Loris Raknian

Captain Kargeld Odenkirk's page

48 posts. Alias of Xzaral.


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The next morning comes quickly, especially after the evening of food and wine by the bugbear feast. You are awakened early by one of Sakkarot's lieutenants, Roak. "It's time you were off."

The bugbear leads you back to the boats where Kargeld and his men stand ready to push off, appearing as though they have not slept well. Sakkarot comes to see you off once again, silent as he watches you load back into the boats. As they begin to push away, Kargeld comes up and whispers to Price. "I don't trust that one, he has a look of intelligence in his eyes. Bugbears shouldn't be smart." The boats slowly pull away and make their way to begin crossing the great body of water that is Lake Tarik.

About when do you want to do the ambush? During the trip across, when docking, now?


The business concluded with the Yutak, the boat pushes away and continues on. The next day passes uneventful until arrival at the entrance to the River Taiga. This part of the journey proves why Kargeld was the one chosen to lead this journey, almost a shame for Thorn's final orders. Kargeld directs his crew down the ice-choked river, the ships nimbly dodging the floating jagged ice. He barks his orders and time after time the sailors scramble to follow his orders, the boat turning at just the right moment to pass between the broken shards calved from ancient glaciers.

Finally, after nerve-wracking hours of this, the boats push through the dangerous headwaters of the Taiga into the clear water of this almost uncharted mighty river. Beyond the headwaters is a land of savage wonders. The Taiga winds through a great northern forest that to the best of anyone’s knowledge has no name.

After miles and miles of picturesque pine trees frosted with new fallen snow, the ships comes to a great mountain range. This river flows through a great rift in the mountains that looks as if some impossible huge primordial giant smashed a pass through the grey slate.

Finally, you come upon the great interior sea of Talingarde, Lake Tarik. To the south lies the Watch Wall as well as your target, the fortress Balentyne. But to the northern bank you now head, to a wide wooded valley that holds the camp of Sakkarot Fire-Axe.

Thousands of bugbears have already gathered, savage humanoids with worse seen in between. Fur-clad goblins are seen wandering about and even a few hill giants are spied, given room for them to move. Even several polar bears can be observed.

As the boat approaches, only one place is found to dock the ships, a crude pier that juts into the river. Sitting on the pier are seven bugbears, their primitive weapons in hand. Kargeld leads the boat to the pier, but his own hands are nearly to his axe, a grim look on his face. He whispers to Price, "Your friends, they don't look too happy to see us."

Knowledge (Nature) DC 15:
These Polar Bears are quite probably Naatanuk, a form of awakened polar bear that inhabit the lands of the Yutak. It is said they have a strong druidic tradition amongst their kind

Sense Motive DC 10:
The bugbears do seem hostile at this point, with only one chance to dissuade them.


Kargeld finishes helping with the translations and the Yutak transfer over the narwhal horn as well as a significant amount of ivory (200 lbs). White Tusk takes the snake in hand, his trophy. His men give a cheer as the Yutak depart. Joseph turns to watch you all as the boats sail away, a mixed expression on his face.

Kargeld turns to the group, "Be nice if I knew those things were on board." Giving Price a look, his expression softens, if only slightly. "Bah, worked out for the best. Push on, men!" With that, the boats resume their journey onward.

Another post will be incoming.


Odenkirk readily agress to translate on behalf of the two women, quickly relaying messages back and forth. When the cobra is revealed, Odenkirk steps back, his hand going to his axe, until he realizes the creature is contained. It's similar for most of the Yutak as well, except for their chieftan, who stands transfixed by the Mithril Cobra. He quickly begins conversing with Joseph, the two seeming to argue.

Odenkirk leans in close and whispers, quietly enough they can't overhear. "It looks like they're arguing it's value. White Tusk (The Chief) wants the...that thing, but Joseph is arguing against it's value, says it's cursed. And that we shouldn't be trusted."

Finally the shaman throws his hands up in frustration and stalks back to the boat while White Tusk, triumphant, begins conversing with Odenkirk again. "He offers the horn in exchange for the snake."

(In the interest of time, I figure you'll decline that offer, hope you don't mind)

After some back and forth negotiations, White Tusk is able to provide two options. One is in exchange for the horn and all the ivory they have thus far harvested (some 7,500gp worth). The other is to come to their village. There he can offer some of the village's treasures, including a golden idol.

As the idol is offered, the shaman suddenly calls out, another arguement broached between the two. Odenkirk once again translates quietly. "Seem Joseph doesn't think the idol should be given out to strangers, apparently pretty valuable. What he's sayin', if we go to their village, we lose about a day's travel. Your call."


"Bah, the savages. That's a fine narwhal horn. Very fine. But he's wanting too much for the blasted thing, and of that which I don't have to give. Hard to believe they don't want gold, but rather steel. Even the pelts don't get me far with them." He notices Price's smile and a hard look comes to his face as Xanos comes up. "If you want a stab at it, be my guest."

The Yutak do not have any gold per se, but in trade value they'll offer full price (instead of half) for any item primarily composed of metal. The alchemical items and scrolls would go for standard half price. Mithril is highly valued, 200% price, and the seal pelts can be traded for 50gp in ivory each. What they offer in trade is ivory, which as a trade good can be later sold at full price.


Kargeld ignores most of the talk until Price speaks. "Dangerous? Bunch of savages, I tell ya. But don't underestimate 'em in a fight. They don't have much good steel, but they like it. Seal skins too. I expect that's all they want, and the ivory they have goes for a pretty copper." Odenkirk begins the process of ordering his men to come about to meet up with the Yutak.

As the crafts pull up, Kargeld begins to speak with the man who appears to be the leader of their vessel, communicating in the the Yutak tongue. Kargeld allows some of the Yutak to board the Frosthammer.

Yutak Language:
In addition to discussing trade for the pelts, he also discusses the upcoming seas, asking about any rumors or other happenings.

As the discussions continue on, one who appears to not be a warrior but rather a shaman approaches you all, seemingly not interested in the mercantile talk. He speaks in an accented common. "Greetings travelers. I am Joseph Calls-Fire-From-Water. You not seem same as Chief of Boat. Perhaps tale have you to share?"

