[17 Kuthona
4707 continued]
After the
violent suppression of the ogre raid on the farmhouse, the adventurers cross
the river to secure the scene. Kozen
utters some healing magic to revive the unconscious landowner, and he thanks
the adventurers profusely, expressing surprise that ogres would strike this far
south. The farmer, Jonas, exchanges
pleasantries and local gossip would Tillia.
Kang whispers to the others that they should ask for a reward, but the
decision is instead made to continue on.
Another
hour’s march north reveals a tiny thorp located on a rocky promontory
overlooking a large lake. “Turtleback
Ferry, I presume,” says one of the adventurers, but Tillia laughs and shakes
her head. “That’s Pendaka! Turtleback Ferry is on the far side of the lake and is much
larger.” The adventurers discuss whether
to press on, but the cold, rain, and approaching darkness convince them a
night’s rest in Pendaka would be wise.
Standing in the middle of a cluster of small houses, the only building
of any size in Pendaka is a large inn and trading post called the Walleyed
Wife. Tillia notes that they’re in time
to catch the last ferry across Claybottom Lake, but the others have had enough
of boat travel, so she makes the last leg of the journey alone while the others
get rooms for the night. They leave
Briza’s body (shrouded in a bedroll) and the unconscious Captain Othlo in the
stables. A heavyset man named Olam Keecher, covered in flour and berry juice,
treats the travellers to his “famous” cranberry turtle egg pies while lamenting
the lack of trade along the Skull River in recent months. The adventurers manage to purchase a few
supplies from Olam and then turn in for the night as the cold wind wails
outside. Shalelu, true to fashion, sets
up her own campsite away from the settlement.
[18 Kuthona
4707]
Over
breakfast, Kang and Goragar ask Olam if he’s heard any interesting rumours
lately. He says that a fishing boat was
torn in half last week in the middle of Claybottom Lake by Ol’ Pinkeye, and
that if the constant rain doesn’t let up soon, Claybottom Lake and the Skull
River could flood their banks like they did one time years ago. Olam is pleased to hear that the adventurers
plan to discover what happened to the Order of the Black Arrows, since the
rangers were a steady source of custom for the inn.
After
several hours walking, the adventurers finally reach the end of a journey that
started over two weeks prior: Turtleback Ferry, a small village of about 30
buildings perched on the north shore of Claybottom Lake. Peopled primarily by farmers, hunters, and
trappers, the rural village can be seen to sport a small trading post, an inn,
a tavern, a smithy, a small one-room schoolhouse (Tillia’s), and a temple to
Erastil. Few residents are out on the
streets even though it’s early afternoon and, although not unfriendly, they
look gloomy and hurry to get out of the unceasing rain. The adventurers decide their first order of
business is to see that Briza receives a respectful burial, so they walk to the
temple.
Father
Maelin Shreed is both the spiritual and political leader of Turtleback Ferry. |
Inside,
they find the local priest (and, as it turns out, mayor), Father Maelin Shreed,
talking with a rather unusual figure: a goblin wearing clean, well-maintained
clothing who speaks with a middle-class accent!
Kang draws an explosive, but halts as Father Shreed welcomes the visitors
and introduces the goblin as “Sir Roderick, a brave knight.” Father Shreed explains that “Sir Roderick” is
something of a local hero. When told by
the adventurers that they’ve been sent from Magnimar to investigate the loss of
contact with Fort Rannick, Father Shreed is relieved and explains that he’s
been struggling to keep Sir Roderick from setting out to solve the matter all
by himself. Sir Roderick prepares tea
for everyone and explains with a dignified bearing that he desires to be a
duly-deputized law enforcer someday, and that, although Turtleback Ferry has no
organized constabulary, he plans to set a sterling example. Artemis invites Sir Roderick to come with
them to Fort Rannick and, despite Kang’s repeated provocations, Sir Roderick
agrees. With a plan to leave first-thing
in the morning, the adventurers go on to explain to Father Shreed what happened
to their fallen companion, and he promises to quickly organize a service at
dusk.
