
Black Jack |

As they board the ship Jack wisper to his companions before bedding down.
There is no reason why other people cant have some of this also. the blackguard says tapping his hat of disguise with a finger. The warchief looks bugbear enough but I would be willing to place a bet he is a human with some kind of magical glamour cast in him. Another gear in Thorn's complex clock, just like ourselfs.

DM - Voice of the Voiceless |
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All aboard the Train of the Wicked once more :)
After a night that seems to last almost a month, Odenkirk pulls away from the dock and languishes near to shore. Inbetween grumbles about the paucity of his paycheck to be around such savages he explains "Need to bring you in after dark". This leaves you with some idle time to discuss whatever might cross your mind... such as what might occur once Kargeld delivers you to your destination...
Over the course of night Kargeld will cross the lake and deposit you a couple of hours from the Tower Balentyne. This is your last chance to talk ways and means of your betrayal and also adjust your spell loadouts.

Cruxcarr Felmongere |

Cruxcarr wears a slightly bemused expression as Black Jack shareshis thoughts;
"Indeed he may Master Grieves... A most... insightful assumption. Though if he is I know nothing of Thorn's "mechanisations" so-to-speak..."
Not just the mere strong arm of the Dark Lord this Black Jack...
The opulent mage then picks absentmindedly at the remains of the feast betwixt his sharpened teeth, before he utters a hissed whisper to his companions;
"Sssso my Blackhearts... the neanderthal Kaptain's epoch on this mortal coil draws to an end... but how indeed is this most grave end to play out? Mmmmm..?"
Will post my spell choices in the OOC DMVoV. Welcommen back one and all :)

Mi'Dre |

"Or he could just be an unusually smart bugbear." Mi'Dre counters with a sneer, after all he was a pretty unusual devil.
"We've seen the mettle of the sailers, Kargeld seems to be the only competent fighter, and if we can get his big axe away from him that should blunt his teeth some." Mi'Dre hadn't actually seen what the Captain had gotten up to after the Mephit froze his axe, but he was sure the fellow could do more damage with that than one of his throwing axes. "Focus on Kargeld, maybe distract the crew with some sort of illusion, and once the captain's down the crew should be easy pickings. Don't kill the one with the scar on his left shoulder, he's been getting on my nerves the whole trip, I want to have some fun with him..."

Shendalyn Shawn |

So I have an idea of body switching our Gaav with Gurthock. Give Gurthock the hat of disguise and let Mi'Dre stay on board. They have not seen gurthock and they're about right size. Ao gurthock in the guise of child Mi'Dre comes with us and Mi'Dre hides on the boat. The question is where to go from there.

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"If we can strike when the crew is primarily above decks, but unable to easily flee the ship, such as when we are tying off, or preparing to depart, I can call upon the darkness to drain their lives. A few moments of such, and all the regular crew should be felled, leaving only the captain for our more personal attention." Albina says softly, concerned that her voice does not carry.

Shendalyn Shawn |

"I propose we leave someone on board to murder as many as possible. I elect Mi'Dre. A simple switch with Gurthock is all that's required to leave them unsuspecting."

Cruxcarr Felmongere |

Cruxcarr nods sagely and pauses to examine a shred of meat he has recovered;
"Bear in mind my Blackhearts that our circlets offer the chance for more than subterfuge... We could pose a crew members mayhap? We have lived amongst these base fools, could it be one or more of us become their dopplegangers to sow seeds of discontent or mere confusion in battle?"

Mi'Dre |

"We do not need to concern ourselves about the sailors; Kargeld will be the only challenge..." Mi'Dre mutters as Albina suggests she can handle the sailors. When Shendalyn makes his suggestion of him staying behind he smiles. "It would be difficult to dispose of the sailors you would be impersonating without being noticed, this is not a large ship... It would create confusion for Kargeld if you disguised yourself as his crew however..."

DM - Voice of the Voiceless |

Does this sound like an appropriate summary:
1) Swap out Gurthock for Mi'Dre - and the Gaav hides belowdecks.
2) Get ready to disembark - but turn on the sailors as they are engaged in securing the vessel?
3) Mi'Dre comes out wings and claws akimbo from the sailor's backside and has some fun.
Please either confirm or modify so I can advance the plot and set up the map.

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Sounds good. Note that Albina has exactly three slots in her 'don't kill peeps with negative energy' ability, so the moment both Mi'Dre and Gurthok are both within her zone of death, Mi'Dre is gonna be the one who gets protected, along with Shendalyn and Black Jack. Sorry Gurthok! Them's the breaks.