Just to clarify, both of your vessels are close enough that you can cross between them.


The hunt and water gathering concluded, the boat continues on it's journey.

Leaving Seal Isle and continuing on their journey, the next three days are met with heavy rainfall. The sailors prove to be skilled in handling the craft in the storms, able to continue pushing forward with little time lost to the elements. During these days, one thing has changed on the crafts. Odenkirk has become more interested in the actions of our villains, particularly one particular inquisitor whom he is caught glancing at on occasion.

As the rain lifts on the third day, the sun shining overhead, four watercraft are spotted. Three small one man kayaks as well as a seal-skin umiak, four men in the craft. The boats, having seen you as well, turn in your direction.

Kargeld takes notice of the craft. "Yutak. Probably wanting to trade. Won't be difficult to avoid them, but this is their waters. I'd advise meeting with them."

Sense Motive DC 4:

Kargeld has some ulterior motive with wanting to meet with these men, probably to do with the seal pelts acquired earlier as he eyes them for a moment. 1d20 ⇒ 4

Knowledge (Local) DC 15:

The Yutak are a rather primitive people living on a large island northeast of Talingarde. They speak their own tongue, though an exceptional few speak common. Most of their weaponry consists of seal and whale leathers and bone weaponry.

Knowledge (Local) DC 20:

The Yutak have strong family loyalties and are well known to follow vendettas to great ends. They have little interest in the 'metal-men' of Talingarde though they do value their metal weapons

Knowledge (Local) DC 25:

The Yutak place little value on gold, finding it weak and soft, making poor spear heads. Mithril ranks high on the Yutak's list of metals.


Bigger post when I get home tonight, but that done it, Odenkirk is down.

Dice:

Fort: 1d20 + 6 - 1 ⇒ (7) + 6 - 1 = 12


Going ahead to move along.

Setting out to begin the hunting, it proves a fruitful endeavor. Seals are indeed plentiful in these waters. Price manages to find the first of the creatures, a mere moment before Odenkirk, earning an approving scowl from the man. One quickly bringing a cheer as he himself manages to find another.

And so it goes back and forth for the next few hours, until by the end of the day, Odenkirk and his men manage to bag 7 seals hides, while you only bag 6. That is, until you return and a fortunate opportunity opens up and you find a 7th, in the wrong place at the right time.

Returning to the boats, the water had been loaded up. Having the small watercraft loaded back into the boats, he turns. "Looks like a draw. An enjoyable, and profitable, bit of fun. It's rare to find a good woman who hunts like that." He flashes Price a friendly grin before going back to supervising his men.

Xanos & Shulme:
You notice that while each watercraft bears 4 water barrels (a total of 8, just to clarify), the men only fill 2 of them before joining in waiting for the Captain's return.

Dice:

OK 1d20 + 8 ⇒ (19) + 8 = 27
OM 1d20 - 1 ⇒ (11) - 1 = 10
OM 1d20 - 1 ⇒ (2) - 1 = 1
OM 1d20 - 1 ⇒ (13) - 1 = 12
OM 1d20 - 1 ⇒ (20) - 1 = 19
OM 1d20 - 1 ⇒ (12) - 1 = 11
OM 1d20 - 1 ⇒ (13) - 1 = 12
OM 1d20 - 1 ⇒ (7) - 1 = 6


Bostarg leads Odenkirk to the back of the ship, a slightly glazed approach as he listens intently to Bostarg's words, unable to see the danger as it approaches. His fortune cursed by Tatya, he is struck from behind first by one of Aedorn's arrows, snapping him out of the stupor. Before he can turn, one of Alazandaru's daggers whip out and slice the man across the throat, nearly fatal in it's own right. Morthos and Bostarg ready themselves to engage their foes. The wounds traced from his wounds run with a strange color on the veins, a sign that the poison is in his system.

The act did not go unnoticed. One of Odenkirk's men turns and sees the sight, Leif. Having sent quick glances back at the captain, he suddenly screams out in rage at what's been done. "I'll kill you for this!" Things go worse for the sailors as Odenkirk himself quickly succumbs to the poison in his veins, falling to the ground unconscious.

Nice Job! Tatya and Aedorn up for round 1.

Surprise Round
Tatya (Evil-eye on Odenkirk for -2 to saves)
Aedorn (Perfect Shot, hit)
Odenkirk's Men (SURPRISE!)
Alazandaru (Attack, crit, not confirmed)
Bostarg (Draw Rapier)
Odenkirk (SURPRISE!)
Morthos (Draw Shield)

Round 1
Tatya ()
Aedorn ()
Odenkirk's Men ()
Alazandaru ()
Bostarg ()
Odenkirk (Unconscious)
Morthos ()

Dice:

OK W 1d20 + 4 ⇒ (18) + 4 = 22
OK Fort Aedorn 1d20 + 6 - 2 - 2 ⇒ (3) + 6 - 2 - 2 = 5
OK Fort Alazandaru 1d20 + 6 - 2 - 2 ⇒ (15) + 6 - 2 - 2 = 17


As everyone prepares to go hunting, the men Odenkirk ordered to fetch water take two of the eight barrels between the two boats and begin to bring them inward.

As they boats begin to push off, Odenkirk calls over to you all. "Perhaps a little wager? Whoever catches the most seals gets both lots. Not afraid of a friendly competition, are you?" The man spares a rare grin at the thought.

To help move things along, if you agree, roll me a survival check if you participate in the hunt. If you choose to help guard the boat or go with water fetching, or something else, let me know.

Looks like at present everyone's at least going with the exception of Kalina?


Bostarg Halvardonwine wrote:

The Kargeld Lure:

While crossing the lake, Bostarg seeks parley with Kargeld "Captain, might we toast our success?" holding up a couple of cups pre-filled with hard alcohol... one clean and one tainted. The manner in which Bostarg delivers the line suggests that the toast might come with words worthy of hearing.

