Dungeon Master S |
Get your behinds to Iceferry, and meet with Venture-Captain Bjersig Torrsen! Game begins tomorrow 0800 EST and I expect to do this in a week!
Zanderel Elerin |
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Dungeon Master S |
It's a long and cold journey to the far North. But the trip to the district in Kalgard is quiet...
Fijit Tealeaf |
There doesn’t seem to be any cold weather gear in 2e but...
Fijit takes out a fur lined coat and prepares for the journey.
”I don’t care much for the cold...”
He boards the ship.
Dungeon Master S |
Upon arriving in Iceferry, you are greeted by a gnome named Lirall, who prominently wears a wayfinder. This wouldn't be anything noteworthy, except the chain for it is wound into a violet and white hairstyle which is complicated enough that there must be some magic involved.
She lets you into the Lodge and selects one cord labeled “Office” from a bundle of colored cords near the door. The loud howl from a dog echoes throughout the building, followed by a trio of scampering, blue‑skinned goblins dashing down the hall. A large husky bursts into the hallway, snarling at the goblins until a tall half‑orc emerges a moment later and lays a calming hand on her back. He gestures for you to follow him into a meeting room, seemingly ignoring the goblins.
Venture‑Captain Bjersig Torrsen begins explaining the situation, his dog Mahki sitting attentively nearby. As he speaks aloud, the half‑orc punctuates his words with phrases in a sign language.
“Apologies for the ruckus. The Frostfurs are talented scouts, but they have an adversarial relationship with Mahki. She doesn’t particularly like them either."
“To the reason I called you here! The Grenskuldr family traces their lineage back to the storied warrior Grehunde the Sun Chaser, a Linnorm King who ruled over the city of Jol and whose victories in battle were legendary. The family still has a lot of influence. I’ve asked them to help out the Society, and they’ve asked for a favor in exchange. That’s where you come in. Are you familiar with Valenhall?” Indeed you may know quite a bit. You can roll spoilered checks in Society (Recall Knowledge) about Valenhall, and Nature (Recall Knowledge) about the Steaming Sea.
He looks you over, "Any questions?"
Zanderel Elerin |
A tall elven wizard stands among the Pathfinders, his gaze thoughtful as he considers the question of Valenhall. A raven, perched on his right shoulder flaps its wings to adjust its position.
Dungeon Master S |
Indeed, you've been studying hard! Linnorm King Ulvass sailed to Arcadia in –473 ar and established Valenhall. Brave Ulfens dream of making the perilous journey there at the end of their lives. King Sveinn Blood-Eagle recently did exactly this.
The Steaming Sea is named for the thick mist that hangs over the waters. Frequent volcanic activity from the Hellrung Mountains leads to the sudden formation of new islands and ridges. Many intelligent aquatic creatures have societies in the Steaming Sea, including merfolk, sahuagin, and aquatic elves. Some of the other creatures that live here include sharks, sea drakes, kraken, and sea serpents.
Dungeon Master S |
Linnorm King Ulvass sailed to Arcadia in –473 ar and established Valenhall. Brave Ulfens dream of making the perilous journey there at the end of their lives. King Sveinn Blood-Eagle recently did exactly this.
The Steaming Sea is named for the thick mist that hangs over the waters. Frequent volcanic activity from the Hellrung Mountains leads to the sudden formation of new islands and ridges. Many intelligent aquatic creatures have societies in the Steaming Sea, including merfolk, sahuagin, and aquatic elves. Some of the other creatures that live here include sharks, sea drakes, kraken, and sea serpents.