DM - Voice of the Voiceless |

The afternoon grows late and evening starts to descend as Kargeld readies the Frosthamar to cross the lake. Hooded lanterns are lit to give the crew light to work with, while still shielding the vessel from wandering eyes. The passage passes with relative quiet, though you catch the Captain's gaze occasionally upon you...
Sense Motive: 1d20 + 1 ⇒ (10) + 1 = 11
...though it seems Asmodeus is with you, as he does not suspect anything.
The substitution of Mi'Dre for Gurthock is carried out below decks and in secrecy, the other of your group ensuring that eyes are not focused towards you. Mi'Dre finds a spot to secure himself, and Gurthock's objections are quelled through the force of Shendalyn's control over him.
It is thus that you are brought to the Southern Shore of Lake Tarik. As you glide towards the shore - Kargeld points out that Ballentyne and the village Aldencross that lies before it are but scant miles walk away. Saving the final farewell for after you have disembarked, he oversees the crew making ready for a soft landing to let you off into the shallows.
You essentially have a free surprise action, the crew are spread around and engaged in shipboard tasks (though enough are clumped for neg energy to be worthwhile) - and Kargeld stands in the center of the vessel directing traffic.
Mi'Dre has a charge line to Kargeld should he choose to - though please include a stealth check to ensure you reach your spot without being spotted.

Mi'Dre |

Mi'Dre settles himself into the now empty hold to wait out their night time arrival, doing his best to keep track of the captain as he moves about making preparations for their arrival. When he feels the boat grate against the shore bottom he readies himself, waiting impatiently before crawling back onto the deck to begin the assault.
Stealth: 1d20 + 14 ⇒ (12) + 14 = 26
It's not allowed by the rules, but Mi'Dre would like to run up and jump on Kargeld's back (a grapple). Otherwise it'll be a claw attack
Grapple/Attack: 1d20 ⇒ 19+12/+7+2=31/28
Claw Damage: 1d4 + 6 ⇒ (2) + 6 = 8

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Albina sways to the side slightly as the boat lurches, and a wave of hot screaming energy pours from her, swerving around her companions like a tide around high rocks, but tearing at the lives of the sailors clustered on deck.
channel negative energy, Will DC 17 halves, Selective Channeling to exclude Black Jack, Shendalyn and Cruxcarr. Attempting to time it to go off before Mi'Dre makes his appearance, if not, he also must save... 2d6 ⇒ (2, 5) = 7

Black Jack |

As the sailors start to secure the vessel Black Jack moves to the captain outstretching his right hand...
Well Captain it seems we must part ways at last. Good luck on the next leg of your journey.
...that grabs the magical trident from his back and stabs Kargeld across the chest.
1d20 + 7 ⇒ (15) + 7 = 22
1d8 + 7 ⇒ (1) + 7 = 8
May Asmodeus watch over your soul.

Cruxcarr Felmongere |

Cruxcarr follows the lead of his companions, moving forward to bring his hand (now encased in a spectral blue light) in contact with flesh;
Cast and attempt Chill Touch attack against either Kargeld or one of his main men
Chill Touch touch spell Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Chill Touch Damage: 1d6 ⇒ 5+1 STR Drain unless DC17 Fort save made

DM - Voice of the Voiceless |

Black Jack - you'd be able to draw the trident, but no attack in the surprise round. You can keep or reroll for Round 1.
As Mi'Dre bursts from hiding to launch himself onto the Captain, Albina floods a river of negative energy across the vessel. Mi'Dre is able to get a good grip on the Captain... for now. Cruxcarr steps up to one of the crew and channels the touch of the frigid north through his fingers to degrade the man's defences.
Kargeld is grappled, and y'all won the average initiative - so get Round 1 full actions to take before the sailors.
If Shendalyn doesn't post in time I'll DMPC (I know Tark is busy at present).
Apologies for lack of map.
Kargeld Will: 1d20 + 3 ⇒ (14) + 3 = 17
Crewman Fort: 1d20 + 4 ⇒ (17) + 4 = 21
Average Initiative: Villains: 1d20 ⇒ 17 vs Northmen: 1d20 ⇒ 5

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Albina attempts to move in such a way that she can exclude one of her allies from the channeled energy, while still affecting as many of the crew as possible. I leave it up to the GM to determine if this is possible. If that is not an option, she chooses to shield Shendalyn, Mi'Dre and Cruxcarr from the effects, hoping that Black Jack's superior health and fortitude will minimize the harm she brings to him, as the she calls forth the light-consuming unfires of hell once again.
"Hell's hounds bay for your souls!" she shouts, overcome with emotion as the dark energies pour from her slender body.
Channel energy, Will DC 17 for half damage. 2d6 ⇒ (2, 6) = 8
If she doesn't use a move action to get into position, she also activates copycat as a move action, and has a single mirror image of herself sharing her space this round.