Odenkirk stares down at the small gnome, a look of annoyance on his face. But the sight of the cup brings a grin to his face. He eagerly takes the cup, downing it in a single gulp. "Doesn't begin to make up for the lousy payment for this mission, but at least makes for a fitting end."

Bostarg Halvardonwine wrote:

At the lake's edge:

Breathing deep a couple of times to focus, Bostarg gives Alazandaru a nod to move into position - before moving towards Kargeld. Pouring all of his talent into his voice, Bostarg taints it with enticing notes and dark tinges. His words flow through the air like syrup to Kargeld's ears "Captain, time is short... we need speak" and beckons the Captain follow to the bow of the Frosthamar...

Attempt to fascinate Kargeld - DC 16 Will save to resist.

Kargeld turns to the gnome, ordering his men to finish securing the boat. As he moves back, Bostarg's voice sinks into the captain's mind, his eyes taking a glazed look staring beyond the gnome.

Dice:

Fort: 1d20 + 6 ⇒ (11) + 6 = 17
Sense Motive: 1d20 + 1 ⇒ (5) + 1 = 6
Will: 1d20 + 4 ⇒ (5) + 4 = 9


Odenkirk commands his men as the boat is guided onto land. An area of beach near the treeline is selected, the road only a few 100 feet through the forest and Aldencross a few easy miles away.

Here's a map of the boat as it's docked. Any further to the west of the map is the treeline. Wasn't sure if it'd come into play or not. Just let me know your plans.

Boat, docked


If there's further you'd like to ask Sakkarot, let me know. Otherwise I'll move along back to Odenkirk.

Returning to the boat, you find Odenkirk and his men still standing guard the Frosthammer. A group of bugbears eyes the boat from a distance, though they do nothing more. Odenkirk speaks as you approach, "Look in that one's eyes. He's smart, plotting. Bugbears shouldn't be smart."

Odenkirk pushes the boat off and takes you across the lake, to the southern side and only a few miles from Aldencross, from Balentyne, from your destination.


As the boat approaches Seal Isle, Odenkirk has the boats come near. "While the water is restocked, I thought to organize a hunting expedition. This is some of the richest seal country around. Interested?"


Odenkirk watches Cain holler across the water, seemingly waiting for a response even as he orders the boats to change course for Seal Isle.


Price wrote:
Price's inclination is to heal Cain but given the Captain's changing mood, she opts to heal his wounded crewmen instead. She tends to the unconscious seamen even while she responds to the Captain's accusations, "What hell we brought upon you? As if you and your men are saintly virgins from whom no evil has come, eh? Just humble gods-fearing merchants plying an honest trade? Maybe these creatures can read the names of your boats and have a memory for your various activities on these waters. As far as I know, none of us has been on this stretch of water before... A fine thanks for fighting alongside your crew."

Odenkirk simply gives a grunt as he turns back to ordering his men to bring the boats to shore. Between everyone's assistance in healing Odenkirk's men, the boats are quickly restored to operation, though a few wounds remain behind.

The next two days pass without incident as the ships travel on. The Captain and his men are silent, but the watches are careful and observant. As a semblance of normal returns to the ship, the captain comes up to Cain after having been observed in thought. "We're low on water. Going to put in at Seal Isle to refresh our stores."


"See about your fellows, we make for shore. Has anyone see Lief?" Odenkirk begins making the rounds of his ship, checking on his men, while they go about searching the sea for more trouble and tend to the wounded, assessing the damage.

The unknown spell makes the water difficult to traverse, but after a short while it becomes calm enough to retrieve the bodies of the tritons. Hauling in what you can, you search the creature's bodies of what they have. Shulme does manage to find the body of one of Odenkirk's men, underneath the boat trapped there as he drowned.

Odenkirk comes up to the group as things begin to calm. "I'm down to 7 able men. We can manage to the coast to make repairs, but my men will need to recover." He looks overboard. "I don't know what hell you brought upon me, but should I expect anything of the like to come again this trip?"

Sense Motive DC10:
Though a calm anger is in his voice, he is wary and cautious as he speaks. He seems to not want conflict.

More Triton Loot:

You manage 5 bodies brought in.
  • 5 MW Tridents
  • 5 Heavy Crossbows
  • 24 Bolts

Status of Odenkirk's men:

OM1 - 100%
OM2 - 100%
OM3 - 100%
OM4 - 100%
OM5 - Negatives, very near death, Stable
OM6 - Negatives, Stable
OM7 - At 0, disabled
OM8 - 100%
OM9 - 100%
OM10 - 100%
OM11 - Negatives, Stable
OM12 - Dead, by drowning
Odenkirk - Light wounds


Heaving a sigh he turns to Morthos, his current contempt for the yutak overriding that for Morthos. "The fool won't take gold for his little prize there. I'd wager it'd fetch a fair price in the markets too. Wants to trade for weapons, but there's not enough among my men to spare what he desires. A few bits of ivory is all I'll be taking away." It's obvious the Captain has concluded his own business and is ready to depart.


"The ivory they sell is worth more than the steel, and seal pelts are still valuable to them. But yes, they do value steel." Odenkirk moves off to make sure his men follow his direction.

As the craft pulls up, Kargeld begins to speak with the man who appears to be the leader of their vessel, communicating the the Yutak tongue. Kargeld allows some of the Yutak to board the Frosthammer.

Yutak language:
In addition to discussing trade for the pelts, he also discusses the upcoming seas, asking about any rumors or other happenings.

As the discussions continue on, one who appears to not be a warrior but rather a shamn approaches you all, seemingly not interested in the mercantile talk. He speaks in an accented common. "Greetings travelers. I am Joseph Calls-Fire-From-Water. You not seem same as Chief of Boat. Perhaps tale have you to share?"


Morthos "the Malevolent" wrote:

Definitely Alazandaru. Morthos ain't got jack in Survival.

"Oh dear, it appears we lost." He states without a hint of emotion. "Are we done here? I hope so, we need to continue on. We've lost enough time as is."

The mild joy Kargeld felt seems to fade form his face, expecting a different reaction from Morthos. Yet a smirk still stays on his face as both groups return back to the Frosthammer.

