentous in the sky. The two smaller boats can each carry 1 large person and 1 medium person.
Monk's Robe description: When worn, this simple brown robe confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage are treated as a monk of 5 levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk's AC bonus.

| Kargold "Stonewall"Steelpounder | 
 
	
 
                
                
              
            
            Bracers of armor don’t stack with actual armor, you just take the larger bonus so I figured those were meant for Ood...
Stonewall over hears Mud and says, ”Don’t worry about it Mud, I’ll just treat myself when we get into town and maybe I’ll be able to smith some new armor for Odie that will protect him better (2 weeks off?). I could make something so much better than that pitiful studded leather.. This leads Stonewall into another conversation about armor that no one else is probably interested in. This continues with anyone who is unlucky enough to have to ride with him in the boat.

| GM Mervikoth | 
 
	
 
                
                
              
            
            Oh, I thought it said that they stack. My bad.

| Odie Ross | 
 
	
 
                
                
              
            
            Odie jumps in a boat with whoever joins him and rows hard, attempting to outpace the other boat.
Str: 1d20 + 5 ⇒ (5) + 5 = 10
"Last boat there buys the grog!"

| Alset Kirk | 
 
	
 
                
                
              
            
            Ever willing to help, Alset jumps in Odies boat leaving the dwarves to the other boat.
Str: 1d20 + 3 ⇒ (2) + 3 = 5
"I'm afraid I may be slowing us down, Odie. I'm feeling a bit weak right now."

| GM Mervikoth | 
 
	
 
                
                
              
            
            Odie and Alset slowly pull away from the docks, spinning in a small circle.
"Don't any of you know how to row a boat?" Mud asks.
Profession (sailor) might help out here, not that anyone has that skill.

| Odie Ross | 
 
	
 
                
                
              
            
            "Well, this is embarrassing." Odie says looking bewildered at the speed they were making but disappointed in the direction.
Odie looks around for a water animal to convince to pull them to their destination.
Perceptoin: 1d20 + 14 ⇒ (12) + 14 = 26
Handel Animal: 1d20 + 7 ⇒ (14) + 7 = 21

| Ood Ironforged | 
 
	
 
                
                
              
            
            Ood move onto the dwarf boat and sits down ready to row. Before starting he looks at Odie and Alset, then back to stonewall, ”maybe we should just try to match pace with the rowing. What do you think?”

| GM Mervikoth | 
 
	
 
                
                
              
            
            Odie sees a freshwater dolphin leaping in the waves.
"EEEeeeeeEEEEeeeeEEEeeeeeEEEEeeeeEEEE."
Mud hops into the dwarf boat and grabs an oar.
Str check: 1d20 + 0 ⇒ (17) + 0 = 17
"It's really not that hard," he says. With each heave his feet leave the bench and he dangles a little from the oar.

| Kargold "Stonewall"Steelpounder | 
 
	
 
                
                
              
            
            Stonewall grabs an oar and pulls along with Mud.
Strength: 1d20 + 4 ⇒ (17) + 4 = 21
Stonewall realizes that he is pulling harder than mud and restrains himself so that they can attempt to go the direction they want.
All during this, he is still talking about smithy work, ”...so the temperature of the forge has to be just so or...” and ...Also different metals respond differently to...”

| Odie Ross | 
 
	
 
                
                
              
            
            Odie tosses the dolphin one of the rope lines tied to the boat and attempts to get Blast to pull it using his previous roll.
HA check: Work (DC 15) or do I need to reroll?
"Come on Blast, pull my boat!"

| Ood Ironforged | 
 
	
 
                
                
              
            
            Ood looks for something to do, perception: 1d20 + 10 ⇒ (16) + 10 = 26
if anything was found to do, he would start, if nothing is he would meditate.

| GM Mervikoth | 
 
	
 
                
                
              
            
            In Alset and Odie's boat, a dolphin nabs the rope with its jaws, but pulls their boat in a zigzag motion, laughing as it watches the two struggle to row in the right direction.
Mud clogs his ears with some cotton, trying to block out Stonewall's droning about intricate forge layouts. Ood sits calmly in the back, the roll of the water calming him down.
Soon the party arrives at the northern shore where the Lurching Wyvern had wrecked. Ood looks around and easily spots the broken masts and tattered hull of the ship.
To everyone's surprise, the ship is only partially in the water. The stern (rear) of the ship was impaled on a large tree at water level, but the midsection and bow of the ship were pierced by different trees higher in the air. The midsection and bow are 50' in the air. A few ropes and sails still stretch from parts of the boat, and branches and vines also would make climbing to the top sections not too difficult. (Climb DC 10). Jumping from section to section does not look too difficult either, depending on what branch or rail you leap from.
You hear a weak voice call out from the bow of the ship, "...Hello? Praise the gods, is someone there?"
Your dinghies are on the map. The dwarves are closer, due their stronger rowing skills.

