The Captain smiles at Triäsa's brief retort, "Now don't be so hard on the lady Ludolf. Not all of us are born on the seas. In fact, I would say she picked up much faster than most! A feat to be proud of!"
Rollback Post to RevisionRollBack
DM -- The Candlekeep Mysteries 1 & 2Discord PCs -- Christian Dembele Forum PCs -- Edryd Breckon, Fizzlebit Forton Thornberry the Fourth
After dispersing his berries ((any reaction from anyone on this?)), Pardot joins the group ready to continue on after having heard of the problems facing the area, knowing that something must be done to bring back the natural balance here.
The Grippli are initially hesitant to accept your berries but as you go one to one they seem to warm up and take one. They don't eat it right away as the frogfolk are generally carnivores and very nervious creatures. But one brave, desperate frog tries it. A few thankful sounding croaks later the rest eat their berry. You see a welcome look of satiety cross their faces. You can give out as many berries as you'd like, there are at least 30 injured and exhausted grippli scattered throughout the warehouse, it's up to you.
Sounds like you all are ready to journey onward. I'll post again later tonight but feel free ask anything else of the Pond Mother.
To be clear you do not want to take Bullgup and Quartle? They would join if you asked no matter the route you take.
Rollback Post to RevisionRollBack
DM -- The Candlekeep Mysteries 1 & 2Discord PCs -- Christian Dembele Forum PCs -- Edryd Breckon, Fizzlebit Forton Thornberry the Fourth
To Ludolf, Daventry responds. "I'm thinkin' we bring the two frogs. We'd be quicker through the island with them then without, they could lead us directly to the ruins without us havin' to trailblaze our own path. Otherwise it'll all be on Pardot. The Dog Ear can only take us about halfway, so we should still use her and then she can wait offshore for a signal."
Ludolf nods at Daventry's suggestion. "Yes, I agree, our amphibian friends could prove quite useful finding those ruins I suppose."He says, ready to head back to the ship for transport towards the crab farm and the village.
Triäsa nods to her companions, "Sounds like we agree that Bullgup and Quartle will accompany us. Let us return to the ship." She turns to the Pond Mother, again bowing low to her. "We will investigate the problem and hopefully have a solution for you very soon," she says in Primordial.
Translation
"We will investigate the problem and hopefully have a solution for you very soon."
The Pond Mother gives what could best be described as a smile and says, "May the blessing of the swamp go with you and for the sake of my children I will pray for your success."
You make your way back to the ship with your new tour guides who remain silent as the ship departs and sails briefly northward toward the coast. As you reach your goal you get a good view of the crab farm Pardot and Edgar had observed not long ago.
The Captain loads your party into two row boats each manned by seasoned deckhand. The bids you farewell and says, "We will drop anchor here and watch for a signal to retrieve you from the Crab Maze. We will wait as long as we can but I pray for your safe and speedy return."His gaze linger a bit longer on Triäsa before he turns away and starts explaining the plan to the crew.
The small ships skillfully navigate a rough and choppy tide as the approach the nearest wooden walkway. One by one you unload and gaze at the narrow pathway before you. Columns of stone with platforms built around them, connected by rickety-looking gangways that touch the sea or disappear beneath the frothing waves, are arrayed before you. In the distance you can see the marshy shore. Dark shapes move under the surface, and flashes of red carapace draw the eye. This is not a safe place.
It is mid afternoon but the sun has become obscured by heavy clouds and the air is thick and heavy with humidity made worse by swamp you find yourself navigating. Large mosqitos bite any exposed skin than can find. Your Grippli guides do their best to eat as many as they can but swarms and swarms of the creatures harrass your every breath.
Once aboard planks the row boats push off leaving you stranded. Bullgup hunches down and says, "We should be quiet, the crabs are angry and hungry. They may strike out if they hear our approach. The village is on the other side of the Crab Maze we can get you there quickly."
Each main walkway is wide enough for two of you to walk side by side, while smaller branching ones are wide enough for only a single person. Interspersed through this web of rickety wood and netting are processing platforms built around the stone columns, each large enough to hold four at a time. The water on either side of the walkways froths and foams as your footfalls pass by. You see giant crabs hungerly clawing at the netting.
Everyone roll stealth, group DC is 20. You have advantage since the Grippli are with you and help guide you as silently as possible.
Translations:
The Pond Mother gives what could best be described as a smile and says, "May the blessing of the swamp go with you and for the sake of my children I will pray for your success."
Once aboard planks the row boats push off leaving you stranded. Bullgup hunches down and says, "We should be quiet, the crabs are angry and hungry. They may strike out if they hear our approach. The village is on the other side of the Crab Maze we can get you there quickly."