Leaving Seal Isle and continuing on their journey, the next three days are met with heavy rainfall. The sailors prove to be skilled in handling the craft in the storms, able to continue pushing forward with little time lost to the elements. As the rain lifts on the third day, the sun shining overhead, four watercraft are spotted. Three small one man kayaks as well as a seal-skin umiak, four men in the craft. The boats, having seen you as well, turn in your direction.

Kargeld takes notice of the craft. "Yutak. Probably wanting to trade. Won't be difficult to avoid them, but this is their waters. I'd advise meeting with them."

Sense Motive DC 15:

Kargeld has some ulterior motive with wanting to meet with these men, probably to do with the seal pelts acquired earlier as he eyes them for a moment.
1d20 ⇒ 15

Knowledge (Local) 15:

The Yutak are a rather primitive people living on a large island northeast of Talingarde. They speak their own tongue, though an exceptional few speak common. Most of their weaponry consists of seal and whale leathers and bone weaponry.

Knowledge (Local) 20:

The Yutak have strong family loyalties and are well known to follow vendettas to great ends. They have little interest in the 'metal-men' of Talingarde though they do value their metal weapons.

Knowledge (Local) 25:

The Yutak place little value on gold, finding it weak and soft, making poor spear heads. Mithril ranks high on the Yutak's list of metals.


Water Gathering Group

Leif and Finn are mostly quiet during the trip, responding with brief answers as they walk. It seems they've been with Kargeld for more than a few years. Both were born in Kalsgard, but Odenkirk had brought them to Talingarde a few years back seeking fortune. As to their favorite food, it's a quick to respond answer. "Hákarl. Can't find any good Hákarl in this land, it seems."

Hunting Group

A few hours pass as the two boats sail along the coast. The first seal belongs to Odenkirk who gives Morthos a grin across the way. The next is taken by the villain's group, then a second by them. But at the end of the day Odenkirk's boat is filled with four seal pelts while the PCs only have the two.

The trip back to the Frosthammer is uneventful, if there's nothing special you want done, let me know.

Rolling some survival checks for hunting. It looks like Alazandaru has the highest modifier, so rolling him as primary?

PC Group: 15
Odenkirk's Group: 27

Dice:

1d100 ⇒ 35
Alazandaru 1d20 + 4 ⇒ (9) + 4 = 13
Morthos 1d20 ⇒ 8

Odenkirk's group 1d20 + 8 ⇒ (19) + 8 = 27


Fargo sends a bolt of pure acid at one of the triton's, the blow striking the creature in the face. Screaming in pain, he desperately washes away the scalding acid in the ocean, but not before his face is horrifically scarred.

Meanwhile his frog pulls the dolphin he's grasped onto the boat deck itself, the fish (Yea, I know, not quite a fish) flopping about seeking the water.

Odenkirk heads to the deck, taking a shot with the bow claimed from his injured man. "Begone from my boat!" He sends an arrow flying into the depths.

Triton's incoming next

ENVIRONMENTAL CONDITION: Dim Light. Everything has 20% concealment without darkvision or a light source. There is a bullseye lantern at the front of each boat to guide them. This is negated within 60' of Price from her Daylight spell.

Round 7
Shulme (Impaly Impaly TC)
Xanos (Move net, Daze on TC)
Gwyndolin (Draws weapons, stabby stabby TC)
Triton N (Total Defense, inspire on warriors, Daze)
Price (Ear Shattering scream on Triton)
Odenkirk's men (Varied assaults)
OM3/OM6 (Readied attacks)
Kalina (Iron Chef on TC)
Cain (Two arrows into T6, two hits)
Slave (Bashy Bashy TC)
Dolphins (Delay)
Fargo (Acid Splash T1, confirmed crit)
Fiendish Giant Frog [6/30] (D6 grappled, pulls in grapple)
Odenkirk (Attacks T4, miss)
Tritons

A Different Battlemap Link

Dice:

FvT1 1d20 + 3 ⇒ (20) + 3 = 23; 1d3 ⇒ 2
FvT1 CC 1d20 + 3 ⇒ (13) + 3 = 16; 1d3 ⇒ 2
FGF 1d20 + 9 + 10 ⇒ (13) + 9 + 10 = 32
OKvT4 1d20 + 4 ⇒ (7) + 4 = 11; 1d6 ⇒ 1


Hunting Group

Two small boats prepared, each can seat four people. "We'll use these to get about. Should be able to find some good grounds around to the east." As the boats break away from the ship, Kargeld turns to Morthos for a moment, calling out to the other boat with a rare grin on his face. "Perhaps a bit of friendly entertainment on this little trip in the form of a wager? Whichever boat gets the most skins gets both lots? What you say, not afraid to show what your clan can do? Especially since we've got to wait a while anyway."

Hunting:

To keep things simple, if you choose to hunt it will be resolved by Survival checks. Choose one person to lead, the other two can assist. Navigating the boat is a simple matter, not requiring a check. Be forewarned, a really bad result could have 'unforeseen consequences, even from an aid roll.

Water Gathering Group

As the boats pull away, Leif checks the four water barrels and proceeds to bring one to the edge where Varin helps him bring it over the side. Meanwhile, Finn maintains a lookout position, apparently taking his guarding duties quite seriously. "The stream isn't too far from here, should only take about an hour there and back."


Tatya Ayresleigh wrote:
"'Your men?" Tatya repeats, glaring at the captain's back as he walks away. It's not clear if she's more offended by his assumption that she is under Morthos's authority or by being referred to as "men."

The Captain stares at Tatya for a moment, then gives a grunt. "You clansmen then."

Bostarg Halvardonwine wrote:
Noting that only a single crewman has been assigned to water gathering, Bostarg frowns "Good Captain, are you sure that but a single sailor will suffice for water? You said that we run low and need re-supply... and well the arms of we two" hand sweeping over Tatya and himself "are hardly thick enough to lug barrels... and Leif will hardly manage them alone. Surely should there not be a brace or trio of sailors put to watering?... I mean, that is the reason for the delay is it not?"