Mi'Dre |

Cool. Well again my action this round isn't strictly allowed by the rules, but I think it kind of makes sense for it to work. Mi'Dre will roll to maintain the grapple, but instead of doing damage with his natural weapon on a success, I would like to use a use of my Noxious Breath to breathe in his face. If that is not allowed, then natural weapon damage included as well.
Mi'Dre does his best to cling tenaciously to the good captain's back, while waiting for an opportunity. As soon as the captain turns his head towards him, he belches a foul cloud of sulfur, ash, and other less pleasant things into his face.
Maintain Grapple: 1d20 + 12 ⇒ (3) + 12 = 15
Rules say I get a +5 to maintain the grapple in subsequent rounds if he hasn't broken out, don't know if that will apply in this case. I haven't included it, so add five to this if you think it applies.
Noxious Breath: DC 13 Fort save or be sickened for 1d4 ⇒ 4 rounds.
Alternately:
Claw damage: 1d4 + 4 ⇒ (2) + 4 = 6 damage (not including power attack)

Black Jack |

Will: 1d20 + 6 ⇒ (18) + 6 = 24
Black Jack grit his teeth as the wave of negative energy washes over him.
Your affection used to be sweeter...honey
1st actual round of combat
The Black Guard draws his trident and stabs the grappled Kargeld across the chest.
Atk: 1d20 + 7 ⇒ (9) + 7 = 16
Dmg: 1d8 + 7 ⇒ (4) + 7 = 11

Shendalyn Shawn |

Kind of wish I had a map. Makes keeping up with the brawl thats about to ensue easier.
Surprise Round: Summon Lemure across from nearest future corpse. LEmure makes attack on future corpse.
1d20 + 4 ⇒ (13) + 4 = 17 Attack
1d4 + 2 ⇒ (4) + 2 = 6
Next round: Shendalyn will flank with lemure with Gurthock next to him. All three will turn future corpse into present corpse.
Lemure:
1d20 + 6 ⇒ (17) + 6 = 23 Attack 1
1d20 + 6 ⇒ (20) + 6 = 26 Attack 2
1d4 + 2 ⇒ (1) + 2 = 3 Damage 1
1d4 + 2 ⇒ (4) + 2 = 6 Damage 2
Shendalyn:
Swift: Arcane Strike
Move: Move to flank with lemure.
Standard: 1d20 + 9 ⇒ (10) + 9 = 19
1d8 + 7 ⇒ (7) + 7 = 14
Gurthock
Move: Move next to shelyn and future corpse.
1d20 + 3 ⇒ (3) + 3 = 6
1d20 + 3 ⇒ (19) + 3 = 22
Damage:
1d3 + 1 ⇒ (2) + 1 = 3
1d3 + 1 ⇒ (3) + 1 = 4

Shendalyn Shawn |

Not going to bother rolling for confirm on the lemure unless future corpse magically has higher than 19 ac while flatfooted and over 27hp. But you never know.

Cruxcarr Felmongere |

Smiling as a feast of death and chaos is wrought around him, Cruxcarr steps towards the grappled Kargeld and invokes an enchantment borne of the voracious dead;
"And to you Kaptain... the damned caress and perfume of Circiatto... Aizskart Aromāts Līķis-Lācis!"
offending touch and stench of the corpse-eater!
Ghoul's Touch (melee touch attack): 1d20 + 3 ⇒ (14) + 3 = 17
Effect: DC18 Fort Save or be Paralysed(if successful the stiffened Kargeld exudes a carrion stench which affects all in a 10ft radius (except Cruxcarr) with Sickened condition (DC18 Fort Save)

