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You have arrived in Iceferry, a district of Kalsgard in the Land of the Linnorm Kings. It is bitterly cold. You are on your way to the Pathfinder Lodge, where you have been summoned by Venture-Captain Bjersig Torrsen.
As you arrive at the Lodge, you are greeted by a gnome named Lirall, who prominently wears a wayfinder. After letting you into the Lodge, she 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."
He seems to trail off in though for a moment before coming back to the situation. "“Ah yes, 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?”
If you want to see if you know more about Valenhall then please give me a Society or Ulfen Lore check in a spoiler on your next post.

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Zarden looks sideways at the goblins as he follows the venture captain into the meeting room. He listens intently his face unchanging at Torrsen's words.
Society: 1d20 + 8 ⇒ (15) + 8 = 23

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Crafty Herb is a very old elf, even by elven standard! His long white hair surround a craggy face that two sparkling black eye gives life.
He wears an old armor in tattered leather, and no visible weapon. His long white finger are stained with sooth as well as his greenish robes. From his backpack and numerous pockets sprout several alchemical regents, herbs or material.
At his feet, purs a small white leopard.
In a quavering voice he presents himself Please to meet you, I'm Crafty Herb, but you can call me Crafty. And let me introduce Flame, my companion..
As the Venture Captain asks about Valenhall, Crafty tries to find something in his old memory.

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You are trained in Bardic Lore, a special lore skill that can be used only to Recall Knowledge, but can be used to Recall Knowledge on any topic.
Bardic Lore: 1d20 + 6 ⇒ (13) + 6 = 19
"Familiar with Valenhall?!? Familiar with Valenhall!?! Why, there's little I'm not familiar with, you can be sure of that, and if I ain't, well, I'll probably have a story to tell anyhow and what matter how true it is or it ain't, if'n it's a good story? Ain't I right?"
Oskar is a human chap who looks like he enjoys hearing himself talk. He carries a rapier, but quite awkwardly - it even looks like it may never have been used.

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@Colin- Could you please post you character sheet into your profile as I will need to draw some information from it to help speed up PbP.
Most of you are aware that 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.
"Over 5,000 years ago, Ulfen explorers traveled across the Arcadian Ocean to the continent of Arcadia, where they established Valenhall, a now almost mythical realm where Ulfen heroes journey to finish their lives. Even to the present day, brave Ulfen dream fondly of finishing their last battle and sailing off to Valenhall."
"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. Any questions about your mission?"
Everyone tries to remember what they know about the Steaming Sea.
Oskar Nature: 1d20 ⇒ 8
Gandroli Nature: 1d20 + 6 ⇒ (1) + 6 = 7
Zarden Nature: 1d20 + 6 ⇒ (5) + 6 = 11
Colin Nature: 1d20 ⇒ 18
Grimm Nature: 1d20 + 2 ⇒ (17) + 2 = 19
Crafty Nature: 1d20 + 8 ⇒ (16) + 8 = 24

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Half asleep Crafty seems to remember something about the Steaming Sea!
Young ones! During my early years, I've travelled on the Steaming Sea, and it's quite populated.
Many intelligent aquatic creatures, like merfolk, sahuagin, and aquatic elves, I particularly remember one..., live in society there. But I know that other creatures populate the area, sharks, sea drakes, kraken, and sea serpents. Better to not meet these one.
Turning to the Venture Captain he asks
So we take the Wandering Hearth to get to the Shoreseeker and investigate the wreck. What do we do if we find the gorget? if we find nothing?

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Gandroli agrees with Crafty and nods. "But not only under the surface it's populated. Also a lot of trade routes lead through the Steaming Sea. As far as I know, it's save to travel there."

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Colin spoke up finally after letting the others talk. "Odd thing to be concerned about since the man seemed to be honorable and such, but what are we to do if we encounter Sveinn Blood-Eagle during this?"