“Grehunde the Sunchaser never got to sail off to Valenhall— she died in what she planned to be her last battle. Her gorget was passed down to her descendants, most recently Hlavard Grenskuldr, also a Linnorm King. Hlavard was an impressive warrior in his youth, but a month ago he sailed off toward Valenhall to set up a shrine to Grehunde there and finish her journey. He planned to ensure the gorget found its final home in a place of honor. Unfortunately, something happened to his ship, the Shoreseeker, along the way. Merchants report that the ship is still partially above water, but they didn’t get close enough to find out what happened. While his children respected Hlavard’s decision, they would rather not have their father’s body and the priceless family heirloom at the bottom of the sea. I’d like you to find the ship and retrieve Hlavard and the gorget. I’ve arranged a ship for you, the Wandering Hearth, to follow the Shoreseeker’s path through the Steaming Sea.”
He exhales before continuing, “I’ve asked them to get the Society invited to participate in a special event. Do well on this mission, and I’ll make sure you’re on the list!”
Zanderel Elerin |
"I am familiar with Valenhall. Linnorm King Ulvass sailed to Arcadia in –473 ar and established it. I read that the bravest of Ulfens dream of making the journey there at the end of their lives. King Sveinn Blood-Eagle recently did exactly this."
Zanderel continues to share his knowledge. "The area is itself quite perilous. The Steaming Sea. It is named for the thick mist that hangs over the waters. Frequent volcanic activity from the Hellrung Mountains leads to the sudden formation of new islands and ridges. Many intelligent aquatic creatures have societies in the Steaming Sea, including merfolk, sahuagin, and the distant cousins of my people, aquatic elves. Some of the other creatures that live here include sharks, sea drakes, kraken, and sea serpents. It is no mean feat to travel this."
Fijit Tealeaf |
”Do you think we’ll need to go underwater for this trip? If so, is there any items you might share to aid in this? Also, is it possible that anyone survived the shipwreck?”
Dungeon Master S |
"We don’t quite know. The crew made it to shore on a lifeboat, but their stories conflict. Something may have attacked the ship, or it may have just run aground of something, and Hlavard told them to leave while he investigated. He never lit the signal light that said it was okay for the crew to return, so they made their way back home. Sorry to say, I don't have anything for you to take. Supplies here are limited.”
Fijit Tealeaf |
”Well, then we will have to get answers to these questions ourselves. Do you gentlemen have any other questions or requests?”
Dungeon Master S |
"The wreck was recent. They did survive. As for talking... they are on another ship now, unfortunately. They should be back in about six months, but we can’t wait that long.”
As if to punctuate it, the Venture-Captain stands to signal that it's time to head out.
The captain of the Wandering Hearth is Eynilla Vriggdahl, a middle-aged Ulfen woman. She gruffly checks to see that you are prepared and well-supplied for the journey; after all, as she warns you, "this route is far from a safe one, and travelers should always remain wary."
Her worries are not unfounded. As the ship journeys through the Steaming Sea, a storm strikes. The crew desperately keep the ship upright, but the torrential rain and heavy waves batter everything on board. It's obvious that you need to help and FAST before you all become the latest victims!
HELP!
Arrus: Go
Fijit: Go
Zanderel: Go
Kaelan: Go
Fijit Tealeaf |
Acrobatics: 1d20 + 1 ⇒ (20) + 1 = 21
Fijit insecurely goes to secure the side rigging, sure that he’s going to fall in. He finds some sure footing and is confident by the time the job is done.
Zanderel Elerin |
Knowing that his best weapon is his mind, Zanderel moves to the captain to provide insight.
Sailing Lore (Untrained): 1d20 + 4 ⇒ (11) + 4 = 15
His mind works through complex calculations, providing timings for each wave and directional guidance based on wind velocity. "The rigging will be blown about on the aft deck in about 8 seconds. You will want to send a sailor there now. And the spray from the water has introduced a slight drag, which you will need to overcompensate for by a single degree starboard."
Fijit Tealeaf |
Fijit mutters under his breath...
”Yes, that’s what this situation calls for: a back of the carriage driver. Even the All Seeing Eye, god of magic and knowledge himself, would call this elf a know-it-all. What an aft-hole.”
Out loud, immediately after...