DM - Voice of the Voiceless |

Fort Saves: 1d20 + 6 ⇒ (19) + 6 = 25 and 1d20 + 6 ⇒ (5) + 6 = 11 and 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15
Kargeld Will: 1d20 + 3 - 2 ⇒ (16) + 3 - 2 = 17
Albina sends another pulse of darkened energy through the crowd, weakening the crew to the very limits of their resolve... to which an assault by Shendalyn and his summoned devilry is able to carve bloody ruin. Five of the six weakened sailors fall to their claws and sword - leaving the last to dive from the side of the vessel and attempt to swim through the frosty waters to safety.
Kargeld resists the debilitating effect of Black Jack's touch, though falls ill in the face of Mi'Dre's breath. He almost manages to begin to fight back... when Cruxcarr's sibilant voice and touch of carrion stills his muscles and he can fight no longer. He stiffens rigid within Mi'Dre's tender embrace.
He's paralyzed, and therefore most likely dead soonish I'd imagine?
Mi'Dre - you would add the +5 to the grapple check in this case.
Shendalyn - yeah, I know a map would have been better... but with the lack of time I figured keeping things moving would be better than potentially more delays. You mopped them up pretty quick anyway ;)
So you're left with a helpless Captain, and a crewman fleeing in the water.

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Albina flings a bolt of fire at the sailor attempting to swim away, muttering, "No my dear, I've read the tale where the single survivor returns to avenge the slaughter of his people. And you weren't in it."
ranged touch 1d20 + 3 ⇒ (13) + 3 = 16
fire damage 1d6 + 1 ⇒ (2) + 1 = 3

Cruxcarr Felmongere |

Seeing the malign glint in the Gaav’s eyes of promised agony draws a saw toothed smile from Cruxcarr.
In a voice cloyingly cruel he hisses;
”Eviscerate and tear him asunder Mi’Dre! Feast upon his heart and force the brute to devour its own genitalia!!”

Shendalyn Shawn |

As a matter of efficiency Shendalyn drops a pod of fiendish porpoises in the water to finish off the survivors. Then As Mi'Dre begins to rip out the still living mans rib cage Shendalyn quickly and decisively ends his life.
"Now now Mi'Dre let's not get over excited. Leave the pointless torment and cruelty to the Daemons. We have better things to be doing."

Mi'Dre |

"My enjoyment is not pointless..." he growls, glaring at Shendalyn when the spellcaster interrupts his meal.
Intimidate: 1d20 - 2 ⇒ (11) - 2 = 9
When he fails to elicit any reaction from the summoner he looks away in disgust, turning back to the body of the captain but not returning to his meal, instead looking him over to find anything of value. When all he finds is a key he takes that and stalks away to search below in the now empty hold, looking for--if nothing else--the ship's store of oil to begin spreading around.

Cruxcarr Felmongere |

Cruxcarr stoops down the Kaptain's inert body running his long nailed hand over the Northman's skin with a look of impassionate professionalism;
"Mmmm rough and weatherbeaten, but perhaps useful for enchantments of a... robust nature..."
The mage begins to strip the Kaptain of his blood sodden clothing...

DM - Voice of the Voiceless |

When did I say there was a key? :P
Retrieving the Captain's key, Mi'Dre moves into the hold and finds a locked chest - that when opened with the key shows a layer of threadbare and flea infested clothing. However beneath that is a wooden box that is heavy with 6,000 gp in gold... the late Captain's fee for your passage.
You also find six bottles of fine whisky, and 165gp in loose change. The axe that Kargeld never got to draw is well made and holds a sharp edge (masterwork great axe), though all else on the ship is of relatively poor make.

Mi'Dre |

You didn't, I cheated and looked at his gear to save some time, hope you don't mind :p
Mi'Dre stares at the wealth in the chest for a while, considering what to do with it. He still didn't really understand mortal's obsession with such a useless material, but it would undoubtedly be helpful to their efforts once they reached the city. He relocks the chest and hefts it, carrying it up above deck and off the ship, before returning to spread lamp-oil throughout the hold, so they could burn the ship as they had been instructed.

Black Jack |

Black Jack leaves the captain at the mercy of Mi'dri s urges drawing his bow to finish of the swimming sailors. But before he can fire a single shot Shendalyns deadly porpoises are already on the job. Taking a deep resigned breath he sheathes his weapons and go under to help the devil.
Back again in the deck.
So, should we torch this bucket? pointing at the ship in general with an open hand.
Does the ship have a small boat?

