Cormac will finish his meal, going off to find an empty bunk to sleep in until he is needed again. Once he wakes up he will go about the ship in order to check for signs of damage from the attack the night before.
Cormac will finish his meal, going off to find an empty bunk to sleep in until he is needed again. Once he wakes up he will go about the ship in order to check for signs of damage from the attack the night before.
After resting, Ben will go up on deck for some fresh air before his watch begins. He tries to speak with Bos when there is a brief break in activities. "I was too tired this morning to make much sense of what you said, but while meditating several questions came to me. Do you by any chance have any maps of the area, or of the coast? Black Necromancy likes to hide itself underground, and I wonder if the house might be connected to the mines."
He listens to her reply, nodding and trying to commit the details to memory, then speaks once more, this time much more quietly. "You must have been plying this route for a while..." he studies her face closely before continuing, "...and I imagine you've made some interesting contacts over the years." He holds up a hand to forestall any protest, "The laws of the land are much less important to me than the natural order of things. I seek those who traffic in Black necromancy. The house is a good start. But those who live beyond the law oftentimes know more about goings-on than those who live within it's narrow confines. Would you perhaps know a way I might contact such people, if the need arose?"
As it lands it suddenly transforms into a badger looking up at Elwyn with friendly eyes. Elwyn is amazed over this fantastic bag and his new friend. "I think I will call you Bud." Elwyn says to the badger. "Now come join me Bud and we will gaze upon the Azure sea together." he adds gently petting the badger. Perception with help from Bud the badger:23 (use first roll if Bud can´t use help action)
During the remainder of the night Elwyn tells Bud one tall tale after another, and it turns out Bud is a really good listener.
((Didn't matter for that roll anyway! Let's say it depends on the animal - a few of them have skills in perception so they'll give a bonus in that regard, otherwise they won't.))
Bos explains the region surrounding Saltmarsh to Ben; "The area around Saltmarsh itself is pretty safe. The crown has pushed enough guard patrols south that most of the roads around the place are good to travel on. That being said, I'd be wary about travelling to far off the main roads, the crown's patrols don't venture off them.
Head east from Saltmarsh and you get to that haunted house you all seem so keen on, and further on yet is the new mine, the one the dwarves are running." She smiles. "No surprise there, really. And further still to the east you come to Seaton...used to be a fishing town much like Saltmarsh...but it's been transformed into a Navy port...sad really.
You follow the winding road north out of Saltmarsh for long enough you'll come to Burle, never been there myself and don't want to. Heard plenty of tales about it, sits on the edge of the DreadWood. All sorts of aberration reside within that place." She thinks for a while.
"There's an old ruin the other side of the river inlet, the other side of Saltmarsh...some old wizard....Zeno something I forget his name... was shacked up in there doing who knows what...the tale says that it was built next to some haunted old graveyard. One night, the tower was engulfed in a fiery green aura. A few brave folks from town investigated the tower and found it abandoned. Some foolish explorer tried to open the door, but a jolt of lightning from the door’s runes nearly killed her. Shortly afterward, strange spirits and capering fey were seen atop the tower. After a few travelers went missing nearby, the town council asked a galleon to bombard the structure with catapult fire until it was battered into rubble."
"Then, to the west we have the Hool marshes and the Drowned forest, with the Dunwater river running through the middle of 'em both. Both shitty places in their own right. Come to think of it, you are probably best off staying in Saltmarsh."
(OOC: Oh I think it´s a very interesting magic item, but I don´t plan to use the animals to set off traps and such. I think I will find other way to make it useful though. Btw, about your earlier question, I think you can safely assume that everyone will take the same positions as last night.)
Bos listens to Ben's second question and then replies; "You are correct in some part, a person in my position is often contacted by those outside the law...but I run a clean ship, we steer clear of smuggling and slavery and anything worse. I'd hazard a guess that there is something happening in the old ruins that the wizard disappeared from, Zeno....Zeno something. Then there's always rumours of unholy ships or shipwrecks, you'd need to ask around Saltmarsh itself for that. You might try asking around the 'Empty Net' in Saltmarsh, it's a shitty run down tavern full of smugglers and probably pirates, take care though, it's a rough place."
