He always felt the need for something more. Someday, a band of adventurers came in the tower, bragging about how they were going into a great adventure. Mesmerized, he decided to secretly hop on with them.
Adventure Abroad
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He always felt the need for something more. Someday, a band of adventurers came in the tower, bragging about how they were going into a great adventure. Mesmerized, he decided to secretly hop on with them.
![]() Danniel | ![]() Trevow | ![]() Ireena | The trio of adventurers seemed like they had been doing this for years by their tales. But now that Trevor has spent more time with them it is starting to look more like their stories had not been their own. But one thing was certain, they know a lot of stories and seem to have some skill. |
Daniel was their front line fighter and a bit brash at times but at least he listened to Trevow who is a bit older and has a keen eye and quite deadly with his bow. Ireena is lively and mischievous, acting as scout and skirmisher staying mobile and having some of the best hearing as she could pick up gossip and animal movement with astonishing ease.
The trio were signed on with a merchant vessel in this morning and said the man seemed to be looking for additional guards still as he planned to be crossing wild lands to a new market. When you were talking last night the trio invited you to accompany them to see. Now as you look down the pier at the large ship finishing its loading and preparing to make way any minute now the sense of absolute change that will overcome your life fully hits you. Once on that boat your life will never be the same. Not stuffy tomes, not idle hours with little to do, a life of adventure and places seen by few.

There, thats the guy you want to talk to. Go ahead Ireena prompts as she points out a large bearded fellow who is watching the final preparations from a few feet from the ship.
Greetings, good sir. I am Trevor, at your service. He extends his hand for the man, I've heard you're looking for good worthy man, to guard your ship and cargo. He then poses, his arms crossed, looking up at the man, I guarantee you that, by hiring me, you'd be saving on at least half a dozen guards! He shows six of his fingers, for emphasis, And the reason for that is that I'm worth at least nine, but will only charge you the equivalent of three!
Luvash

Turning the burly man, looking more like a lumberjack than merchant, takes your hand in a firm grip before releasing to listen to you. A smile twitches the corners of his mouth at your boasting and he chuckles a reply Only the price of three you say for the worth of six? Well, that is a bargain. I am indeed in need of more guards but not just for the ship.
See the problem is we need to skirt the river, been some trouble there, so we will be needing to cross a wide stretch of untamed land. Tell you what. I will pay you for one, and you get the pay of one more for each extra duty you take or foe you slay up to 4. But if you are caught sleeping on guard or fail your duties then you're stuck with me till I say you've paid off your promised worth. and he give you a hard glare.
Or since I am such a generous man I will hire you for the value of one, pay you for one and give you one day to consider a counter offer and bring it to me.
Either way if you want to work for pay get on board and be quick about it. I'm a very busy man, and I haven't got all day.
Then, with a curtsey, he dismisses the man and climbs on the boarding gangway.
He isn;t that great in a fight, to be fair, but he knows his way around traps, and can cast illusions that frequently save his friends and himself.
Dannielm, Trevow, and Ireena come up behind you. Trevow nod his head for you to follow to one side where there seems to be little trafic by the loader.
Gutelos found your way to this city a while ago but the guard kept giving you a hard time, often assuming you to be a criminal no matter how you acted or dressed. Several of the local thieve tried recruiting you but you managed to avoid any entanglements as you got the distinct impression they cared not for your life and company but only for a small, and likely expendable, body with some skill. You were wandering the shoreline when you heard of an Expedition with ships regularly taking adventurers of all sorts. The trip would be several days and when you asked the pay sounded fair and decent. So you found yourself onboard early in the morning in time to watch as the merchant master accepted a new fellow to the ship.
Well then, fellows... The turned to them, Do you know anything else about this trip? For seasoned adventurers like you, I'd figure you're using this voyage as means to get to the other side, while making some extra coins in the meantime. He tilts his head with an inquisitive look, So then, where are you people heading?
Trevow