Rollback Post to RevisionRollBack
DM -- The Candlekeep Mysteries 1 & 2Discord PCs -- Christian Dembele Forum PCs -- Edryd Breckon, Fizzlebit Forton Thornberry the Fourth
As you start negotiating the maze Edgar returns and lands on Ludolf shoulder. He informs you that he observed 4 Yuan-ti roaming the homes of the Grippli. He saw a number of Grippli doing manual labor around the village and being whipped and beaten as they were given tasks. He also tells of 6 Yuan-ti guarding what looked like 5 small pools of water surrounded by mud. There were a few beaten and battered Grippli in this area tending to what appeared to be eggs.
Rollback Post to RevisionRollBack
DM -- The Candlekeep Mysteries 1 & 2Discord PCs -- Christian Dembele Forum PCs -- Edryd Breckon, Fizzlebit Forton Thornberry the Fourth
This post has potentially manipulated dice roll results.
While on the ship, Ludolf would renew his Comprehend Languages spell before climibing into the row boat. He then continues to translate what is being said in primordial.
As Edgar returns, Ludolf informs the others of what the raven had to report, giving him a treat from his pocket before sending him back at a high altitude to spot any ambushes or other threats. Edgar perception: 21
Ludolf then follows the others through the crab maze, keeping a good lookout for crabs coming near the team. Stealth: 22 + Guidance: 4 Perception: 4
(Suggested marching order if needed: Bullgup, Quartle, Daventry, Ludolf, Triäsa and Pardot)
This post has potentially manipulated dice roll results.
Pardot unwraps his flaming walking stick, hoping that the flame will keep the mosquitoes at bay, or asks if anyone has an actual torch to light if that would help. He then mumbles that he wished they'd brought some Insect Repellent-Salve, and makes a mental note to find some when they are in town next. He then does his best to hunker down and stay quiet. ((stealth + guidance: 16))
This post has potentially manipulated dice roll results.
(I am going with the 20 for Pardot as it would be the tie breaker and you are going to have a few more opportunities to fail this...)
You head carefully along the walkways being as quiet as possible. You can see the breakwater and the outline of the village in the distance, you are about a third of the way there. The crabs snap at each other in their thin net cages just submerged in the water but they seem to ignore your movements.
Ludolf notes the cages are a delicate and elaborate trap. The top of the cages are open which allows them to be harvested quickly but the bottoms and the walls are very finely threaded which prevents the crab from escaping. The creatures are very large, larger than any crab you have ever seen and it is no wonder Candlekeep relies on this as a source of food. The crabs are very, very agitated in the water below.
Edgar caws in appreciation at the treat and takes to the air once again, ever vigilant.
Pardot's flame clears away the most of the insects in your immediate vicinity and gives you a bit of light in the horribly humid, dark afternoon sky.
(For the sake of ease can everyone make two stealth checks with adv with their next post. I may or may not need both in the future. Fortunately you have guides and Edgar so you don't have to worry about getting lost in the sea of crabs...)
Grippli Stealth Checks 1 2015
Grippli Stealth Checks 2 1722
Rollback Post to RevisionRollBack
DM -- The Candlekeep Mysteries 1 & 2Discord PCs -- Christian Dembele Forum PCs -- Edryd Breckon, Fizzlebit Forton Thornberry the Fourth
Though already trying to be quiet with the group as they move through the rough seas, attempting to avoid become mosquito feed, after hearing Ludolf's report of the Yuan-ti ahead, Pardot reaches into a pouch at his side and pulling a couple small leaves from it, sets them ablaze, and as the ashes float back over the party everyone notices their passage becomes more silent. He then whispers back to the group, "Let us stay hidden to learn what we can before we engage the lizard folk..."
stealth + guidance + Pass (1 - 41; 2 - 31) - we ain't gonna fail this guys! :D
This post has potentially manipulated dice roll results.
Ludolf nods in appreciation to Pardot and does his best to continue to move silently as the team proceeds through the crab maze. Stealth: 24 + Guidance: 2 Stealth: 21 + Guidance: 1
Like shadows through the swamp you our presence in the Crab Maze goes completely unnoticed. Silently you pick your way across the warped boards and planks of the crab maze. It takes a good thirty minutes before your guides motion for you to stop. Ahead of you is the end of the crab farm, you have arrived at the breakwater. You feel confident that neither snake nor crab has noted your presence.
