2. Reaping 996 AF; On the River Argent
The ship leaves at the first sign of light. The crew prepares for the upcoming battle. In contrast to the joking and singing that the halfling sailors showed during the first day of travel, now there is a concerned silence. T
Stor uses the time to analyze the shark-tooth dagger. It is clearly magical, its aim improved and its blade sharpened. What’s more, there is also a transference from the animal it was harvested from, allowing the wearer to swim like a fish, and to breath under water for a certain period of time. The transference was crafted a bit scruffy, as there is the risk that the blood-lust of the shark takes over.
- Galaron frozen
- Misty Step, electric eels
- Rurik frozen
- Rurik in River
- Wave shakes boat
- Elemental threatens to break free
- 3 crew fall, 2 dead in the end, one saves by Rurik
- Stor swallowed by elemental
- Stor on land, elemental follows, controlled by Waterweaver
- baddies D E D dead
Rurik examines the fallen and can save one with a short prayer to Thyr, but two have passed away. The crew is in shock, and nothing remains of the happy attitude that the halflings are known for. Stor and Galaron search the riverside, but can’t find traces that would point them to the camp of the bandits. The River Queen lifts its anchor and continues its journey stream upwards.
3. Reaping 996 AF; On the River Argent
At mid day, the River Queen arrives at the first milestone of their journey. The river Argent flows strongly in north-south direction, and the smaller river XXX enters the Argent. Captain XXX anchors the ship and lets the heroes disembark. The heroes express their sympathy for the killed sailors one more time and offer 60 GP for their family, to ease the distress of the surviving relatives. Captain XXX is grateful and offers some words of warning about the people of Truneau.
“Truneau is rarely visited by any traveler or merchant, they are quite reclusive. We never to upstream – and those merchant that do are of dubious reputation. They mostly trade jewelry, of ancient design, but very beautiful and expensive. Many people like it, and they are highly coveted.
Some say that the people of Truneau are not really craftsmen, though. Instead, they are grave robbers, and their reclusiveness is a ploy to keep their secret hidden. Other simply mistrust them for they refuse to go with the times, and keep to their ancient traditions. So if you want to hear my advice: Trust no-one!"
He heroes follow the smaller stream in an uneventful journey. Rurik finds a got resting place and Lanefel prepares camp. He is quite worried about the last fight and asks Galaron to train him in combat. From now on, they sneak in weapon exercizes in the morning and evening.
4. Reaping 996 AF; Sidearm/Forest
Around lunch time, the heroes arrive at the rock formation that Harsk described. A trail leads from the small river into the forest, and the heores march on. On their way, they find some traps and discover a misshaped humanoid who seems to get pleasure from torturing an injured boar. However, the heroes don’t intervene and turn back to the trail.
4. Reaping 996 AF; Truneau
In the early afternoon, the heroes arrive at the border of the forest, and see the small hamlet of Truneau. Truneau lies in the middle of a wide valley and is surrounded by several fields where farmers are engaged in work.
The farmers acknowledge the presence of the heroes casually, but follow their chores rather unimpressed. A lazy, slightly drunken guard stands – better sits – post at the main gate of Trunau, which is a rahter heavily fortified hamlet. Old stone towers and walls guard the hamlet, rather in a state of decay, but newer wooden palisades show that the walls are not just for decoration.
The guard brings the heroes to the Elder of Truneau, who is the speaker of the hamlet and has a large house where travelling merchants often stay overnight and prepare for trade.
The Elder is very surprised to see the heroes – usually, the only visitors are the travelling merchants who come at predictable times. He is very curious what brings the heroes into this part of the Realm. The heroes indicate that the Church wants to establish relationships, and that they are also interested in trade.
Rurik heads out to the temple of Truneau. In front of the temple are two ancient stone statues of a man and a woman, one facing the temple, the other one turnings its back. The statues have very blurred features, as if centures of weather, birds and people touching the statues have taken their toll.
Rurik enter the temple. Ancient reliefs show stories of the pantheon of Thyr, however, the main altar bears no sign of Thyr. The priest XXX engages in a short conversation with Rurik, asking about their journey (establish relationships with the Church of Thyr), and indicating that they haven’t had visitors from the church for a very long time.