
GM Super Zero |

The Pathfinders gather in Iceferry, where they meet with Venture-Captain Bjersig Torrsen. Venture-Captain Torrsen is deaf, and his service dog Mahki alerts him to the presence of visitors or sounds of danger.
The field agents are greeted by a gnome named Lirall, who prominently wears a wayfinder. After letting the Pathfinders 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 the Pathfinders to follow him into a meeting room, seemingly ignoring the goblins.
But before we get to all of that, why don't you introduce yourselves?

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A fourth green-skinned Goblin emerges past the other three "Excuse me, I'm here for the briefing too"
"Pennypockets, or just Penny is fine" he announces "and I bid you all warm greetings on behalf of the peoples democratic republic of Thistletop" he wears padded armour of a rather dashing cut, with sword, buckler, and crossbow.

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A tengu, followed by what appears to be a pink penguin walks in. (sounds like the beginning of a joke)
"Umm.. is this the place for the briefing?" He suppresses a bit of a laugh, though you're not sure whether it's a nervous tic or just his personality. "I'm Chuckles, by the way. This here is Cupcake"
Chuckles and Cupcake are a nod to a pair of stuffed animals that a classmate has. I gave her a stuffed kookaburra from Oz (she named him Chuckles). Her younger sister has a stuffed pink penguin named Cupcake! :)

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A third one is an orc wrapped in a thick coat. Underneath he has a sturdy hide armor, his knuckles are covered by leather gloves that probably do not protect from cold, but may protect when hitting a sturdy surface. On his body he carries few knives but no longer weapons.
He seems to not be quick nor beautiful, but he probably was a bouncer or a caravan guard at some point. "They call me Tharpe, we should be careful to not let ourselves be bamboozled here. Who would be willing to live in such cold climat!"
Hey Shifty! Shout out to Bamboozle

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Obelix is a burly man who looks like he has some anger issues.
"I'm Obelix," he says, cheerfully.
Obelix is a barbarian, but more of a ranged fighter (Raging Thrower).

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A final character appears, slightly hurried due to their tardiness, walking in with both hands grasping a rather large mug of coffee. A young halfling wearing fluffy hide armor, shaking from nerves or the cold.
As he enters the room he breathes the warm aromas in deeply, and his cold cheeks turn red, his eyes open and he smiles delightfully:
"You know I wasn't too thrilled by this dreadful cold, either, but it really makes you appreciate the warmth of the mug!
Oh, I'm Kahawa, by the way - reporting for duty!"
Kahawa files in, taking an immediate interest and liking to the pink penguin, he stands next to it, sipping from his brew and looking attentively at the captain.

GM Super Zero |

Sure, just add yourself on RPG Chronicles and introduce your character.
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?"
Anyone who wants to see if they know anything about Valenhall can post their Society or Ulfen Lore bonus. Anyone who wants to see if they know anything about... something else, can post their Nature bonus.

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Nature +4 Society +3
"Yeah, I think goblins are not big on dogs." He throws a side glance at Penny, and just for his comfort he positions himself between Mahki and the goblin

GM Super Zero |

Pennypockets isn't sure about Valenhall, but Tharpe knows 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.
"Grehunde the Sunchaser never got to sail off to Valenhall--" the Venture-Captain explains, "--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."
Both Pennypockets and Tharpe agree that the Steaming Sea is named for the thick mist that hangs over the waters. Frequent volcanic activity from the Hellrun Mountains leads to the sudden formation of new islands and ridges.
"Any questions?"

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A youngish looking half elf with green hair enters into the room. He looks like he has been running He has on leather armor and his bright eyes look on and about at his new surroundings. His mouth forms an OO, in wonder and amazement. He then looks at the group Sorry I am late. My name is Loquinor Brightcoral! I am very pleased to make all of your acquaintances!

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No Society, no Nature. Only barbarian.
"Welcome, Loquinor!" Obelix says to the newcomer.
"What else was the Shoreseeker carrying?"

GM Super Zero |

“I doubt anything unusual, but 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.”

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I have no idea if I'd know about Valenhall, but it sounds like Valhalla? My society is +3 and my religion is +6?
Kahawa is a little timid in this amazing company of adventures and heroes, and the comparatively giant husky makes him a little uneasy, until Tharpe takes confident action. Settling in and listening to the Captain's story he tries to piece some things together: Nature +3 (I don't roll anything, right?)
"Ahoy Lorquinor! That's a beautiful last name! Feels like we'll need all the help we can get with this, happy you're here!
Turning to the captain:
"Is there a chance that Hlavard is still out there on the ship? Do we need to make haste?"

GM Super Zero |

Kahawa confirms the same information as Tharpe.
"It's been a month, and he never signaled the crew or left the wreckage so... unlikely."