”That is very specific advice Z. The devil is in the details. Kudos!”
Dungeon Master S |
Even before Arrus can react, the others are on it. In no time at all, through guile, luck, and effort, the party keeps everything aboard.
The storm passes as abruptly as it arrived. The captain gives a wide smile and hearty thanks, "Here. Take this crate. You guys saved it in the storm, and you may need the equipment. We're in your debt."
A quick look inside reveals some equipment that may actually come in handy: 2 crowbars, 2 spears, 2 lesser elixirs of healing, 2 lesser antidotes.
Will give you guys a moment to spread the treasure around before advancing.
Zanderel Elerin |
Zanderel takes one of the antidotes, studying the clear liquid before stowing it in his backpack. "I would suggest that Arrus and Kaelan each take a vial with the red liquid in it. When consumed, the magical properties will knit flesh and close wounds. I've traveled enough with Fijit now to know that the All-Seeing Eye guides and protects him, so that is less of a concern for him."
To Fijit he says, "I've been studying herbology both at the Grand Lodge and prior to my time within the Society. These green vials are antidotes. Given that you and I are likely the best choices at administering this medicine, I think it best that you take the other vial."
"These are, of course, my suggestions."
Dungeon Master S |
Not long after, the Wandering Hearth reaches its destination. The Shoreseeker lies half submerged in the sea, propped up by several more wrecked ships. The Ulfen longship is substantially damaged on the side. Captain Vriggdahl sails the ship to the opposite, more intact side, and sailors lay several boards to allow access to the ship.
A Nature check and a separate Perception check are available, please spoiler it and roll!
Zanderel Elerin |
The elven wizard looks about, soaking in the sensory information about him. He whispers a quick cantrip to help him detect magical auras.
Detect Magic is my default Exploration Mode activity
Dungeon Master S |
Indeed, I'll also need everyone's Exploration Mode
The pile of wrecked ships looks like a sea serpent’s lair. Sea serpents are known for capsizing ships to build their homes.
Additionally, you spot a strange grey mold on the deck of the ship nearby. A little bit of skill would help get rid of it and that skill is Survival. I've marked the area on the map.
Zanderel Elerin |
"Careful, everyone. That pile of wrecked ships looks perfect for a sea serpent's lair. They're known to capsize ships and use them as their homes," Zanderel cautions the group.
He then gestures towards the spot of grey mold that he's spotted on a nearby ship. To Arrus he says, "Do you think you can get rid of that mold? It'll take some care, but I suspect that you've learned how to survive the dangers of the world and can best do this."
It's a Survival check.
Dungeon Master S |
You have no idea what Zanderel is smoking.
Arrus |
nature: 1d20 + 6 ⇒ (14) + 6 = 20
perception: 1d20 + 8 ⇒ (17) + 8 = 25
Arrus will will keep his eyes out for trouble on the high seas.
Enjoying being on the ocean always from all the pomp and circumstance of Imperial Taldor Arrus nodd and says "Aye, I know a thing or two on thst subject."
Arrus will take the second crowbar and use it to give himself some seperation from the mold as he lays down on the plank for the lowest center of balance he can and works on clearing a small path at least.
survival: 1d20 + 6 ⇒ (16) + 6 = 22
Dungeon Master S |
Arrus uses the crowbar to great effect, scraping off the mold and casting overboard harmlessly. Looks like it's all clear. Go ahead move about the map, and include your Exploration tactic.
Zanderel Elerin |
When Arrus crosses over to the other ship is when Zanderel opts to follow. He keeps back a bit, and stops after climbing the stairs up to the bow. Once more renewing the magical cantrip, he seeks out any hint of magic in the area.
Moved my token.
Dungeon Master S |
The party steps on the other ship, and finds it sturdy enough. There's nothing of note on the deck. There are a pair of doors to lead below deck.
Arrus |
Arrus will drink his Eagle-Eye Elixir at this point as he heads to the stairs, motioning for his companions to come join him.