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"Odd thing to be concerned about since the man seemed to be honorable and such, but what are we to do if we encounter Sveinn Blood-Eagle during this?"
"Shouldn't have to worry about that at all as he has already made the journey to Valenhall."
"You want us to set our foot on a ship. On water. In an unsafe sea."
"Well, bad weather, for certain. There are some dangerous creatures in those waters, but you should be pretty safe on board the ship; you're with a very experienced captain. The ship itself is not totally sunken, based on the reports from merchants. We don't really know what happened to it, though. 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."

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As if emerging from a deep slumber, Crafty says oh! I think my friend was talking about Hlavard Grenskuldr. He still could be alive, very unlikely I agree, but still.
What if we meet him?

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Zarden listens to all the information and the reactions from those traveling with him then speakes to the Venture Captain, "Find the ship. Search the ship and find Hlavard and the gorget? Seems straight forward enough." He turns to the party, [b]"Shall we head to the docks and find the Wandering Hearth before our dwarf friend here passes out."

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oh! I think my friend was talking about Hlavard Grenskuldr. He still could be alive, very unlikely I agree, but still.
What if we meet him?
"It doesn't seem likely as his crew would have heard from him by now, but if he still remains alive, bring him back."
*****
The next day, you board the Wandering Hearth. The captain is Eynilla Vriggdahl, a middle-aged Ulfen woman.
"Hrmmph. Pathfinders, huh? New ones, by the look of you. Are you prepared for this journey? Do you have all your supplies? The route is far from a safe one."

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Ready. says the old elf.
During the trip, Crafty is able to create different elixir and alchemical items and asks his comrades if they want one in particular. Crafty can craft 2 elixir from this list : Antiplague (Lesser), Antidote (Lesser), Alchemist's Fire (lesser), Bottled Lightning (Lesser), Elixir of Life (Minor), Serene Mutagen (Minor), Bestial Mutagen (Lesser), Quicksilver Mutagen (Lesser)
He will also from his connection with the Spells takes 2 scrolls of heal.

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Gandroli greets the captain with a nod and bards the ship. "Thank you for the ride. Still, I'm looking forward to getting back to safer grounds after the journey."
Gandroli has never been on a ship before.

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It is a ship with an Ulfen Captain.
Captain Vriggdahl's worries are not unfounded. As the ship journeys through the Steaming Sea, a storm strikes. Winds and rain strike the ship from seemingly every direction.
The crew desperately keep the ship upright, but the torrential rain and heavy waves batter everything on board. You may be able to help reduce the damage to the ship and their supplies.
You may attempt Sailing Lore to help Captain Vriggdahl sail the ship, Athletics to secure crates and equipment or Climb the rigging, or Acrobatics to secure ropes at the sides of the ship without falling overboard. The Acrobatics seems the toughest.
You don't think you can make things worse by trying to help, but might put yourself at risk.

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Sailing Lore: 1d20 + 3 ⇒ (2) + 3 = 5
Colin held onto his hat as he tried to stay upright through the storm, accompanying the Ulfen captain. "I know a thing or two about the sea as well." He looked out at the stormy waves through the downpour and nodded, only offering a, "This sucks."

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Just need checks from Oskar and Gandroli.

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Oskar Acrobatics: 1d20 + 7 ⇒ (3) + 7 = 10
Colin tries to remember a bit about sailing, but nothing comes to his mind during this stressful time. Crafty and Grimm rush to secure the crates. One slides towards Crafty and he dies out of the way at just the last moment before Grimm is able to strap it down with Gandroli's aid.
Zarden is nearly tosses overboard as he tries to secure some of the ropes. Luckily he gets a bit tangled up and it keeps him safely on board.
You have earned 2 successes
As the storm clear, Captain Vriggdahl surveys the damage. "Good work, Pathfinders. I think we can spare some of our supplies to help you on your mission, seeing as you saved quite a bit of them."
She hands you two crowbars and two spears.
"Shoreseeker is in sight, Captain!" yells a sailor from the crow's nest.
Captain Vriggdahl pulls out her own spyglass to take a look at the ship.
"That's odd. I thought it might have run aground a volcanic ridge, it looks like it's on top of other wrecked ships."
Oskar Nature: 1d20 ⇒ 6
Gandroli Nature: 1d20 + 6 ⇒ (4) + 6 = 10
Zarden Nature: 1d20 + 6 ⇒ (9) + 6 = 15
Colin Nature: 1d20 ⇒ 18
Grimm Nature: 1d20 + 2 ⇒ (12) + 2 = 14
Crafty Nature: 1d20 + 8 ⇒ (8) + 8 = 16
Colin is sure this pile of wrecked ships is a sea serpents lair. Sea Serpents are known for capsizing ships to build their homes.
"Well, let's be quick about this." The ship approaches the wrecked Shoreseeker.
Need you exploration activity and marching order please.