The Captain shakes his head, then orders one more man to help with the water. "If you have no other concerns, we shoud be off."


Tatya Ayresleigh wrote:
"Do you hunt seals on land or from a boat?" Tatya asks curiously. "And what good is seal fur? They don't look furry; they look ... rubbery. Surely no one makes a tippet out of seals." Her imagination is thoroughly not up to an elegant woman in a smooth, spongy stole.

"I don't care if they wear the pelts on their heads and dance naked, as long as they trade for it. Near enough the Yutak lands, the fools trade good ivory for seal pelts. If we encounter one of 'em, you can ask them."


Morthos "the Malevolent" wrote:
Morthos looks at the captain curiously. "I do not hunt, Captain. Nor do I care anything about these beasts you speak of. But if any of the others wish to partake, I shall come along as well. Mainly because I feel there is more to this 'hunt' than what you are letting be known, Captain. I do not like that feeling." He states solemnly as he eyes the captain directly. "Nevertheless, as I said, if any of the others wish to go, I shall as well. And as Alazandaru has asked, you will be joining us, correct?"

"What more could there be to a hunt? Simply gold to be made." He looks over his men "Lief, I think you need to do some labor. You're in charge of the water. Don't worry, the gnome will keep you company, it seems."

"Finn, you're in charge of the Frosthammer until I get back. The rest of you are with me." He turns to Morthos. "Figure out how your men are going, we leave in 10 minutes." With that, his men set about pulling out smaller four man boats used when the longship is too large to traverse.


Alazandaru Viorec wrote:
And you will join us on this hunt, Captain Odenkirk? Alazandaru asked him quietly.

"Of course, they need me hunting seals, not gathering water."


At Bostarg's request, the captain considers for a moment, when two of the sailors can be overheard, talking louder than they realize. "Could always feed him to a bear if we have to." This delivers a snicker form a fellow crewman until Odnekirk quiets them both with a gaze, giving Morthos a glance before turning back. "If you want, I don't care. But my men aren't responsible for your life."

Sense Motive DC 15 & Bostarg:

There seems to be a deception amongst his words, a desire for more than just water.

1d20 + 1 ⇒ (14) + 1 = 15


The triton's body is disposed of and sent back to the depths of the ocean. The ship docks in the nearby cove, it's intended target, while minor repairs are made to the ship overnight. With little sleep given them, the injured men are ragged and in pain the next morning. Yet driven by the captain, himself driven by Morthos, they force themselves ever onward.

Two days pass, the crew doing their best to avoid you all, even moreso with the events of the battle still fresh in their minds. The monotony of the journey is broken for a short time when Odenkirk and one of his men, a man named Leif, nearly come to blows though what was said is not spoken of again. Leif does seem to spend more time with his eyes on the captain.

As the third day dawns, you awaken to Odenkirk wide awake, staring at the stars above. Breaking from his habit of silence, he makes a beeline towards Morthos, more open than he has been since you've met him. “We are a little light on fresh water I think. We are passing Seal Isle and there is a stream that feeds into the bay there. We’ll take on water there. I’ll send a party to the shore. Of course, that means we’ll spend a day in some of the richest fur seal hunting grounds all along this coast. I’m thinking of organizing a hunting expedition. Interested?”


Odenkirk turns his gaze to Tatya as she speaks. The rage looks ot the point of boiling over until the offered healing, which seems to calm the man down, if only slightly. "That will indeed speed us along, though we still need to make repairs."

As Morthos stands to speak, he meets the man's gaze. The words heard and processed, the Odenkirk continues to hold the gaze, finally breaking. "So be it. My men and I will continue on, but we are putting to shore tonight. I won't smash my boat because I can't see what's ahead. Unless you'd rather go from reckless to foolhardy? And I doubt as they are they'll help much in a fight again."

To clarify, one man has died. With Tatya's healing, the two in negatives are back up to positive. There is one still disabled (0hp) if you want to help him as well, but that's your call. One more is injured and the last hasn't taken any damage.


Several minutes pass by as you all tend to your wounded. Bringing up the body of the triton leader, it's found he had managed to survive, though he's severely wounded from Alazandaru's final attack. What you choose to do with him is your decision.

Kargeld Odenkirk comes over in a few moments. The anger on his face is clearly seen, a boiling rage barely contained below the surface. In his favor, he manages to contain most the rage, only abit of spittle escaping his mouth as he speaks. "We're not in good shape, not abit. One of my men went to Besmara this evening, drowned fighting those things. Two more are still ragged, though we've managed to keep 'em alive. A fourth will need the night to recover, both from wounds and fatigue. There's another cove a few miles back, I plan to backtrack and stay there for the evening, probably a couple days more. At least 'til my men are up. There's a town about 2 miles in if we need to resupply, though I'd rather not risk it if not needed."

His gaze has lingered on each of you for a moment before settling on Morthos. "I've never seen the likes of this before. Talirean soldiers, pirates, greedy merchants, seen all those. But an attack like this, summoning the deep itself against us, I'm starting to wonder the reason in continuing on."

Sense Motive DC 15:

It's obvious the captain is placing the blame for this on your soldiers, and is expecting some form of compensation for this setback.

1d20 ⇒ 15

Loot from Triton:

  • Trident (radiates magic)
  • Sea Shell and Pearl holy symbol to Andoletta
  • Sea Shell armor (Functions as a breastplate with the fragile trait)

Dice:

1d20 + 2 ⇒ (4) + 2 = 6 TN Stable

1d20 + 1 ⇒ (17) + 1 = 18; 1d20 - 1 ⇒ (12) - 1 = 11
1d20 + 1 ⇒ (19) + 1 = 20; 1d20 - 1 ⇒ (5) - 1 = 4 OM6 stable -2

1d20 + 1 ⇒ (17) + 1 = 18; 1d20 - 1 ⇒ (12) - 1 = 11
1d20 + 1 ⇒ (7) + 1 = 8; 1d20 - 1 ⇒ (13) - 1 = 12
1d20 + 1 ⇒ (6) + 1 = 7; 1d20 - 1 ⇒ (17) - 1 = 16
1d20 + 1 ⇒ (4) + 1 = 5; 1d20 - 1 ⇒ (1) - 1 = 0 OM2 stable -5

1d20 + 1 ⇒ (18) + 1 = 19


Odenkirk attempts to sink his second axe into one of the tritons, but howls in anger as it sinks into the water. "RRAAWRRRGGGGHHHHH!!!!"