Ben nods, "Thank you, captain. Every little thing helps when trying to root out such evil." He frowns briefly, then takes a deep breath of the sea air. "Once you get used to it, I can understand why the sea calls to some. It's a little like the mountains where I once lived: serene, isolated and very changeable. I will leave you to you work."
He bows his head slightly and returns to the main deck, mulling over the captain's words.
The dwarf listens to the story, running his hand through his beard as he does so. He looks to be deep in thought as if he is thinking of more questions to ask before a determined look forms on his face. "Now that sounds a bit more interestin then just doing a bit of ship building. Might just have to go an look into this meself. Although not alone, I ain't that much of a fool."
The dwarf listens to the story, running his hand through his beard as he does so. He looks to be deep in thought as if he is thinking of more questions to ask before a determined look forms on his face. "Now that sounds a bit more interestin then just doing a bit of ship building. Might just have to go an look into this meself. Although not alone, I ain't that much of a fool."
Ned finally speaks up. “When you go, I’ll head there with you. Just let me go first, I have experience fighting the dangers of the Marsh.”
Ben looks at Cormac and Ned, then nods, "Undead are victims as much as anything in these matters: Cursed, often soulless, they need to be put to rest, but should be pitied. Rooting out the cause of such evils is what drives me. If the wizard were raising such things as eternal servants..." he shakes his head, staring ahead for a moment before turning back to face the pair. "One thing at a time...eh? This house may have clues."
Perception: Elwyn - 23, Yamdum - 20, Ben - 13, Cormac - 11, CC - 10, Ned - 17 CC History: 7
CC does recall some stories about a ruined tower and remembers the name of the Wizard that had historically lived there, it was Zenopus. But the stories surrounding it are many. Some tell of a wizard that went mad and began attacking the locals, others of a necromancer searching to become a lich that went horrible wrong, some of experiments to other planes destroying the wizard or opening a portal bringing in all manner of horrors and more still of a misunderstood eccentric that the locals distrusted and eventually destroyed.
The first half of the watch passes smoothly. As the night progresses the swell increases in size and it's wave length widens, given a slow rhythmic quality, almost hypnotic, to the night. The crew is similar to the prior night, with Teves on the wheel once again taking command, but Flan is not to be seen, still resting. The crew are more comfortable with the party now, and when they pass they might offer a pat on the back of mutual respect or a few words as they pass. Some approach Elwyn and ask how he got a badger aboard without the captain gutting him. One approaches CC enquiring of his behaviour. And another Cormac, asking for advice on how they might get rid of the deep scratches on the side of the ship where the Sahuagin climbed aboard the night before. One takes a guess and asks Ned how he got his experience at sea.
At one point Elwyn sight shapes moving in the wake of the boat once again, but Yamdum correctly identifies it as a pod of dolphins, rather than a shiver of sharks.
"Oh this here is Bud, he´s no ordinary badger though, he´s a magical one, perfectly friendly and safe to have on board. He sort of lives in this gray bag here but I thought some fresh air would do him good." Elwyn answers the curious crewmembers as Bud scampers around on quarterdeck. "Have you heard the tale of the badger and the otter by the way?" He asks, and even though the crewmembers have better things to do at least Bud stops and listens attentively to Elwyns fable.
"Dolphins huh Bud, well as long as we are rid of those bloodthirsty sharks and their masters." Elwyn comments to Bud. "Thanks Yamdum." He then says loud enough to be heard in the crows nest.
(OOC: Yeah, I think you can assume we stay at our posts all night :-)
Cormac goes about the watch as he normally would, only pausing as he is asked about the scratches on the side of the ship. Pulling the sailor off to the side he begins an indepth and very detailed explanation of what has to be done in order to fix it without the use of magic.