Settling himself more onto a fairly clean and dry railing the older archer explains about their contract. From what they heard about town the expedition used to actually require everyone to sign magical contracts that focused mostly on secrecy. Apparently after the expedition arrived only to find their supposedly "forgotten/unknown" city being ransacked by goblins and kobolds they eventually gave up on that. Now they just want as many people as possible. Adventurers, guard, craftsment, laymen, you name it and if it could be useful in any way then they will pay for people to either work or even move there. They just signed up with Luvash as caravan guards as New Paphos, your destination, sound far too dangerous to loiter.
We've heard that the expedition is trying to establish a town there and working to avoid conflict with the warborn that are in the area. There apparently are also some local swamp folk who are working with the expedition to stay out of the fighting. But the way I figure it the warborn are bound to pick a fight with everyone eventually. So a simple there and back escort job sounds perfect. Get a chance to look around but not stick around. I would rather be far from that when the fighting erupts and pulls the area into chaos.
As a rule, Gutelos isn't that fond of the open water - while a necessity for drinking, in the mines a lot of water all at once signified danger and death, especially when it was rushing through the tunnels, destroying miner and equipment both, but he'd heard that there was some work to be found here. He'd then found a hoary old sailor willing to take him on, at least as far as some encampment or other, and pay him too! Of course, he'd have to crawl in the bowels of the ship after rats, but there's worse work. Probably.
Coming up on deck for a breath of "fresh" air - as fresh as it gets here by the docks, anyway - he sees a small group of likely looking types - you can see they're accustomed to adventure and whatever the fates throw at them, not least because they aren't covered in tattoos, with three teeth amongst them, and with at least one limb missing each, proving themselves not to be sailors. Though Gutelos does admit that he may be over-identifying sailors with their stereotypes. Taking a chance, he waves down at the group.
A'right chucks, don't suppose yer know of anyone 'irin' some itinerant wotsits on the other end o' this voyage, eh? he asks the most likely looking amenable fellow, a young human with the air of the Tower about him.
">OOC: Hi Moyreau, hope you don't mind me joing you! Also, Psybermagi, do we get chance to spend our few ill-gotten gains too? Could do with a few bits and pieces, like some trapping tools for one thing.
And you must be a Duende, though your physiognomy betrays some extend of goblin heritage, that I can tell... What I can't is the name you go by, if you would care to elucidate that.
![]() Trevow | ![]() Ireena | ![]() Danniel | The trio of look the goblin over and do not seem bothered at all by the new arival. Danniel asks with curiosity.Are you with the ship or will you be traveling with Luvash and us? |
When one of the other adventurers asks him about his travelling arrangements, Gutelos continues, cheerily: Well, fer now, I'm chasin' after rats, but when we get to t'other side, we'll see what's on offer. Nowt much bein' offered ter me 'ere, it 'as to be said, he finishes, glumly.
But what about you, Mr. Gutelos? On what do you excel at? I'd figure you thrive in the underground...
Luvash

The crew finishes loading the boat and cast off as the sails are unfurled. Luvash stands at the stern of the ship, raises one his hands, the other on the tiller, and begins a steady chant. As he does the wind begins to pick up and the ship is pushed forwards. Having a wind or storm mage on a ship must be quite useful you imagine as the ship makes its way out of the port and into the vaster ocean.
As you move further from the shore Danniel looks bit green and rushes to the side of the boat and begins vomiting profusely. Ireena looks to go and aid her companion but isn't looking too well herself so Trevow tells her to just try and get comfortable. I need a save test vs motion sickness from both of you. Gutelos has disadvantage on this, just for a bit of flair/fun due to his deep earth background
The sky is mostly clear and the ship seems to always have a favorable winds, likely due to Luvash's sporadic magical manipulations.
Rolls
Trying not to succumb to seasickness - (1d6)
(5) = 5
As the ship enters open waters, Trevor looks with confusion at his companions' unwellness: first at Gutelo's nervousness, which seemed baseless later, then at Danniel and Ireena. Are you alright folks? What kind of malaise has afflicted you?
Anyway, Trevor keeps firm during the trip, eventually helping out the crew with whatever his theoretical knowledge of sailing would allow him.
Rolls
Staying well on the voyage - (2d6)
(51) = 6
Luvash
It is a matter of stye or daily mood :)

Plans have been changed for us. We cant land for the next day and the only decent place to weather the coming storm is the river route. I wanted to avoid that pace. A few quick orders gets the crew moving and the rest of you bundled below deck and one of eth deck hands guides you to a room where you can all Just stay out of the way..
The storm strikes within the hour and you all question the sanity of sailors who voluntarily return to a place known to shift and actively try and sink you. The wind whips the rain everywhere and the waves crash over the ship to spill below decks. The you hear a shout unlike those you have grown accustomed to from the sailors and Trevow stands up, bracing a hand on the wall and cocks hi hear to listen as his gestures silences you all. You all then hear it clear as day, the clash of steal. Someone is fighting on deck, in the middle of the storm no less.
Gutelos doesn't make a move to go and fight until the others do, or until it becomes obvious that they aren't going to lead the way, in which case he'll sigh and head up towards the deck where the fighting sounds are coming from.
They may be in trouble, let's go! Trevor utters, as he hastes to his bow, straps his quiver on his back, then rushing up the stars, not waiting for the others, he dashes to the deck.
As he turns his backs to the others, his grave expression softens to a grin Finally, some excitement!
Trevow