ENVIRONMENTAL CONDITION: Dim Light. Everything has 20% concealment without darkvision or a light source. There is a bullseye lantern at the front of each boat to guide them. This is negated within 60' of Price from her Daylight spell.

Round 3
Gwyndolin (Move to S9, attack WE2, hit)
Shulme (Attack WE2, hit, DMPC'd)
Xanos (Cast Message)
Triton N (Finishes spell, starts casting another)
WE11 (Bull Rush Kalina, fail)
Price (Attack WE6, hit)
Odenkirk's men (Assault)
Kalina (Full attack on WE11, 1 hit)
Cain (Flank, attack WE11, hit)
Slave (Attack WE1, hit)
Dolphins (Delaying)
Triton C (Summon Water elemental, starts casting)
WE12 (Bull Rush Xanos, fail)
Fargo (Acid Splash WE2, hit)
Fiendish Giant Frog [3/30] (Bite WE2, hit and kill)
Odenkirk (Attack T2, miss)
Tritons

A Different Battlemap Link

Dice:

OD 1d20 + 4 ⇒ (11) + 4 = 15; 1d6 + 5 ⇒ (1) + 5 = 6


Tatya's stare at the triton to the north sends a shiver up the creature's spine. Searching the waters for Alazandaru, it suddenly shakes, it's movement slow and eyes searching rapidly, seeing shadowy figures skitter at the edge of it's vision. It flails about, opening a hole in it's defense as it wildly swings at not real threats.

On deck, Morthos attempts another strike against the water given form. It almost seems to be playing with him at this point as it darts between strikes.

The sailor in the water lets out a yell, "Gorum take you!" With a valiant thrust of his blade, he lashes out at the triton even as his wounds finally bring him to the brink. Falling into unconsiousness, he begins to slowly sink into the deep.

At Kargeld's orders, his men continue to fire at the tritons while he handles the elementals on board. This proves to be disastrous for one of his men as the elemental he turns his back to deal a frightening deadly blow to his back, bringing him down. Even as this occurs, the sailor's arrow fall uselessly amidst the tritons.

Kargeld gives out another yell of pure rage and steps past the closest of the creature's to savagely tear into the creature, sending it to it's doom.

ENVIRONMENTAL CONDITION: As it's nightfall, everything has a 20% miss chance without darkvision. The boat was using a bullseye lanter (indicated at the front of the ship) to guide itself in, someone may use that to provide illumination. To clarify, within 20' of Bostarg, it's normal light.

Round 5
Alazandaru (Attack T2 & T3, both hit)
Odenkirk's Men (Attack Tritons)
Odenkirk (Attack and kill water elemental)
Aedorn (Attack TN, FoB with Perfect Strike)
Bostarg
Tatya (Evil Eye on T3)
Morthos (Attack WE3, miss)
Triton N (Casting)
Tritons (T3 Evil Eye'd)
Dolphins

A Different Battle Map

Dice:

T3 W 1d20 + 4 ⇒ (4) + 4 = 8
OM1 S 1d20 + 6 ⇒ (15) + 6 = 21
OM1 Crazy? 1d2 ⇒ 2
OM1vT1 1d20 + 4 ⇒ (12) + 4 = 16; 1d6 + 2 ⇒ (1) + 2 = 3
OM6vTN 1d20 + 2 ⇒ (6) + 2 = 8; 1d6 ⇒ 2
OM2vT1 1d20 + 2 ⇒ (7) + 2 = 9; 1d6 ⇒ 4
OM3vT1 1d20 + 2 ⇒ (8) + 2 = 10; 1d6 ⇒ 6
OM4vT4 1d20 + 2 ⇒ (11) + 2 = 13; 1d6 ⇒ 2
OM5vT4 1d20 + 2 ⇒ (10) + 2 = 12; 1d6 ⇒ 3
WE8vOM3 AoO 1d20 + 5 ⇒ (9) + 5 = 14; 1d6 + 3 ⇒ (6) + 3 = 9
WE9vOM2 AoO 1d20 + 5 ⇒ (20) + 5 = 25; 1d6 + 3 ⇒ (6) + 3 = 9
WE9vOM2 AoO CC 1d20 + 5 ⇒ (15) + 5 = 20; 1d6 + 3 ⇒ (5) + 3 = 8
OvWE9 1d20 + 11 ⇒ (16) + 11 = 27; 1d12 + 10 ⇒ (8) + 10 = 18


Alazandaru, I added the attack to T2.

Alazandaru's fall into the water lends itself to a different scenario than expected as the rogue proves to be a predator in the water as well as land, coming up from underneath and sinking his dagger into the neck of one of the warriors.

Tatya summons a protective force around her as she spies on her fellow member.

Odenkirk's man does not fare as well as our villains, as he is finding it difficult to keep himself up, with enemies so close. Odenkirk calls out to his men, "Deal with these fish men or I'll send you to join them!" With that, he moves over to the remaining elemental on his side of the boat and unleashes a powerful strike, one that instead connects with the side of the ship. "Damn you, I'll smash you good!"

Odenkirk's men shift to the rails, dropping swords and drawing bows. Two manage a strike to the triton to the north, but none can strike the southern creature.

Another elemental appears near Odenkirk's men, attempting to shove more of the sailors in, as well as the one by Aedorn. None succeed in their attempts. (Aedorn gets an AoO againest WE3)

The tritons on the north side of the ship drop their strangely made crossbows, which float atop the water's surface, and draw out tridents. Two attempt to impale Alazandaru, one succeeding in drawing abit of blood. (4 points of damage)

The one on Odenkirk's man also succeeds in a hit, a little more force behind his strike.

The triton south on the villains side swims underneath the boat, coming up to fire at Aedorn, the attack going wide. The other southern triton takes his own shot and mirrors the wide angle.