The breakwater is a low stone and mud wall with branches and vines carefully woven through out. The wall keeps sea creatures out of the lagoon, swamp and village beyond and serves as protection from rough waves during storms. While effective against the forces of nature it is clearly not meant to keep people out or serve as any sort of military fortification. Currently a restless tide slams harmlessly against the wall.
Between the breakwater the shore is several hundred feet of still calm water. This lagoon has a series of docks which are empty on the side.
Edgar conveys to Ludolf the Yaun-ti patrol the village from time to time or spend their time torturing the remaining Grippli but he has not seen the snakes watch the shore with any sort of diligence. The dots on the map represent structures. The largest dot is the largest of the structures.
Having guided you this far the Grippli look to you for direction.
Map
Rollback Post to RevisionRollBack
DM -- The Candlekeep Mysteries 1 & 2Discord PCs -- Christian Dembele Forum PCs -- Edryd Breckon, Fizzlebit Forton Thornberry the Fourth
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The Captain smiles at Triäsa's brief retort, "Now don't be so hard on the lady Ludolf. Not all of us are born on the seas. In fact, I would say she picked up much faster than most! A feat to be proud of!"
DM -- The Candlekeep Mysteries 1 & 2 Discord PCs -- Christian Dembele Forum PCs -- Edryd Breckon, Fizzlebit Forton Thornberry the Fourth
Not aware that the captain also heard his comment to Triäsa, Ludolf simply gives him a strained smile.
After dispersing his berries ((any reaction from anyone on this?)), Pardot joins the group ready to continue on after having heard of the problems facing the area, knowing that something must be done to bring back the natural balance here.
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
The Grippli are initially hesitant to accept your berries but as you go one to one they seem to warm up and take one. They don't eat it right away as the frogfolk are generally carnivores and very nervious creatures. But one brave, desperate frog tries it. A few thankful sounding croaks later the rest eat their berry. You see a welcome look of satiety cross their faces. You can give out as many berries as you'd like, there are at least 30 injured and exhausted grippli scattered throughout the warehouse, it's up to you.
Sounds like you all are ready to journey onward. I'll post again later tonight but feel free ask anything else of the Pond Mother.
To be clear you do not want to take Bullgup and Quartle? They would join if you asked no matter the route you take.
DM -- The Candlekeep Mysteries 1 & 2 Discord PCs -- Christian Dembele Forum PCs -- Edryd Breckon, Fizzlebit Forton Thornberry the Fourth
To Ludolf, Daventry responds. "I'm thinkin' we bring the two frogs. We'd be quicker through the island with them then without, they could lead us directly to the ruins without us havin' to trailblaze our own path. Otherwise it'll all be on Pardot. The Dog Ear can only take us about halfway, so we should still use her and then she can wait offshore for a signal."
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Ludolf nods at Daventry's suggestion. "Yes, I agree, our amphibian friends could prove quite useful finding those ruins I suppose." He says, ready to head back to the ship for transport towards the crab farm and the village.
Triäsa nods to her companions, "Sounds like we agree that Bullgup and Quartle will accompany us. Let us return to the ship." She turns to the Pond Mother, again bowing low to her. "We will investigate the problem and hopefully have a solution for you very soon," she says in Primordial.
Translation
"We will investigate the problem and hopefully have a solution for you very soon."
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
The Pond Mother gives what could best be described as a smile and says, "May the blessing of the swamp go with you and for the sake of my children I will pray for your success."
You make your way back to the ship with your new tour guides who remain silent as the ship departs and sails briefly northward toward the coast. As you reach your goal you get a good view of the crab farm Pardot and Edgar had observed not long ago.
The Captain loads your party into two row boats each manned by seasoned deckhand. The bids you farewell and says, "We will drop anchor here and watch for a signal to retrieve you from the Crab Maze. We will wait as long as we can but I pray for your safe and speedy return." His gaze linger a bit longer on Triäsa before he turns away and starts explaining the plan to the crew.
The small ships skillfully navigate a rough and choppy tide as the approach the nearest wooden walkway. One by one you unload and gaze at the narrow pathway before you. Columns of stone with platforms built around them, connected by rickety-looking gangways that touch the sea or disappear beneath the frothing waves, are arrayed before you. In the distance you can see the marshy shore. Dark shapes move under the surface, and flashes of red carapace draw the eye. This is not a safe place.
It is mid afternoon but the sun has become obscured by heavy clouds and the air is thick and heavy with humidity made worse by swamp you find yourself navigating. Large mosqitos bite any exposed skin than can find. Your Grippli guides do their best to eat as many as they can but swarms and swarms of the creatures harrass your every breath.