Looking at his two pale companions he moves to the door and opens it. You two stay below decks. Ireena and Danniel who were struggling to follow slump back with depressed looks on their faces but continue to make preparations to follow.
Glancing at Trevor and Gutelos he shrugs. I'm going to help. If the sailors loose the ship I doubt there is any good fate for us in store. My bow will be useless but and he pulls out a short sword and leaves his cloak behind. If your coming just watch each others backs and try and help the crew.
Sahuagin
As you climb the later water from the waves and rain falls inyour faces bluring your vision. Blinking you step up, one hand to the rail or any conveniant rope, to look out over the ship. Through the wind and spray you see several groups of sailors facing off against tall scaled huanoids with tails and claws. The sailors stay in groups of 2-4 and are using spears, clubs, and harpoons to face off against the vicious looking opponents. The ship lurches as another wave slams the side and you are surprised to note that over half the creatures allow themselves to be knocked or fall overboard, and one even jumps in. However they are being replaced even as this happens and the crew has to shift positioon to fend off the new invaders. The ship crew of over 20 is lead by the captain and his two officers. The captain stays near the wheel with 3 crew facing 2 of the fish-men and the two officers organize the crew to face off against 5 of the creatures.

First off, he hastily seeks a vantage point in the deck or above, where it would be easier to shot his enemies, while staying free of danger himself.
Rolls
Attack on the fishmen - (2d6)
(32) = 5
Remember ranged weapons take 1 action to load, then another to fire. Marksmen takes effect when you focus, which takes another action.
Moving aroun 5-15' is free but if you move further it requires an action.
Range | Zone | Attacks | Distance |
Close | 0 | Light, Heavy, Magic, Ranged* | 5-25' |
Near | 1 | Ranged, Magic | 25-50' |
Far | 2 | Ranged, Magic | 50-75' |
Very Far | 4-6 | Ranged* | 75'-150' |
Note : Distances are for reference and often not used.
* Ranged attacks are at disadvantage at close range
+ attack (1 damage per success unless stated otherwise)
+ evade (Until you can act again Test at disadvantage any time you are hit to avoid damage)
+ move (move to a new room/field)
+ focus (improve the odds on you next roll)
+ other test
The captain and his helpers are focusing on holding off the fishmen and your arrival distracts one of them giving them an opportunity to attack the other one
Rolls
Trevow attack - (2d6)
(42) = 6
Sahuagin