Outside,
with a few hours to spare, Goragar asks what should be done with the captive
Captain Othlo. As the nearest jail is
back in Ilsurian, the decision is made to let fate deal with the obsessed
halfling. Goragar pushes the bound figure
off his horse and into the mud before riding away. The visitors, along with Sir Roderick, visit
the schoolhouse to tell Tillia about the service for Briza. She promises to attend. A visit is made to the local smithy,
Irontooth’s Metal Goods, a business named after the forged metallic false teeth
worn by “Irontooth” Jorveni. Jorveni
reluctantly turns down an offer to purchase a beautiful suit of mithral breastplate (seized from Othlo), and
the adventurers get the first hint that there’s a real limit to how much wealth
a small community like Turtleback Ferry has to offer. When asked by Artemis whether he’s able to
defend himself, Sir Roderick brings forth an unusual object composed of twin
metal barrels with a wooden stock: a type of alchemical-driven projectile
launcher called a “musket.” Kang is
impressed at seeing what he calls a “veritable explosion machine,” while
Artemis is dismissive—“clunky, loud, and very easy to see.” Later, at the local general store, Kang
persuades an old maid named Wenda Leenee to part with a healthy part of her
life savings in order to buy a rare bottle of wine. Artemis notices some unusual items on the
dusty shelves, and realizes some of them are enchanted—something Wenda explains
as the clever purchases of her “dearly departed”.
The
Sihedron was a rune of major occult significance in the ancient empire of Thassilon. |
During
their errands around town, Artemis saw a resident bending over a water trough
and noticed a surprising tattoo on the man’s calf: the Sihedron rune! Rather than confront the man immediately,
Artemis decided to wait and try to find the man later. In the late afternoon, the adventurers decide
to have a drink prior to the funeral. At
a tavern called Bottom Ups, they see the two halfling proprietors (a husband
and wife named Yads and Berthandy Kesker) partaking in what the locals know to
be a regular habit: a heated argument that involves hurled expletives and
hurled bottles! After the fight ends (as
it always does) in apologetic hugs, Artemis asks Berthandy if she knows of anyone
with a seven-pointed star tattoo.
Berthandy suddenly pulls her sleeve down and looks nervous as she
explains that she’s never heard of such a thing.
The funeral
for Briza takes place at the local graveyard, and is attended by dozens of
locals as word has spread of the warrior’s sacrifice on a mission to help the
village. Maelin gives a short but
heartfelt eulogy, while Kang says that Briza taught him humility, wisdom, and
patience. Tillia tries to speak but sobs
keep her from being understood. After
Briza’s remains are lowered into place and the service concludes, several
residents offer to help the newcomers in any way they can. Artemis asks for, and receives, good
directions to Fort Rannick.
That night,
Artemis accepts Father Shreed’s invitation to stay at the temple, while the
others walk to a nearby inn called The Turtle’s Parlor. The innkeeper, Cesten Orlandi, is clearly in
a foul mood and tries to make up for weeks of vacancies by punishing the
travellers with an exorbitant rate for rooms.
Sir Roderick, who has walked with the adventurers to make sure they’re
taken care of, intervenes and negotiates something somewhat more
reasonable. Kozen is refused entry
because of her dog Taz, as the spiteful innkeeper seems to derive perverse
pleasure in turning away the very customers he so desperately needs! Fortunately, Sir Roderick offers to let Kozen
stay at his home (a converted outhouse) despite his innate fear of dogs.
[19 Kuthona
4707]
Before dawn,
a dense fog rolls into town, shrouding creatures and objects that are more than
a few feet away in a swirling gray mist.
When he awakes, Sir Roderick exclaims to Kozen that it’s far too
dangerous to leave for Fort Rannick in such conditions. When the adventurers regroup, Artemis says that,
as someone reliant with a ranged weapon himself, he shares Sir Roderick’s
concerns, but that every day they delay is another day that lives are in danger
without the protection of the Order of the Black Arrow rangers. Artemis notes that his own cousin, Fillias,
is one of the rangers and could need help.
Sir Roderick seeks the advice of Father Shreed, who tells the goblin to
trust his own instincts but that, in such fog, travel could actually be safer
because threats could pass right by the adventurers like ships in the
night. Sir Roderick is persuaded, and
even reluctantly accedes to riding on a horse in order to emulate the common
practice of noble knights.