Lastly the dolphins take their own strikes. The sailor adrift takes a dolphin snout into the gut, tearing wider the trident holes as the other on Alazandaru fails to connect, the rogue dodging it's attack.

Onto Round 4

ENVIRONMENTAL CONDITION: As it's nightfall, everything has a 20% miss chance without darkvision. The boat was using a bullseye lanter (indicated at the front of the ship) to guide itself in, someone may use that to provide illumination. To clarify, within 20' of Bostarg, it's normal light.

Round 3
Round 1
Alazandaru (Stealth under water, attack T2)
Odenkirk's Men
Odenkirk
Aedorn (FoB on Triton N, both miss)
Bostarg (Attack WE4, hit and kill)
Tatya (Cast Mage Armor, shift to P13)
Morthos (Attack WE6, hit and kill)
Triton N
Tritons
Dolphins

A Different Battle Map

Dice:

AH 1d2 + 1 ⇒ (1) + 1 = 2
OM1 Swim 1d20 + 6 ⇒ (2) + 6 = 8
OKvWE7 1d20 + 10 ⇒ (8) + 10 = 18; 1d12 + 10 ⇒ (4) + 10 = 14; 2d100 ⇒ (3, 11) = 14
OM2vT1 1d20 + 2 ⇒ (18) + 2 = 20; 1d6 ⇒ 4; 2d100 ⇒ (89, 69) = 158
OM3vT1 1d20 + 2 ⇒ (10) + 2 = 12; 1d6 ⇒ 6; 2d100 ⇒ (54, 60) = 114
OM6vT1 1d20 + 2 ⇒ (16) + 2 = 18; 1d6 ⇒ 3; 2d100 ⇒ (46, 39) = 85
OM4vT4 1d20 + 2 ⇒ (1) + 2 = 3; 1d6 ⇒ 2; 2d100 ⇒ (23, 29) = 52
OM5vT4 1d20 + 2 ⇒ (9) + 2 = 11; 1d6 ⇒ 4; 2d100 ⇒ (87, 23) = 110
WE8vOM2 BR 1d20 + 3 ⇒ (2) + 3 = 5
WE7vOM6 BR 1d20 + 3 ⇒ (10) + 3 = 13
WE3vAedorn BR 1d20 + 3 ⇒ (13) + 3 = 16
T1vOM1 1d20 + 5 ⇒ (15) + 5 = 20; 1d8 + 1 ⇒ (3) + 1 = 4
T2vAlazandaru 1d20 + 5 ⇒ (8) + 5 = 13; 1d8 + 1 ⇒ (4) + 1 = 5
T3vAlazandaru 1d20 + 5 ⇒ (17) + 5 = 22; 1d8 + 1 ⇒ (3) + 1 = 4
T5vAedorn 1d20 + 4 ⇒ (8) + 4 = 12; 1d10 + 1 ⇒ (2) + 1 = 3
T4vOM4 1d20 + 4 ⇒ (4) + 4 = 8; 1d10 + 1 ⇒ (10) + 1 = 11
D2vOM1 1d20 + 3 ⇒ (19) + 3 = 22; 1d4 + 1 ⇒ (2) + 1 = 3
D1vAlazandaru 1d20 + 3 ⇒ (9) + 3 = 12; 1d4 + 1 ⇒ (2) + 1 = 3


Kargeld, who has had his head down this entire time, gives a look of hate at Sambryl. The Talirean captain smiles at the man in replay. For a moment, you think he may decide to blow your cover, but a subtle glance at Morthos and he gives the order. "Get a move on, men. There's a bad smell in the air here."

The boat begins to move away slowly, laden as it is. The Blade watches your departure before turning themselves towards a different direction, apparently still on patrol. Kargeld mutters under his breath as the move, several curses as it were followed by annoyance at not being allowed to take the other's head.


Captain Odenkirk attempts to stare down Morthos for only a moment, then thinks better of it, allowing the man to do the talking. He instead eyes the crew, "They be in charge of this. The lot of you shut up and row."

At this point, you're far enough north the most probably lands would be those of the Yutak. A people often considered savage, they inhabit the frozen lands to the north of Talingarde, an island just to the northeast. While there are no established trade agreements, there is occasional peaceful contact between the Yutak and Talireans.


Bostarg Halvardonwine wrote:
Captain Kargeld Odenkirk wrote:
Vulgar to a man, a few throw Tatya lewd looks, which is quickly stopped by Kargeld with a few threats to throw them to Besmara's mercy.

Bostarg is not satisfied with the Captain's response, and takes it upon himself to enact punishment. Making a show of telling the crewman in question a ribald story, he seeks to sow a thought within their mind...

Perform (Oratory): 1d20+14 Using Spellsong (so DC31 Perception / Sense Motive to know that I cast a spell), DC 16 Will save or...
** spoiler omitted **

I'll resolve this abit later, and I love it!

___

Bostarg Halvardonwine wrote:
At the approach of the navy cutter, Bostarg clicks before turning to the Captain "We cannot outrun them?"

The Captain takes a good look at the Talirean vessel. "We could, but we'd have ta dump your cargo to do it. And that'd look right suspicious."


The trip begins without incident. The first half day sees you head east down the Varnyn river, breaking into the ocean itself shortly after noon. Heavily laden, the boat makes slow progress as it sails. You all see numerous fisherman along the shores, which Kargeld makes a habit of waving to when passing by. When questioned, he simply responds, "Wouldn't want ta seem suspicious."

While the travel could be pleasant, the boat itself is not. Not a single cabin aboard the ship, you are all out in the open with the rest of the crew. Odenkirk's men, while competent sailors, lack in their social graces. Vulgar to a man, a few throw Tatya lewd looks, which is quickly stopped by Kargeld with a few threats to throw them to Besmara's mercy.

The captain himself attempts to keep his distance from you, a difficult and obvious task considering the size of the boat. He rarely speaks except to curse his luck or his men.