The fishman turns and swipes once each at Trevow and Gutelos. The older man's snarls as the claws slash across Trevow (1 damage) but he holds his ground next to the goblin miner.
Round 2
Trever you can attack once with your bow and hit on a 3 or higher. Your second action can be to reload or move, or evade any attack that comes your way. Gutelos can attack twice, or attack then move, or some other action
Rolls
attack vs - (Trevow:3d6, Gutelos:3d6)
Trevow:3d6 : (251) = 8
Gutelos:3d6 : (343) = 10
Rolls
Attack - (3d6)
(124) = 7
To see if he recognizes the monsters (Educated) - (3d6)
(325) = 10
Rolls
Attack roll - (2d6)
(61) = 7
Attack - (2d6)
(66) = 12
As a Duede/goblin Gutelos is "Agile" so does not need to spend an action to evade attacks. I will add another attack for you so I can respond. I am moving through the next round where Guteros and Trevow just move while Trevor loads his bow and focuses on a target.
Gutelos meanwhile is getting a little to close and gags on the fishy smell of the creature. Fortunately this does not affect his practiced swing of the pick and he is able to sink it into the thigh before pulling it free and delivering an even fiercer backhand strike to the other thigh.
Trevow moves in with his blade, striking twice, hoping to fell it before it can retreat. Though only 1 blow lands you can tell the Sahuagin is severely wounded. With the next toss of the ship hit lurches and tumbles overboard. Meanwhile the captain and his two crewmen have teamed up to drive the other from the upper deck. Shouting over the storm they tell you they are fine and to help clear the rest of the boat. Taking a moment to navigate back to the main deck Trevow and Gutelos pass Trevor is has loaded his bow once again and readies to support their next move.
Rolls
Trevow attack - (2d6, 2d6)
2d6 : (55) = 10
2d6 : (34) = 7
Rolls
Perception type roll - (2d6)
(11) = 2
Epic fail :P Some games do fumbles for minimum results but we decided to keep this as friendly as possible so no worries. All you see are the obvious, which still may be enough
Rolls
Trevor's idea - (2d6)
(12) = 3
Gutelos starts to prepare an illusion, based on sight and touch (to create a sense of heat), making illusionary flames suddenly rise up from the captain's deck and start to sweep across the deck towards the fishmen.
Rolls
Casting an illusion - (2d6)
(24) = 6
Add to that your roll is technically a fail, I turned it into a success at a cost, and the illusion is not quite what was intended.
The captain continues shouting orders and his officers rally the men to charge the fish-men. With half of the ship cleared and a crazed man who appears to have set himself ablaze the remaining Sahuagin make a tactical withdrawal, leaping from the ship into the waves, and a chear rises from the crew. Joining in Gutelos congratulates himself on the splendid effect of his illusion, as a pair of sailors grab a piece or tarp and tackle Trevor to the deck as other empty pails of water over the confused archer. Once satisfied the flames are out the sailors gently unwrap the tarp, slightly afraid of the flames effects, and are shocked to see only a confused and damp Trevor.
The captain quickly restores order to the ship and you are sent back below decks, with a couple of sailors, who remove all lanterns and torches, leaving you in dim candlelight as the ship tosses back and forth with less violence than before. One of the officers joins you as the sailors leave.

At the officer comes, Trevor quickly changes to a more pleasing attitude, bowing in response for the gratitude, Oh, it was nothing, really, don't mention it!
I don't think they suspect I 'ad owt to do wi' it he thinks to himself. Prob'ly fer the best, really. Though mebbe I shouldn't try that again if we need it.
It seems the results of my plan have yielded satisfactory results... phew! That's a relief.
![]() Danniel | ![]() Trevow | ![]() Ireena | You ride out the remainder of the ocean voyage with much less nausea and excitement. While Gutelos spends a bit of time with the sailors, picking up a couple interesting knots and their uses while Trevor and the other spar most of the time is idle and you end up telling stories. Soon in tuns into a game of telling trying to discern if the tales are true or false. Ireena has a bit of a flare that lends in her stories sounding plausible but outlandish, Danniel's you are certain are all second hand stories, and Trevow is such a bad storyteller that you almost hope none are true and a life of adventure can be found despite his stories and years of experience saying otherwise. |


The argument continues but Gutelos is forced to move along as a passing crewman gives his a stern look. Rushing back to the daily practices he shares what he overheard with the others. It seems you may have a change in plans and perhaps an opportunity to shape your future. Throughout the next day Luvash is in a foul mood and give you all either appraising or disparaging looks. Finally the ship pulls into a shallow cover and the captain sends some men to get fresh water before calling you all to talk with him.

So I have 2 options. Continue as planned and likely lose my ship, or it on you and your skills to help me pass any troubles we find on the river. Are you confident in facing of agitated lizardmen with only me, two sailors, and you five? I can add another 10 gold each if you get me to Paphos and back, 5 if you only go with me upriver. What do you say?
When the captain calls them all to listen to him, he hears it attentively.
Worry not, my good sir! You mustn't bother even with sending the two crewman with us; in fact, you mustn't bother to come along either! I alone would be enough for the task at hand! With my friends then, it'll be a piece of cake!
And then, for sparing the risk on your two sailors and on yourself... You could offer us a raise!
Luvash

If you fell you can guarantee the safe delivery of my cargo I can promise a hefty reward. But I warn you the river path goes right through the Lizardmen territory and they have grown increasingly aggressive and resistant to others passing their territory. The land path will take you longer and has no set threat but is home to numerous beasts and monsters. Are you certain you can do this? The cargo is of great importance to Paphos and I was charged with ensuring its safe arrival.

Hmm, by the way... How big is this cargo of yours? Wouldn't it be a wise choice, as we are at great risk in here, to split it in two? One part going through land and the other up river? Trevor nods to himself and his idea.