Shalelu
rejoins the group as they follow the road north, expressing surprise and
distaste to discover that a goblin is in their company. After about an hour’s journey, the
adventurers come to an old wooden bridge and cross over to the west bank of the
river, which borders the notorious forest of Kreegwood. Artemis hears the sound of a large cat
yowling in pain in the nearby woods, and shares what he’s heard with the
others. As they talk about what to do,
they hear the sound of dogs barking in the same direction, and an off-key voice
singing “going to eat some kittens today, going to eat them in a stew in every
way.” The adventurers discuss the matter backwards and forward, until they hear the sound of a large cat fighting with the dogs and
the grunts of battle. Deciding that it
was probably just a hunter, the adventurers decide to continue following the
road north. Two hours later, they see
the promised sign indicating the direction of Fort Rannick.
-------------------------------------------------------------
Director's Commentary (May 13, 2018)
My usual random weather generator wasn't needed for this part of the adventure, as the AP was very clear what was on the forecast day in and day out: rain. The idea is to foreshadow the rising levels of the river and the eventual flooding of Turtleback Ferry when the damn partially bursts. I thought it was really effective, and helped lend a gloomy atmosphere to the area.
The replacement character for the player who ran Briza is introduced in this session: a goblin gunslinger named Sir Roderick. Sir Roderick was definitely very different than a normal goblin in Golarion and in the character I can see some of the concerns about the inclusion of goblins as Core races in Pathfinder Second Edition--that is, how far can you stretch "the norm" before it undermines the setting? Still, Sir Roderick was a fun character. As we'll see, also an effective character because firearms target Touch AC--so, like Kang, he almost never missed. Rise of the Runelords was definitely not designed with alchemists or gunslingers in mind, because the vast majority of creatures have high AC only because of their natural armor bonuses, which are bypassed by touch weapons.
I had fun role-playing the NPCs in Turtleback Ferry. It was challenging because so little information is given about them compared to those in Sandpoint. But I gave Father Maelin a Russian accent, had Wenda be a senile old lady, and had Cesten be a bitter self-sabotager. It's always good to have some opportunities to stretch one's creative muscles even in the middle of a planned adventure.
The stuff about hearing the animal in distress while the PCs were crossing the bridge was actually the hook to the main first part of the chapter, where the PCs come across a homestead of ogre-kin (depraved, deformed hillbillies) named the Grauls who have imprisoned a trio of survivors of Fort Rannick. The PCs didn't bite (probably because the players assumed it was just another random encounter), which meant all that prep work went for naught! I had to scramble to get Fort Rannick ready before the next session. It's too bad, as there were some great (and memorable) encounters, traps, and monsters in the Graul house. Not having the Fort Rannick survivors also rendered the Shalelu/step-father subplot kaput. On the other hand, I was happy not to have to run a trio of friendly NPCs in every battle.
The replacement character for the player who ran Briza is introduced in this session: a goblin gunslinger named Sir Roderick. Sir Roderick was definitely very different than a normal goblin in Golarion and in the character I can see some of the concerns about the inclusion of goblins as Core races in Pathfinder Second Edition--that is, how far can you stretch "the norm" before it undermines the setting? Still, Sir Roderick was a fun character. As we'll see, also an effective character because firearms target Touch AC--so, like Kang, he almost never missed. Rise of the Runelords was definitely not designed with alchemists or gunslingers in mind, because the vast majority of creatures have high AC only because of their natural armor bonuses, which are bypassed by touch weapons.
I had fun role-playing the NPCs in Turtleback Ferry. It was challenging because so little information is given about them compared to those in Sandpoint. But I gave Father Maelin a Russian accent, had Wenda be a senile old lady, and had Cesten be a bitter self-sabotager. It's always good to have some opportunities to stretch one's creative muscles even in the middle of a planned adventure.
The stuff about hearing the animal in distress while the PCs were crossing the bridge was actually the hook to the main first part of the chapter, where the PCs come across a homestead of ogre-kin (depraved, deformed hillbillies) named the Grauls who have imprisoned a trio of survivors of Fort Rannick. The PCs didn't bite (probably because the players assumed it was just another random encounter), which meant all that prep work went for naught! I had to scramble to get Fort Rannick ready before the next session. It's too bad, as there were some great (and memorable) encounters, traps, and monsters in the Graul house. Not having the Fort Rannick survivors also rendered the Shalelu/step-father subplot kaput. On the other hand, I was happy not to have to run a trio of friendly NPCs in every battle.
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