On the seventh day of travel, as you near the watchwall, Alazandaru happens to catch sight of a ship heading in your direction. The flag bears the markings of the Talirean navy, and is traveling quickly upon you. You all have perhaps 10 minutes before it will be upon you.

Dice:

Aedorn 1d20 + 4 ⇒ (15) + 4 = 19
Alazandaru 1d20 + 4 ⇒ (20) + 4 = 24
Bostarg 1d20 + 3 ⇒ (20) + 3 = 23
Morthos 1d20 + 0 ⇒ (7) + 0 = 7
Tatya 1d20 + 5 ⇒ (8) + 5 = 13
Kargeld 1d20 + 5 ⇒ (6) + 5 = 11


Odenkirk stares at Morthos for a moment, seemingly angry at his words, but a smile breaks on his face. "I have transported many a fool, then. I will take you to the cursed north, past hope and life."


Heading to the docks you see a single ship in the water. The Frosthamar is a single-masted knarr with a square sail. It is similar to a Viking longship but wider and with a deeper hull better suited to carrying cargo. And the Frosthamar is obviously loaded with cargo. Sitting heavy in the water, she holds twenty four tons of weaponry, arrows and shields emblazoned with a flaming axe.

The captain is a grizzled north-man with a wiry beard, pale blonde hair and countless scars. This is Kargeld Odenkirk and he is, as promised, a ruthless mercenary with little thought of anyone but himself. His crew consists of a half dozen grim sailors who speak little of the common Talirean tongue.

Sizing you all up, he turns to Morthos and asks, “You will guard our boat all the way north, yes?”


With nearly no emotion, Odenkirk simply swings his greataxe with impressive speed, removing the head of the nearest sailor. The remaining two easily dealt with, it becomes obvious the boat you are on will soon be wreckage at the bottom of the ocean.

"Back to the longships. We're done here." Turning towards Cain, he gives the man a smile. "Not sure how you did that..." he points towards the flaming sphere, "...with just a fire bomb, but impressive."


Captain Odenkirk can be heard grumbling as Price walks away, "Should've asked fer more, bringing wenches aboard my ship. Bad luck."

The boats are readied and the voyage begins. The first half day begins with the boats traveling down the Varnyn River before breaking into the ocean itself. Heavily laden, neither boat travels quickly though still faster than traversing by land. You all see numerous fisherman along the shores, Kargeld waving at most as you all pass. When questioned, he simply responds, "Wouldn't want ta seem suspicious."

While the travel is somewhat pleasant, the boat itself is not. With not a single cabin aboard, you all stay out with the crew amidst the crates of weapons bound for the north. Meals are hardtack and small beer. No garderobes or chamber pots aboard, you must relieve yourselves over the side as the sailors do. Several sailors, thinking to catch a glance, are observed neary. But Odenkirk quickly shuts them up, a violent strike to one particularly vulgar man. Odenkirk glares at the crew, addressing them sternly. "Ye can do your whorin' at port or ye can get off my ship."

A week passes in this fashion, the sailors keeping their distance as best able on such a small boat. Odenkirk himself rarely speaks unless to curse his luck or to curse one of his men. He stays far from the group when possible.

On the 7th day of travel, as you near the Watchwall, Price happens to see traveling towards you another ship. One sailing the flag of the Talirean army. The ship is faster than the ones you currently travel. Cain, Fargo and Gwyn make out the ship shortly thereafter. One thing is clear, it means to intercept.

Dice:

Cain 1d20 + 9 ⇒ (10) + 9 = 19
Fargo 1d20 + 2 ⇒ (13) + 2 = 15
Gwyndolin 1d20 + 11 ⇒ (5) + 11 = 16
Kalina 1d20 ⇒ 13
Price 1d20 + 13 ⇒ (16) + 13 = 29
Shulme 1d20 + 2 ⇒ (10) + 2 = 12
Xanos 1d20 + 1 ⇒ (2) + 1 = 3
Odenkirk 1d20 + 5 ⇒ (8) + 5 = 13


Just remember, there's 13 of them and 8 of you, and the captain just wants an easy divvy of people.


Kargeld stares down Cain for a moment before speaking. "There's a whole mess of you, and your 'goods' there weigh abit. Had to split it. You don't like it, I'll take my men on the Frosthammer and you can pilot the other ship. It sinks, it's on you then."


Kalina Jakes wrote:
"Don't you have a cabin boy or something to load our s#*#?" she barks at Odenkirk.

Odenkirk turns as though to glare at Kalina, then smiles. "Aye, he is sitting in cabin. And he'll be glad to load it as soon as ye find it."

Kalina Jakes wrote:
Looking around are her slowly gathering companions, she shrugs. "Three months sitting on our asses and no one thought to bring the ogre along to hump this stuff aboard?" She kicks at her dropped pack, the toe of her boot dinging satisfactorily against the rather expensive piece of magical armor within...

At Kalina's mention of the ogre, the captain pauses, stares up towards the mansion, then turns back to readying the ships, shaking his head.


Cain:
Returning to the ship, you find your bag does not appear to have been tampered with.

Assuming Slave of the Spiral is coming.

As everyone brings their luggage towards the ships, Captain Kargeld addresses your group. "To haul this load, I've brought two ships along. Gonna have to divide you all up between 'em for room. How d'you want to split it? Four each boat."


The next morning, your belongings packed and prepared for the journey, you arrive to the docks outside the mansion. Your are greeted by a pale blond northerner, rugged with many scars. He speaks with a strong accent, "I'm Captain Odenkirk. You will guard our boat all the way north, yes?"

Around him you see a dozen grim sailors between the two ships, the Frosthammer and the Stormrider. Both ships are laden with cargo, longships with a single mast each sitting low in the water from the weight.

A couple things to note. One, I would like to know if it's only you seven going, or are you going to try to bring Grumblejack, Slave of the Spiral, Timeon or anyone else along?

Secondly, from here on out, things will be kind of timed abit. I've added a link to a Google Drive calendar to the campaign info tab and the header bar above. Anyone should be able to update it, and I'll kind of be relying on all of us to do so. Feel free to make notations on it on plans and whatnot you would like to accomplish.