Cormac
Cormac will finish his meal, going off to find an empty bunk to sleep in until he is needed again. Once he wakes up he will go about the ship in order to check for signs of damage from the attack the night before.
Cormac
Cormac will finish his meal, going off to find an empty bunk to sleep in until he is needed again. Once he wakes up he will go about the ship in order to check for signs of damage from the attack the night before.
After resting, Ben will go up on deck for some fresh air before his watch begins. He tries to speak with Bos when there is a brief break in activities. "I was too tired this morning to make much sense of what you said, but while meditating several questions came to me. Do you by any chance have any maps of the area, or of the coast? Black Necromancy likes to hide itself underground, and I wonder if the house might be connected to the mines."
He listens to her reply, nodding and trying to commit the details to memory, then speaks once more, this time much more quietly. "You must have been plying this route for a while..." he studies her face closely before continuing, "...and I imagine you've made some interesting contacts over the years." He holds up a hand to forestall any protest, "The laws of the land are much less important to me than the natural order of things. I seek those who traffic in Black necromancy. The house is a good start. But those who live beyond the law oftentimes know more about goings-on than those who live within it's narrow confines. Would you perhaps know a way I might contact such people, if the need arose?"
((Didn't matter for that roll anyway! Let's say it depends on the animal - a few of them have skills in perception so they'll give a bonus in that regard, otherwise they won't.))
N/A
(So as a rule of thumb, if the animal has the skill it can do the help action, correct?)
Bos explains the region surrounding Saltmarsh to Ben; "The area around Saltmarsh itself is pretty safe. The crown has pushed enough guard patrols south that most of the roads around the place are good to travel on. That being said, I'd be wary about travelling to far off the main roads, the crown's patrols don't venture off them.
Head east from Saltmarsh and you get to that haunted house you all seem so keen on, and further on yet is the new mine, the one the dwarves are running." She smiles. "No surprise there, really. And further still to the east you come to Seaton...used to be a fishing town much like Saltmarsh...but it's been transformed into a Navy port...sad really.
You follow the winding road north out of Saltmarsh for long enough you'll come to Burle, never been there myself and don't want to. Heard plenty of tales about it, sits on the edge of the DreadWood. All sorts of aberration reside within that place." She thinks for a while.
"There's an old ruin the other side of the river inlet, the other side of Saltmarsh...some old wizard....Zeno something I forget his name... was shacked up in there doing who knows what...the tale says that it was built next to some haunted old graveyard. One night, the tower was engulfed in a fiery green aura. A few brave folks from town investigated the tower and found it abandoned. Some foolish explorer tried to open the door, but a jolt of lightning from the door’s runes nearly killed her. Shortly afterward, strange spirits and capering fey were seen atop the tower. After a few travelers went missing nearby, the town council asked a galleon to bombard the structure with catapult fire until it was battered into rubble."
"Then, to the west we have the Hool marshes and the Drowned forest, with the Dunwater river running through the middle of 'em both. Both shitty places in their own right. Come to think of it, you are probably best off staying in Saltmarsh."
N/A
((Yeah - let's try that and see how it pans out. Makes the item a bit more fun))
N/A
(OOC: Oh I think it´s a very interesting magic item, but I don´t plan to use the animals to set off traps and such. I think I will find other way to make it useful though. Btw, about your earlier question, I think you can safely assume that everyone will take the same positions as last night.)
Bos listens to Ben's second question and then replies; "You are correct in some part, a person in my position is often contacted by those outside the law...but I run a clean ship, we steer clear of smuggling and slavery and anything worse. I'd hazard a guess that there is something happening in the old ruins that the wizard disappeared from, Zeno....Zeno something. Then there's always rumours of unholy ships or shipwrecks, you'd need to ask around Saltmarsh itself for that. You might try asking around the 'Empty Net' in Saltmarsh, it's a shitty run down tavern full of smugglers and probably pirates, take care though, it's a rough place."
N/A
(DM, would Cc know about "Zeno"? Or what check do I need?)