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Doesn't care about marching order.
First time doing something other than combat mode. Had to look up the various actions.
Colin grabbed himself one of the crowbars and looked out over the waters briefly before turning his attention onto Shoreseeker, trying to find safe places for them to walk without falling through the deck.

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I hope that this Sea Serpent is not there... I would not like meeting such legendary beast!
Crafty and Flame put themselves in the middle of the group, ready for any threats that could appear from the water, or on the Shoreseeker.
Exploration Activity, (Seek)

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The ship approaches the Shoreseeker and drops boarding planks across the gap for you to be able to cross. Splitting across the two boards the dwarves take point.
Oskar: 1d20 + 7 ⇒ (2) + 7 = 9
Gandroli: 1d20 + 6 ⇒ (4) + 6 = 10
Zarden: 1d20 + 6 ⇒ (6) + 6 = 12
Colin: 1d20 + 8 ⇒ (17) + 8 = 25
Grimm: 1d20 + 7 ⇒ (14) + 7 = 21
Crafty: 1d20 + 8 ⇒ (12) + 8 = 20
Colin and Grimm both quickly stop with a sharp whistle. The floor just beyond the boards is covered in gray mold.
Oskar: 1d20 ⇒ 5
Gandroli: 1d20 + 6 ⇒ (9) + 6 = 15
Zarden: 1d20 + 6 ⇒ (13) + 6 = 19
Colin: 1d20 + 8 ⇒ (6) + 8 = 14
Grimm: 1d20 + 2 ⇒ (20) + 2 = 22
Crafty: 1d20 + 8 ⇒ (18) + 8 = 26
Entering the squares with mold disturbs it and causes you to breathe it in. It can be neutralized with a Survival check, or you can do damage to destroy it, though damage other than acid or fire also causes the spores to fill the air.

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When Grimm and Colin stop them to go further, Crafty looks closer and says Oh. Yes. This is brown mold, some sort of mushroom quite volatile. If we want to destroy it, we need to use acid or fire. Using anything else will let the spores in the air, which is not good, believe me.
We can also tries to get rid of it, manually, which I recommand.

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"If you give me a few minutes, I can retrain one of my spells to a fire spell. Unless someone wants to try and remove the mold manually."
Assuming a Nature check to remove, I can aid the one trying to do so. Or I can retrain one of my spells to Produce Flame.

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@Zarden- Crafty and Grimm have the way to get rid of the mold in their spoiler above.

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CRafty begins working on the mold and clears enough of it away to safely cross. You can head below decks, but you can see that it is flooded.
You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including casting spells with verbal components or activating items with command components) you lose all remaining air.
When you run out of air, you fall unconscious and start suffocating. You can’t recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you’re at 0 Hit Points).
Who would like to head below decks?

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I'm an very old elf, I will not able to hold my breath for long. I'm sure one of our master Dwarf will be eager to prove their valor to the group.
I can cast guidance on those ready to swim.
Flame will protect me if needed. he adds, patting his companion who purr in response.

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"Well, I can check what's below decks. I'm pretty sure there's not mch light down there. But to be on the save side, could somebody tie a rope around my hips and hold the other end? In case you think something's going on down there, drag me out as fast as you can." Gandroli volunteers and begins to put away his backpack and the rest of his stuff, except the dagger which he holds in his right hand. "I guess hitting somebody with a fist is not so efficient in the water"
5+2(con) rounds of air