GM Super Zero |

If no more questions are forthcoming, the Venture-Captain directs the Pathfinder agents to the nearby docks. Their ship is waiting, so if they need to make any stop in town they should try to make it quick.
The captain of the Wandering Hearth is Eynilla Vriggdahl, a middle-aged Ulfen woman. She gruffly ensures the PCs are prepared and well-supplied for the journey; after all, as she warns them, 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.
If the Pathfinders help, they can reduce the damage to the ship and their supplies.
Each PC may attempt one of the following skill checks: DC 11 Sailing Lore to help Captain Vriggdahl sail the ship, DC 14 Athletics to secure crates and equipment or Climb the rigging, or DC 16 Acrobatics
to secure ropes at the sides of the ship without falling overboard.

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"Hlavard set off on a ship,
Beneath the waves it did slip,
He lost Grehunde's treasure,
and his bones for good measure,
So off to get both we will nip".
Acrobatics 1d20 + 7 ⇒ (19) + 7 = 26
the Goblin takes off securing ropes, happily working the dangerous edges as though they were perfectly safe.

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Tharpe dodges rolling packing moving from side to side, and runs to secure the crates that would soon follow
"It should have been done before the storm hit!"
Athletics, DC14: 1d20 + 7 ⇒ (6) + 7 = 13
But he can't secure it well

GM Super Zero |

"They were secured!" shouts a crew member. The crates are loose because a rope has broken, and Tharpe's quick reaction doesn't resolve that problem.
Obelix has more success, and Pennypockets almost seems to fly.
The crit counts as two, so that's three successes so far.
Lorqinar, Kahawa, or Chuckles/Cupcake?

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Can I cast guidance on someone who looks like they're doing something important? I feel Kahawa would look to up above for help, before attempting to do what little physical help he might be able to.
If not then I roll an athletics? Natural 1 + 2. (i can't believe my first ever roll with Kahawa is a nat 1 omg..)
Kahawa has never seen stormy seas like this before and frankly doesn't quite know what to do with himself.
Heavens help us!
He prays and closes his eyes before getting hit by a tumbling barrel.
Oh, do I use the in-built dice thing here on the forums? In that case:
Athletics: 1d20 + 2 ⇒ (15) + 2 = 17
Kahawa opens his eyes and after tumbling a bit he secures the barrel that hit him as well and functions at least somewhat competently.

GM Super Zero |

You certainly could use guidance, but turns out you don't need to.
Lorqinor struggles with the tumbling cargo, but Kahawa handles it. Between the six of them (and Cupcake), the Pathfinders get everything secured.
Nothing that she would have lost more of it overboard without the Pathfinders' assistance, the captain gives them some useful items out of the secured cargo: two crowbars, two spears, two lesser elixirs of healing, and two lesser antidotes.
After the storm ends, 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.
Feel free to roll your own Nature check as you describe how you approach and what you do. If you succeed, go ahead and open the spoiler box.

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I'm not sure what the etiquette is on the 'loot'? Divvying it up might take some time?
"Thank Sythen we've arrived all in one piece! That was a wilder ride than a cup of Old Papa's mwangi styled whiskey boom coffee! Is everyone alright? Are we quite safe?"
Kahawa feels a small surge of confidence, having handled his own so well during the storm. He looks around and checks up on everybody before gazing out at the ominous wrecks of ships.
"Out of the roast and straight into the grinder, I see. This doesn't seem like some simple accident - not with this amount of ships all running afoul."
His confidence wavers for a moment, but he climbs the railing of the ship to get a better view of the of the wreckage. He won't be the first to leave the ship but he'll try and get an overview of the situation.
"Right you are Pennypockets! And whatever caused all these wrecks could be lurking anywhere it feels like! How do we reckon we split the items between us? I trust my stick more than I trust some spears, but perhaps a crowbar or a potion would be handy for me."
Kahawa bows his head before saying a quiet prayer and preparing to cast guidance on whichever brave soul ventures out of the ship first.
Nature: 1d20 + 3 ⇒ (11) + 3 = 14
I would love to cast guidance on whoever leaves the ship first, but I don't know who it'll be. I guess you can consider it up for grabs?

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Penny simply hands the crowbars to the Orcs in the party "I can have a guess that a shipwreck might create a need for these. I reckon we give the curatives to the cleric to hold"

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Nature: 1d20 + 4 ⇒ (7) + 4 = 11
"Can we borrow a boat to get to that wreck? I am not looking forward to swimming there" Says Tharpe
"I don't care for those items" he says looking at the items

GM Super Zero |

"If you'd rather go through the water," says one of the sailors setting planks across the two ships, "but this'll get you right to the deck. Just watch your step."
While we may not need it yet, to help visualize I've gone ahead and added a map to the Slides, accessible from the link over the top of the thread. Some of you should still add your character information there. If you haven't added a token yet I just used your forum avatar, but feel free to replace it if you have another token you prefer.
The wreck is on the right.

GM Super Zero |

You can certainly affect the seawater, though as you can only control light bulk of water at a time it's not really enough to effectively move the ship. And it's currently caught on top of other wrecks, which is what's helpfully holding it above water but would make moving it difficult.

GM Super Zero |

The plank bridges set by the crew, though clearly a temporary solution, seem stable enough as long as neither ship moves significantly.
After setting the planks, though, the crew backs away and leaves the exploration and investigation to the Pathfinder team.