| Kargold "Stonewall"Steelpounder | 
 
	
 
                
                
              
            
            Stonewall hears the voice and responds, "Yes, are you a survivor of the Lurching Wyvern? We are here to rescue you! Is there anyone else up there with you?"
Stonewall looks for a way to tie onto the stern and board it.
perception: 1d20 + 5 ⇒ (13) + 5 = 18

| GM Mervikoth | 
 
	
 
                
                
              
            
            "Yes," the voice says. "I think there are a few more in the midsection. But in... there are... and hungry..."
The voice dies off into quietness, having exerted most of its energy.
There are plenty of branches, vines, and roots from the trees destroyed in the storm to tie the boat too.
As soon as Alset detects Evil Mud's NECROMANTIC AURA- oh wait... Alset notices the presence of evil in a 30' cone in front of him for his first round of detecting evil.

| Odie Ross | 
 
	
 
                
                
              
            
            "Looks easy enough to get up and in there."
Odie tied up the boat, thanks Blast.
"I'd like to paint you red for winning is this race, but I don't seem to have any paint with me. Do you mind waiting here for our return trip?"
After his conversation with Blast the Dolphin, Odie makes his was nimbly up towards the boat.

| Alset Kirk | 
 
	
 
                
                
              
            
            Alset prepares an arrow to cover Odie in case of an attack from the source of evil or any other malicious creature intent on harming any of his companions.

| GM Mervikoth | 
 
	
 
                
                
              
            
            "EEEeeeeeEEEEeeeeEEEeeeEEEEEeeeEEEE."
Blast splashes fretfully behind the boats.
As Odie and Ood step onto the boat, you hear a deep moaning from the waters. Four water-soaked undead creatures rise, dripping from the shore. Water gushes from the mouth and nose of the creatures, their bodies bloated and massive. Broken wood and other debris jut from its rotten flesh, its hands formed into massive chunks of splintered wood.
Surprise round
Alset lets loose an arrow at the nearest one.
Arrow: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 311d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Crit confirm: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
The arrow pops straight through the bloated zombie, deflating like a punctured waterskin. Its bag of skin and debris floats harmlessly on the waters.
Maybe I should roll for Alset forever from now on...
Alset: 1d20 + 4 ⇒ (10) + 4 = 14
Odie: 1d20 + 2 ⇒ (16) + 2 = 18
Ood: 1d20 + 1 ⇒ (17) + 1 = 18
Stonewall: 1d20 + 1 ⇒ (13) + 1 = 14
Mud: 1d20 + 6 ⇒ (19) + 6 = 25
Eaisges: 1d20 + 3 ⇒ (20) + 3 = 23
Round 1
Mud displays his flag and points to the nearest monster. "Muddy Mariners, live up to your name!"
+1 attack and damage to NE bloatcorpse, +1 attack and damage to all.
The monsters open their mouths and let out a gush of water at Ood and Odie, two missing but the last one's hosing knocks Odie flat on his back, prone.
Gush touch AC: 1d20 + 4 ⇒ (1) + 4 = 51d20 + 4 ⇒ (3) + 4 = 71d20 + 4 ⇒ (13) + 4 = 17
Party is up!

| Ood Ironforged | 
 
	
 
                
                
              
            
            Round 1
HP 35/35
shuriken 2
Ood moves to help Odie back onto his feet.
str?: 1d20 + 3 ⇒ (18) + 3 = 21
Ood turns to face the foes and ready's his fist.
"You okay Odie?"

| Alset Kirk | 
 
	
 
                
                
              
            
            Round 1 HP 40/40 | Arrows 23/40 | SE 1/2 | LoH 1/3
Alset releases another arrow at the creature designated as "it" by Mud.
Attack | Bow: 1d20 + 10 + 1 + 1 ⇒ (8) + 10 + 1 + 1 = 20
Damage | Arrow: 1d8 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7
Alset scrambles on the deck of the ship next to the others.
GM, your attack rolls are excellent, but that damage was more like what I would do - roll a 1. Not sure just yet that I can cede that responsibility to you just yet.