Giving you an odd look he shakes his head. No, it is not that easily managed I am afraid. WIth a sigh he sends one of his men to fetch the "cargo". Before he returns Luvash explains the cargo is actually an old woman Morgatha is vital to certain activities within the city of Paphos and must reach there safely. Though now beset with old age along with a failing strength of body and presence of mind she was once a keen practitioner of the mystic arts. She still reattain much of her abilities she is often not clear on present conditions and so can not be relied to act in ways that others might consider to make sense. After several minute the crewman returns with an elderly woman whom the captain introduces.

Luvash ask you again. Are you sure the two of you can do this? I am sure the other adventurers could be convinced to aid you if you wish. And how do you plan on reaching Paphos? By land or river?
Gazing the other adventurers whom he travelled so far, he says: Well, you can come along if you so choose...
When the "package" they are intended to deliver is brought up from below, Gutelos nods in agreement as the old woman mentions her dislike of the sea. Couldn't agree more, he mutters darkly.

Looking slightly anoyed Luvash says Figure it out between you. But whether you taike the others, should they choose to go with you, and accept my own pressence I leave to you. I must finish preparations. Tell one of my crew when you are ready to go. and he turns and walks down into the hold snapping commands at sailors nearby who begin shifting cargy and grabbing parcels and taing them topside.

Well I aint getting any younger. What'l it be? the ages mystics asks with her keen eyes on you as she settles gingerly down onto a nearby crate.
How do you want to ravel?
A: by river/swamp with the captain and other adventurers
B: overland with the other adventurers
C: on your own overland?
Your provisions are loaded aboard a longboat which takes you all ashore in one trip. Besides your usual provisions you are provided the oportunity to take extra food, oil for lanters, water skins, tents, blankets, a coupe compasses (magical and magnetic) a couple rough copies of a map of the trail, any amunition requested, rope, shovel, ax, hand-saw,candles, and numerous other miscilaneious items.
The other trio focus on food ad a few light blankets, rope, and small items that can fit in their bags without ovrburdeninig them. Gan packs her own pack and though she looks frain you learn she has tough corded muscles beneath her agesd, wrinkled, and sagging skin. Though not strong she can move quite quickly and seems tireless once put into motion. Though she requires ocasional redirection as she wanders or gets distracted.
Feel free to ask for ayt other mundane supplies before elaving the ship and setting out.
At high tide the captain has you sent ashore with your supplies, the trio of adventurers, and Gan. With map and compass in hand you start making your way to the north west. Danniel turns out to have fairly good senses though Trevow is more familiar with and skilled at navigating the wilds. Ireena, it is soon discovered, grew up in a city and though she tries to hide how she dislikes the constant walking under the sun in the open countryside you can plainly see she is the least at ease for this portion of the trek. Gan for her part prattles on at length about her past, only lowering her volume to a mutter when reminded of the need of quiet to avoid attracting beasts or monsters. From her tales, questionable as they are, the woman had a rather frightening early career as she served in the army in the scouts. It seems Gutelos reminds her of the goblins she worked with in those days, small, clever, and a bit greedy or mischievous. Thus she alternates between giving him warry glares and chatting with him on possible exploits to liven the day.
Though talking near incessantly the old woman is keeping up remarkably well. Though the slowest by far of all in the group she sets a constant pace and keeps to it for miles and hours at a time. The shoreline had more brush and trees but after only an hour these start thinning into the open grassy plains that extend to the horizon. The occasional hill is usually so gradual that you may not even notice it until you crest the top and get a slightly better view for a few moments. The grass is tall and dry in the summer heat and you begin to miss the cool salty breeze of the ocean as your path takes you further from its cooling effects.
Give me a rough party arrangement, any division of labor, special activities other than navigating and walking, and anything else your characters may be doing as you continue
So what did you reckon we should o' done, he asks her quietly. An' what do yer reckon o' the others?
Morgantha Grimesifter