+1 item bonus to perception for the next hour (+2 item bonus to find secret doors/traps)
Dungeon Master S |
Below deck is a strange sight. The water is oddly warm considering, but it's also extremely clear. It rises nearly to the ceiling. Wedged into a hole in the side of the Shoreseeker is the head of an enormous sea serpent. Clutched in its jaws is the body of an Ulfen man wearing an ornate gorget. An axe is firmly embedded in the side of the serpent’s head.
The deck is flooded, and you'll have to swim to the body in order to pry it loose. Zanderel calmly tells the party that the gorget is the only thing magical here.
Indeed, you'll have to swim underwater (though it's calm, so no check) and then pry the body out (an Athletics check.)
Dungeon Master S |
FYI, holding your breath is MUCH harder in 2e. It's 5+CON mod rounds before you are in trouble. Thankfully, it only takes Kaelan 4 rounds because of his solid roll.
Kaelan takes a gulp and swims over. He sets his feet against the hull, and in a single powerful pull, he pries the body free. Quickly he swims back and resurfaces.
Zanderel Elerin |
"What a tragic end. Though I suppose dying with you axe embedded in the skull of a sea serpent is heroic by Ulfen standards," Zanderel says to the group. "We'll want to bring the body back for proper burial. I think the Ulfen custom for kings is to set them on a boat and light it on fire, but I could be mistaken."
He then steps forward to study the gorget, hoping to better understand it's magical properties.
Identify Magic (Arcana): 1d20 + 8 ⇒ (3) + 8 = 11 I have Quick Identify, so this will take only 1 minute
Zanderel Elerin |
"I agree, it was very easy. Perhaps we're expected to participate in the 'special event' upon our return. That was the exchange the Venture-Captain mentioned,"
Zanderel thinks for a moment before turning to Fijit. "Are we certain that the king died fighting the sea serpent? Are there any tell-tale signs?"
Fijit Tealeaf |
”It is unclear at this time given the evidence in front of me. I would only be guessing.”
Dungeon Master S |
Remember, as a quest, this is a SUPER short adventure.
The party stands on the deck of the wreck with the gorget and body. Zanderel confirms that there was no other magical treasure... it's time to go home.
Dungeon Master S |
The party re-boards their ship to stow the body for transport.
Fijit: 1d20 + 8 ⇒ (17) + 8 = 25
Zanderel: 1d20 + 4 ⇒ (4) + 4 = 8
Arrus: 1d20 + 8 ⇒ (4) + 8 = 12
Kaelan: 1d20 + 5 ⇒ (8) + 5 = 13
Fijit's sharp eyes catch something on the starboard side. He has just enough time to shout before two snake-like serpentsbreak through the water!
Serpents: 1d20 + 8 ⇒ (5) + 8 = 13
Fijit: 1d20 + 8 ⇒ (17) + 8 = 25
Zanderel: 1d20 + 4 ⇒ (9) + 4 = 13
Arrus: 1d20 + 8 ⇒ (16) + 8 = 24
Kaelan: 1d20 + 5 ⇒ (20) + 5 = 25
Dungeon Master S |
The serpents look like they could take the deck. They are also sticking out of the
Round 1:
Fijit: Go
Kaelan: Go
Arrus: Go
Serpents: TBD
Zanderel: TBD
Arrus |
Arrus spends a moment starting down the slightly closer blue serpent.
Hunt Prey, gives me a free recall knowledge (Arcana, Nature, Occultism, Religion all +6
Assuming Arrus doesn't learn anything that would make this a particularly bad idea he snaps off a bolt from his crossbow.
crossbow vs green: 1d20 + 9 ⇒ (20) + 9 = 29
damage: 1d10 + 2 + 1d8 ⇒ (6) + 2 + (6) = 14
Bam! Crit for 28
Arrus then shouts "Got one!" as he reloads, not waiting to see if it actually falls