| Kargold "Stonewall"Steelpounder | 
 
	
 
                
                
              
            
            Round 1
HP 26/34
Stonewall waits for Odie to move and then replaces him on the boat. As he gets in position. He pulls a javelin from his back and hurls it at what ever creature is still standing.
Attack: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23
City confirmation: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Damage: 8 + 4 + 1 + 1d8 + 4 + 1 ⇒ 8 + 4 + 1 + (8) + 4 + 1 = 26
Wow, am I lucky with the javelin or what?

| Odie Ross | 
 
	
 
                
                
              
            
            Odie stands up and raises himself to full height. Letting loose a Bellow!
"No one puts me down and lives to tell the tale!"
Then he uses his remaining movement to get in range of the creature, drawing his weapon.
1club 2sword: 1d2 ⇒ 2

| GM Mervikoth | 
 
	
 
                
                
              
            
            Alset sends an arrow into another zombie. Ood helps lift Odie up, and the half-orc dashes to the injured zombie. Stonewall chunks his javelin into the far zombie, the creature bursting in an explosion of water and detritus, splattering everyone with a light mist.
First die is maxed, yes.
Round 2
The bloated corpse farthest away gushes another gout of water at Odie in an attempt to trip him. 
Touch Gush: 1d20 + 4 ⇒ (19) + 4 = 23
Odie falls flat on his face. The nearest zombie wades 5' through the water and slams his wood-encrusted hands onto Odie.
Slam: 1d20 + 4 ⇒ (7) + 4 = 111d8 + 3 ⇒ (6) + 3 = 9
Mud slings a stone at the injured one, his stone bouncing ineffectively off of the creature's bloated flesh.
Sling: 1d20 + 9 + 1 + 2 ⇒ (17) + 9 + 1 + 2 = 291d2 + 1 + 2 ⇒ (2) + 1 + 2 = 5
"They seem to resist bludgeoning damage," Mud says.
Party is up.

| Alset Kirk | 
 
	
 
                
                
              
            
            Round 2 | HP 40/40 | Arrows 22/40 | SE 1/2 | LoH 1/3
Alset remembers the bracers with the falcon on them and puts them on. Then with increased sight he sends another arrow into the injured bloat-bag. Hoping to keep Odie from face-planting again.
Attack | Bow: 1d20 + 11 + 1 + 1 ⇒ (12) + 11 + 1 + 1 = 25
Damage | Arrow: 1d8 + 3 + 1 + 1 ⇒ (7) + 3 + 1 + 1 = 12

| Kargold "Stonewall"Steelpounder | 
 
	
 
                
                
              
            
            Round 2
HP 26/34
Stonewall moves forward again drawing another javelin. He takes careful aim at the most injured enemy and throws once again.
Attack: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11

| Ood Ironforged | 
 
	
 
                
                
              
            
            Round 2
HP 35/35
Ood throws his last 2 shuriken at the nearest foe
throw: 1d20 + 6 + 1 + 1 ⇒ (5) + 6 + 1 + 1 = 131d20 + 6 + 1 + 1 ⇒ (3) + 6 + 1 + 1 = 11
damage: 1d2 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 71d2 + 3 + 1 + 1 ⇒ (1) + 3 + 1 + 1 = 6
Ood looks for anything sharp on the deck that he might be able to throw.

| GM Mervikoth | 
 
	
 
                
                
              
            
            The last two zombie explode from Alset and Ood's hits.
1600 XP. Combat is over for now.
The shipwreck is stable, but the climb higher and rest of the wreck, tossed high by the storm, looks unsteady and is rocking in the wind.

| Alset Kirk | 
 
	
 
                
                
              
            
            Alset detects evil in the direction of the bow of the ship.
"I think it might be safer to get back in our small boats and row over to the bow where we heard the voice."

| GM Mervikoth | 
 
	
 
                
                
              
            
            Ood sees signs of movement in the middle section. Alset is unable to determine any signs of evil in the ship itself, but there is no evil in close range.

| Kargold "Stonewall"Steelpounder | 
 
	
 
                
                
              
            
            Stonewall searches what is left of the creatures (Zombies?) for anything interesting. He then searches for the easiest way to get up to the rest of the boat (easiest climb check).
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
 
	
 
     
    