Gan looks at the goblins and smile's reassuringly Don't fret little one. Old Gran will take care of you, and those big louts will take care of me. No sense worrying about the past. But I must say I am much happier walking than spending anymore time of a boat, ship, whatever.
Can I get a test roll for any action. Gutelos needs allertnes and navigation checks.
Rolls
Alertness - (2d6)
(14) = 5
Navigation - (2d6)
(22) = 4
Rolls
Scolting - (3d6)
(543) = 12
Each of you crate a scenario with challenged for the group to overcome but try to keep it focused on the other players character (PC)
Try to keep it in line with the setting as explained so far. Once the other player creates a scenario you try to resolve it in a narrative form. You can direct the entire party during your turn with a solution but focus on your own character and how they overcome the challenge. No dice need to be rolled but you can add some for flair and to indicate how much the party has to struggle to win out.
These challenges do not need to be anything massive Think of it as a way to add your own view of the region and time traveling to the story
Navigating the nearly flat and featureless grasslands proves challenging to the goblins who's sense of direction seems to latch on to any discernable feature. This causes Gutelos to lead the group in a zigzag path towards their destination with only the compass keeping the increasingly distraught navigator on course.
Fortunately both Trevor and Trevow have keener senses and stop the group as a strange stillness settles over the area. No sign of danger has been seen but both sense something is off. Then Trevor spots tracks in the grass where it was partially flattened by the passage of some creature not to long ago. A scan of the area shows nothing in sight and examining the path he discerns a group of people caused the trail. Still with not immediate threat you press on only to cross another path soon after. Growing concerned the two scouts examine the trail more closely and grow concerned as it is noted that two scouts anf moving in parallel to the body of those that created the trail.
With a soft curse Trevor signals a halt and returns to the others quickly having realized that you are crossing your own trail. Somehow you have started wandering in circles and doubled back to cross your tracks of about half an hour ago. With the sun directly overhead it gives not aid to navigation and the flat horizon has only a single patch of scrub to the north that is oddly familiar untill Trevor reports his suspicions. Gutelos begins checking the compass more often and the group travels nearly directly north west as planned for another half hour before once again spotting the patch of scrub and this time coming to two paths that intersect in the grass. Somehow you are back again and the sun has yet to move in the sky.

Glancing down at the goblin the elderly womans face is filled with consern. Don't fret little one. It will be alright and she smiles before looking around and down at the tracks. Are we lost? and blinks a bit in confusion.
Irrena softly explains that is goinb on and Gan looks relieved. Ah well now, that is unfortunate. I know of a couple of things it could be. If it is the fey doing it with their magics it likely means we wandered into their teritory and they don't want us to get any closer. All we have to do then is to back out and go around.
She reaches into a small pouch at her waist and pulls out a glass or crystal marble that barely fits within her hand as she closes a fist around it. Holding it up to her eye she turns in a complete circle befoe shaking her head and replacing the item to the pouch.
Not sure its fey though. It does not look to be some one elses ward trapping us so maybe a natrual magical phenomenon. If so then trying to go back may not work. However if there is a way in there has be be a way out. Think of it as a riddle. Once you know the natur of the trap getting out is usually much easier.
She then yawns a bit and mutters something about being a bit hungry and wanting a rest. Setling down to the grass you break out some rations and drink sparingly from your water bottles as Trevow cautions care as supplies could be a problem if you are trapped for too long. As you rest you discuss what you know of your situation.
1. Folloing the compas North West does not appear to be leading you out.
2. The only real landmarks you have seen are your own tracks and the patch or scrub
3. With the sun direcly overhead you can not get your bearing from it but its apparent location may be part of the trap and you are beginiing to suspect this may be the case as your own sence of time indicates it should be past mid-day at this point.
You can both suggesto solutions and/or experiments you wish to do to learn more. Throw in Test rolls for any skills or for additional inspiration about the situation as you talk with and ask questions of the rest of the troupe

Gan theorizes that besides somehow affecting your senses and any form of navigations that there is also a spacial component that wraps you back into a loop. Sher refers to this as a spacial toroid.
Since we entered this space there has to be a way out. A truly closed space would block entry as well as egress.
Rolling 2d6, if Illusionist would work too, I'll add an extra die that can be ignored if necessary.
Rolls
Inspiration roll - (3d6)
(445) = 13
Relieved to escape you make an early camp that night as your bodies all feel as if you have walked for many miles and several hours though the sun in the sky indicates it to be the same day. Exhausted you make camp in a small hollow and light a small file in it's shelter to heat some water for hot food and drink. Setting a watch rotation you pass the night with no further trouble.
The days pass and you start having trouble with the long trek. Your next major concern arises as you notice that your rations are dwindling faster than expected A quick review reveals that though you have rationed most meals the long trek has kindled a hunger in all of you and the added ocasional snacking as you was is starting to show. Taking stock as you look at the map and try to approximate how far you have traveled and thus how far you have left you come to a couple ideas.
1. Gan is familiar with a variety of plants and it does not take much to get her to teach the rest of you all she knows on edible plants that are located in this climate and region. Fortunately it does not take much to get her to restart her lessons and she can talk as she walks so that you all start learning to identify the plants you can harvest and where to look to find them.
2. Head more to the west where the plains meet swamps that are doubles full of birds, lizards, and other small game to supplement your supplies.
3. Head more to the north were there are hills with more water and animals. The hilly region is along the western border of the Freeholds and is known to be home to more monstrous creatures than you have encountered so far on the planes.
4. Start hunting as you walk in the hopes of getting enough meet to supplement your dietary needs.