Ben nods, "Thank you, captain. Every little thing helps when trying to root out such evil." He frowns briefly, then takes a deep breath of the sea air. "Once you get used to it, I can understand why the sea calls to some. It's a little like the mountains where I once lived: serene, isolated and very changeable. I will leave you to you work."
He bows his head slightly and returns to the main deck, mulling over the captain's words.
Cormac
The dwarf listens to the story, running his hand through his beard as he does so. He looks to be deep in thought as if he is thinking of more questions to ask before a determined look forms on his face. "Now that sounds a bit more interestin then just doing a bit of ship building. Might just have to go an look into this meself. Although not alone, I ain't that much of a fool."
Ned finally speaks up. “When you go, I’ll head there with you. Just let me go first, I have experience fighting the dangers of the Marsh.”
Paladin - warforged - orange
Ben looks at Cormac and Ned, then nods, "Undead are victims as much as anything in these matters: Cursed, often soulless, they need to be put to rest, but should be pitied. Rooting out the cause of such evils is what drives me. If the wizard were raising such things as eternal servants..." he shakes his head, staring ahead for a moment before turning back to face the pair. "One thing at a time...eh? This house may have clues."
WIP
10
Perception: Elwyn - 23, Yamdum - 20, Ben - 13, Cormac - 11, CC - 10, Ned - 17
CC History: 7
CC does recall some stories about a ruined tower and remembers the name of the Wizard that had historically lived there, it was Zenopus. But the stories surrounding it are many. Some tell of a wizard that went mad and began attacking the locals, others of a necromancer searching to become a lich that went horrible wrong, some of experiments to other planes destroying the wizard or opening a portal bringing in all manner of horrors and more still of a misunderstood eccentric that the locals distrusted and eventually destroyed.
The first half of the watch passes smoothly. As the night progresses the swell increases in size and it's wave length widens, given a slow rhythmic quality, almost hypnotic, to the night. The crew is similar to the prior night, with Teves on the wheel once again taking command, but Flan is not to be seen, still resting. The crew are more comfortable with the party now, and when they pass they might offer a pat on the back of mutual respect or a few words as they pass. Some approach Elwyn and ask how he got a badger aboard without the captain gutting him. One approaches CC enquiring of his behaviour. And another Cormac, asking for advice on how they might get rid of the deep scratches on the side of the ship where the Sahuagin climbed aboard the night before. One takes a guess and asks Ned how he got his experience at sea.
At one point Elwyn sight shapes moving in the wake of the boat once again, but Yamdum correctly identifies it as a pod of dolphins, rather than a shiver of sharks.
((Any changes for the second half of the night?))
N/A
Elwyn
"Oh this here is Bud, he´s no ordinary badger though, he´s a magical one, perfectly friendly and safe to have on board. He sort of lives in this gray bag here but I thought some fresh air would do him good." Elwyn answers the curious crewmembers as Bud scampers around on quarterdeck. "Have you heard the tale of the badger and the otter by the way?" He asks, and even though the crewmembers have better things to do at least Bud stops and listens attentively to Elwyns fable.
"Dolphins huh Bud, well as long as we are rid of those bloodthirsty sharks and their masters." Elwyn comments to Bud. "Thanks Yamdum." He then says loud enough to be heard in the crows nest.
(OOC: Yeah, I think you can assume we stay at our posts all night :-)
Cormac
Cormac goes about the watch as he normally would, only pausing as he is asked about the scratches on the side of the ship. Pulling the sailor off to the side he begins an indepth and very detailed explanation of what has to be done in order to fix it without the use of magic.
Yamdum snorts and nods to Elwyn from the crowsnest. "The watch t'aint over. We best keep a weather eye about us."
perception: 18
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Elwyn
"Aye aye Mr Grumblesunder." Elwyn says and keeps on watching the Azure sea, Bud now resting beside him.
Perception:10
“I was with the marines, port of call was Salt Marsh. I fought hard for this land, and these waters.”
Paladin - warforged - orange