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Tharpe pulls out his kukri and crosses the plank, to the other side. He moves slowly on the ship trying to look for any signs of crates, valuables etc.
Perception +6

GM Super Zero |

Tharpe notices a fuzzy grey mold covering the near side of the deck. Even the slight sea breeze causes it to emit a slight dust of spores, and disturbing it more would certainly release more. Though it could probably be cleared away safely if one was careful.
Tharpe spots a hazard. I've marked the area on the map. It can be disabled with Survival, though if you have any other ideas...

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Obelix will take off his shirt and try to make a mask to filter out the spores.
Medicine: 1d20 + 4 ⇒ (8) + 4 = 12
It's not good enough, and Obelix angrily throws his shirt into the ocean.

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Survival: 1d20 + 4 ⇒ (19) + 4 = 23
Tharpe wants to give Obelix enough time to try his way, he knows better to not criticize ideas of such big fellow, accidents happen on sea.
He takes his kukri and tries to remove the spores if needed with planks.

GM Super Zero |

While Obelix's mask might not work out, Tharpe finds a technique for scraping the mold and dumping it overboard that doesn't release any spores. He has the area quickly cleared.
There's nothing else on the deck of the ship.
The lower decks are largely flooded, as the damaged ship is low in the water. The Pathfinders immediately see what happened to the ship and what became of Hlavard Grenskuldr.
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.
It looks like they killed each other at the same time.
To collect the body and the gorget will require swimming. Getting there isn't the hard part, but it'll have to be done underwater...
A character can hold their breath for a number of rounds equal to 5 + their Constitution, though rounds with strenuous activity count as two.
Swimming to and from the sea serpent will take one round, though no check required. Forcing open the dead serpent's jaws will take an Athletics check (or other solution) and counts as two rounds.

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Unfortunately, Obelix doesn't have a high Constitution, but he has good Athletics. He'll try once (1 round Swim, 2 rounds Athletics, 1 round Swim), and if the Athletics check fails, he'll come back rather than try longer.
Athletics: 1d20 + 7 ⇒ (6) + 7 = 13
Bah! What kind of hero can't open a dead serpent's jaws?
Athletics, Hero Point Reroll: 1d20 + 7 ⇒ (3) + 7 = 10
This guy.

GM Super Zero |

Obelix isn't quite able to force the jaws open, and has to retreat to catch his breath rather than stay underwater any longer.
But nothing bad happens, either.
That's a failure, but nothing happens on a regular success. You (or someone else) can try again.

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"Good stuff Tharpe - there's no telling how sick we could have gotten from that nasty piece of mold. You're handy with a knife!"
Upon boarding the ship with the rest of the crew, Kahawa gasps at the sight of the noble death. He feels an urge to relay the sad tidings to Captain Vriggdahl and the Wandering Hearth:
He turns back and shouts: "Captain Vriggdahl! It is with a heavy heart that I relay these tidings, for they are just as we feared: The Valiant King Hlavard Grenskuldr lies fallen before us! However, my heart is equally filled with awe and respect, as it appears the King died with honor and glory, forcefully wedging his mighty axe into the skull of the very Terror of this cursed place! A mighty sea serpent, likely the cause of all of these wrecks and more, is on its way back to hell, while King Hlavard is on his way to the Heavens above."
Kahawa presses his palms together in prayer: "May the Heavens receive Noble King Hlavard in praise and glory!"
Then, turning around to face the situation before him, Kahawa analyses the serpent to see if he can recall anything useful about it.
Can I do a knowledge check on the serpent? I want to know more about it. I have +3 nature.

GM Super Zero |

Now that he's seen the serpent, Kahawa realizes that he's heard stories about sea serpents capsizing ships to build their lairs. The wrecked ships stacked together is exactly where one might live. He can't think of any other useful information about the creatures, though.
You certainly could! But that's a failure.
Tharpe manages to get a better angle and successfully forces the serpent's jaws open. He pulls the body--and the gorget--back to the surface of the water.
As the Pathfinders return to the deck, they hear Captain Vriggdahl calling for her crew to get below deck. "The passengers are adventurers!" she calls, "Let them handle that!"
Two more sea serpents--though juveniles no larger than Pennypockets--swim for the Wandering Hearth.
Kahawa and Pennypockets's turns.
Initiative:
Kahawa (15/15)
Pennypockets (26/26)
Blue Young Sea Serpent
Red Young Sea Serpent
Obelix (20/20)
Tharpe (21/21)
Lorqinor (32/32)
Chuckles (17/17)
-Cupcake
Blue Serpent: 1d20 + 7 ⇒ (15) + 7 = 22
Chuckles: 1d20 + 4 ⇒ (1) + 4 = 5
Tharpe: 1d20 + 5 ⇒ (11) + 5 = 16
Pennypockets: 1d20 + 6 ⇒ (17) + 6 = 23
Kahawa: 1d20 + 6 ⇒ (20) + 6 = 26
Obelix: 1d20 + 6 ⇒ (12) + 6 = 18
Lorquinar: 1d20 + 5 ⇒ (5) + 5 = 10