As long as we're careful and keep an eye out we should be fine for most things. The most bothersome will be the Manticore, jacklewere, a humanoid beast with intelligence, and fomorians, a type of giant.
Traveling north for a day before noticing a real change you quickly affirm that your decision will definitely make thing easier. Though the hills themselves make travel harder you figure you can skirt the edges of the really rough areas so the way is not too difficult while still availing yourselves of the varied lands resources. An increase in small game, water in the form of streams and ponds, and an increase in brush and trees makes you all feel much more at ease.
Then one day as you are moving up to the crest of a low hilltop you spy a road. Following it with your eye you spy a small walled city several miles away deeper in the hills. Beyond the city walls you see several other roads leading away from it. Looking over the road near you it is clear that the road sees little use but is still in good condition and traveling along them may be faster and easier. Though you can not see for certain from your current vantage point it looks like one of the roads leads nearly due west while another leads northwest. Either will likely take you to the river upstream of your destination. Gan becomes quite excited and urges you to visit the city before making any decisions. Trevow cautions that most ruins quickly become homes for other creatures now that they are abandoned by people and Ireena is inclined to avoid the unnecessary risk while Daniel seems excited by the prospect of exploring the city. With the decision split they look to the two of you.
Settlement Category | Population Range | Area | Controls (km²) |
Homestead | 20–80 | 1–5 acres | 0.04–0.2 |
Hamlet | 81–400 | 5–20 acres | 0.2–0.4 |
Village | 401–900 | 20–50 acres | 0.4–0.8 |
Small Town | 901–1,500 | 50–100 acres | 2.5–7.5 |
Medium Town | 1,501–3,000 | 100–200 acres | 12–26 |
Large Town | 3,001–5,000 | 200–400 acres | 26–52 |
Small City | 5,001–10,000 | 1.6–3 (km²) | 52–130 |
Medium City | 10,001–20,000 | 3–6 (km²) | 130–260 |
Large City | 20,001–40,000 | 6–12 (km²) | 260–520 |
Metropolis | 40,001+ | 12+ (km²) | 520+ |
Homestead: A small family or group farm with limited structures, likely a single household, barn, or small farm. The controlled area includes farmland and maybe some nearby woods or streams for resources.
Hamlet: Small clusters of homes and communal buildings, possibly a mill or tavern. Surrounding farms and grazing lands would be part of the controlled area.
Village: Several dozen buildings, including houses, small markets, or a blacksmith. Larger tracts of farmland or pastures for cattle would be included in the controlled area. Small local governance might exist.
Small Town: A compact settlement with more distinct structures like a marketplace, tavern, a small church or temple, and defensive walls or a guard post. The town would control nearby farms, orchards, and some forest for
Medium Town: A more developed town with structured streets, trade routes, and specialized buildings like guild halls or a larger temple. The controlled area includes a buffer of farmland, forests, or quarries for resource extraction.
Large Town: A town with developed infrastructure, marketplaces, and potentially a keep or castle for defense. It controls substantial farmlands, possibly a river, forest, or mining operations in nearby hills or mountains.
Small City: A bustling city with districts for trade, housing, and governance. It may have strong defensive walls, a local military, and control significant farmlands, water sources, or other key resources like mines or forests.
Medium City: A well-established city with diverse trade and economic activities, strong governance, and multiple districts or boroughs. It likely exerts control over nearby villages or towns, agricultural lands, and strategic resources like rivers or mineral-rich lands.
Large City: A major hub with extensive infrastructure, trade, large-scale industry, and a formidable defensive network. It likely has satellite villages or towns under its influence and controls a large expanse of surrounding farmland, forests, and strategic locations.
Metropolis: A massive, sprawling city with complex governance, highly developed trade networks, advanced infrastructure, and considerable influence over surrounding regions. It controls multiple smaller settlements, large agricultural zones, natural resources, and potentially even regions as far as neighboring cities or towns.
He starts to head towards the nearest gate, ready to peek inside, though wary for any ambush or signs of life.
Fancy 'avin' a quick look inside? he asks the others.
Rolls
Discerning roll - (2d6)
(46) = 10
He's a bit more wary now, but does edge into the town to see if he can see anything else inside, looking particularly in the direction of where the footprints lead to.