DM - Voice of the Voiceless |
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Cruxcarr is able to strip skin enough for a brace of scrolls from the vikingr captain. The scrolls would cost less for inscription of spells that channel the essence of Kargeld - ie. physical buff / rage related spells.
No small boat for the ship
The vessel is then coated in oil and set alight to burn to ashes, cutting off all hope of retreating from your appointed task of opening the watchwall so that the savages can salt the earth to it's south. One month was given, and so the clock begins to tick on your endeavor.
You are close now. Just a few miles from here sits the small market town of Aldencross and less than a mile from there is the watchtower of Balentyne – your goal. Already Sakkarot’s horde gathers and prepares to move. Within two weeks, they will be in a small valley north of the lake awaiting your signal. Fire the rocket into the air at just the right moment and you will take the first step towards claiming vengeance against Talingarde.
Destiny has taken you here. Destiny has given you a mission. There is no doubt that the future of this green and pleasant land lies in your hands. You could go to that town right now and warn them of the plots of the sinister Cardinal Thorn. You could give yourself up and face the justice you deserve. You could turn back from the horror and the slaughter that you are going to inflict upon these sheep. This is that moment. This is the turning point. After this, there is no going back. Any one eager for redemption?
I thought not. Come, my friends. We have work to do.
We must burn Balentyne.
I just need a confirmation of what you are choosing as your reason for coming to Aldencross and I will move forward to narrating your arrival.
Alternatively you could attempt to approach with stealth first, up to you guys.

Mi'Dre |

Mi'Dre stands on the deck, reveling in the heat of the flames licking around him, until he realizes that it is perhaps a little too hot for his still weakened state. He curses darkly as he leaps into the water, swimming back to shore and pulling himself up the bank, scowling.
He looks at Black Jack, and then to Albina, moving over towards her and resuming his child-like appearance with aid of the circlet, but remains grumpy. "Good enough."
Knowledge Local: 1d20 + 5 ⇒ (5) + 5 = 10

Cruxcarr Felmongere |

Cruxcarr nods in agreement as he procures his newly harvested parchment.
"Merchants would be most fitting in many ways... Did we not bear gifts for Aldencross...
A sneering smile plays across the lips of the corpulent mage;
"It shall be poetic to once again walk the streets of my birth town... before watching it burn and the imbecilic dross that pack its structures, burn with it..."
As a former resident of Aldencross, can Cruxcarr bring any more local knowledge to bear?
If Req'd... Knowledge (Local): 1d20 + 8 ⇒ (16) + 8 = 24

DM - Voice of the Voiceless |

Aldencross is a market town and it is not rare for smaller traders to come from all over to peddle their goods here. This will not be seen as suspicious or anything unusual. Adventurers bound for the savage north are not unknown. Frankly, the idea that a band of Talireans would conspire with bugbears to break the Watch Wall is unthinkable to the common folk. The PCs will have no trouble moving freely within the town.
Aldencross is a fine place to buy supplies. There is an alchemist in town who sells all manner of potions. There is a scribe with a fine selection of scrolls (1st and 2nd level only). In the market place are found the random magic items that a town of Aldencross’ size usually has for sale.
Normal equipment is available in abundance. Aldencross is a soldier’s town so there are numerous smiths who make arms and armor. They’re eager for some side business to supplement their contracts to the crown.
Though Aldencross is a sizeable town, there is only one inn that caters to travellers -- “The Lord’s Dalliance”. It is a pleasant enough place with strong drink and adequate food. In the evenings there are often off-duty soldiers and even the occasional watch captain.
Eager to put the burning ship to your backs, you set off towards the town of Aldencross and your assigned task. Taking the guise of common merchants you warily draw near - however you find that the road is your own in the mid morning chill. After but an hour or two you find Aldencross looming up in the distance and drawing closer.
A few trails of smoke can be seen rising from chimneys for what appear to be forges and there are signs that the town is stirring into activity. You also spy the clear spire of a church of Erastil among the buildings.
Crux will likely inform - but the only inn in town is the Lord's Dalliance.
You soon pass through well rutted dirt roads and to the door of a well maintained Inn. Even now in the mid morning you can smell a stove cooking within and there is the musty scent of ale on the air.

Cruxcarr Felmongere |

As they approach the inn Cruxcarr speaks to the others candidly;
”Fair Aldencross is a market town, and a welcoming stop to merchants such as we my friends. Adventurous souls are also a common sight before they head North to bring “civilization to the uncivilized” or merely maraud…”
As they pass through the town the disguised mage gestures further;
”The town has an alchemist such you require their services, and I believe there is a scriber of magick scrolls should my own works not be to your tastes. Martial needs are found aplenty as the town is home to many armsmen.”
He stops short of the inn before continuing;
”And this… this is “The Lord’s Dalliance”… inside we shall fine food, drink and lodgings suitable for most with a less... refined palate than my own… If memory serves it is also a favorite of soldiers and the occasional officer should you wish to converse or dally with such folk…”
The wizard's words are tinged with poisonous irony at times, though he tempers his vitriol should others listen in to their group’s interplay.