Rolls
In case another perception roll is needed - (2d6)
(11) = 2
If there's a way that leads to the road to the destination city that we can take through this place, we shall do - otherwise we'll backtrack and then head away from this ruin. Maybe someone in the actual city will be able to tell us more about this place.
Now with a well built road to follow and traveling through a much more lush and hospitable countryside you are albe to speed up while still maintaining a watch for any potential dangers. The remaindr of the day is restful and uneventful and before nightfall you reach the river. Making camp a ways back up on a hil, within a thicket, you make plans to head down river planning to reach your destination tomorrow or the day after.
If we're still feeling watched, keep a very careful eye out (and ear) in the direction of the ruins in particular. Also keep an eye on the river, just in case.
Setting up watch it is clear that everyone is glad to have the end of the journey in sight. The night passes uneventfully and you continue downstream after breakfast of fish and trail rations. The river provides a pleasent backdrop and you are all slightly surprised as how deft Gan proves at fishing, the addition to the rather bland diet you have been stuck with a welcome addition.
As you travel along the river you notice the area growing lusher. Looking at the map you can tell that at some point you will need to cross this river as your destination. Unfortunately, though the river is smooth and calm looking you can tell the current in the middle is strong and llikely quite deep. The river is dozens of yards wide, easily large enough to be home to some of the lager water predators. No one feels confident enough in their swimmig, espcially in armor and with packs on, to be able to swim across much less possibly fight while doing so.
Keeping this in mind you look for any shallow fords in the river as you follow it to the SW downriver but are doubtful of your chances and begin to get worried about passing your destination as you are uncertain how visible it might be across the river. Both sides of the river are dotted with trees, with the occasional thickly wooded sections. The area begins to flatten out as the low rolling hills on both sides of the river diminish in height and frequency.
You will need to cross the river at some point. You can try now, continue on and hoping for a lucky break, or spend time/effort searching for other options or clues to reach your destination.
Adding a set of long strait polls you end up with a servicable raft reado to work your way across the river. You move the log craft to th rivre for a test and learn that while your ride will support you it will nott be a dry trip. Pushing off you enter the rivers current and paddle yourselves further into the current. Wishing you could just laze on the raft as ti bobs down the river you sign and dig in with your crude paddles.
The work is hard but you are making progress, both across the river and down stream when you see a change in the river ahead. It looks like the river is joined by anoterh up ahead and just past it you spot what looks to be structures on the river. Could that be your Paphos? Getting excited to reach your destination you continue strugling to padle your craft to the western side of the river.
Give me a couple tests for 1. Raft crafting quality and 2. padlding skill
Rolls
Raft Crafting - (2d6)
(21) = 3
Paddling - (2d6)
(61) = 7


Now greatly alarmed you try to paddle the raft but the strong current renders your efforts nearly useless. In addition the rapid currents begin tossing the boat about and the raft lashing weaken and the logs once again become loose.
He attempts again to lash the logs together, while exhorting the others to use the oars to try to reach either bank of the river.
![]() Morgantha Grimesifter | With a shriek of fear Gan exclams. Come with me girl! and latching onto Irrena utters a few words and a soft glow engulfs them before shrinking to a point of light that then zips away to the river bank where it pops to deposit the two women who watch on as the raft along with the rest of you are sucked under the waters surface. | ![]() Ireena |
Around you is a whiling darkness that begins closing in on the boat, spinning you faster and faster but you barely register this as you are pulled roughly down into the dark depths of the river. You are about to give up hope when suddenly you realize that the suction is no longer down but instead it is pulling you sideways. As you realize this there is a fierce collapse of the vortex tunnel and the raft utterly fails. You are slammed about into the logs of the raft and the rocky walls that now surround you. The force of the collapsed vortex pushes you along and up and with a splash you find yourselves in a dark caverns with an air pocket.