Once aboard planks the row boats push off leaving you stranded. Bullgup hunches down and says, "We should be quiet, the crabs are angry and hungry. They may strike out if they hear our approach. The village is on the other side of the Crab Maze we can get you there quickly."
Each main walkway is wide enough for two of you to walk side by side, while smaller branching ones are wide enough for only a single person. Interspersed through this web of rickety wood and netting are processing platforms built around the stone columns, each large enough to hold four at a time. The water on either side of the walkways froths and foams as your footfalls pass by. You see giant crabs hungerly clawing at the netting.
Everyone roll stealth, group DC is 20. You have advantage since the Grippli are with you and help guide you as silently as possible.
Translations:
The Pond Mother gives what could best be described as a smile and says, "May the blessing of the swamp go with you and for the sake of my children I will pray for your success."
Once aboard planks the row boats push off leaving you stranded. Bullgup hunches down and says, "We should be quiet, the crabs are angry and hungry. They may strike out if they hear our approach. The village is on the other side of the Crab Maze we can get you there quickly."
DM -- The Candlekeep Mysteries 1 & 2 Discord PCs -- Christian Dembele Forum PCs -- Edryd Breckon, Fizzlebit Forton Thornberry the Fourth
As you start negotiating the maze Edgar returns and lands on Ludolf shoulder. He informs you that he observed 4 Yuan-ti roaming the homes of the Grippli. He saw a number of Grippli doing manual labor around the village and being whipped and beaten as they were given tasks. He also tells of 6 Yuan-ti guarding what looked like 5 small pools of water surrounded by mud. There were a few beaten and battered Grippli in this area tending to what appeared to be eggs.
DM -- The Candlekeep Mysteries 1 & 2 Discord PCs -- Christian Dembele Forum PCs -- Edryd Breckon, Fizzlebit Forton Thornberry the Fourth
While on the ship, Ludolf would renew his Comprehend Languages spell before climibing into the row boat. He then continues to translate what is being said in primordial.
As Edgar returns, Ludolf informs the others of what the raven had to report, giving him a treat from his pocket before sending him back at a high altitude to spot any ambushes or other threats.
Edgar perception: 21
Ludolf then follows the others through the crab maze, keeping a good lookout for crabs coming near the team.
Stealth: 22 + Guidance: 4 Perception: 4
(Suggested marching order if needed: Bullgup, Quartle, Daventry, Ludolf, Triäsa and Pardot)
Pardot unwraps his flaming walking stick, hoping that the flame will keep the mosquitoes at bay, or asks if anyone has an actual torch to light if that would help. He then mumbles that he wished they'd brought some Insect Repellent-Salve, and makes a mental note to find some when they are in town next. He then does his best to hunker down and stay quiet. ((stealth + guidance: 16))
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Triäsa gives Bullgup a nod. "Yes, quiet," she says in Primordial.
(Stealth: 21)
"Yes, quiet."
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Daventry slips behind the two Gripplis, attempting to match their step, but finds the rickety planks a bit harder to navigate quietly.
Stealth: 15 (with a +7 and advantage... D: )
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Stealth for Grippli 7 17
DM -- The Candlekeep Mysteries 1 & 2 Discord PCs -- Christian Dembele Forum PCs -- Edryd Breckon, Fizzlebit Forton Thornberry the Fourth
(I am going with the 20 for Pardot as it would be the tie breaker and you are going to have a few more opportunities to fail this...)
You head carefully along the walkways being as quiet as possible. You can see the breakwater and the outline of the village in the distance, you are about a third of the way there. The crabs snap at each other in their thin net cages just submerged in the water but they seem to ignore your movements.
Ludolf notes the cages are a delicate and elaborate trap. The top of the cages are open which allows them to be harvested quickly but the bottoms and the walls are very finely threaded which prevents the crab from escaping. The creatures are very large, larger than any crab you have ever seen and it is no wonder Candlekeep relies on this as a source of food. The crabs are very, very agitated in the water below.
Edgar caws in appreciation at the treat and takes to the air once again, ever vigilant.
Pardot's flame clears away the most of the insects in your immediate vicinity and gives you a bit of light in the horribly humid, dark afternoon sky.
(For the sake of ease can everyone make two stealth checks with adv with their next post. I may or may not need both in the future. Fortunately you have guides and Edgar so you don't have to worry about getting lost in the sea of crabs...)
Grippli Stealth Checks 1 20 15
Grippli Stealth Checks 2 17 22
DM -- The Candlekeep Mysteries 1 & 2 Discord PCs -- Christian Dembele Forum PCs -- Edryd Breckon, Fizzlebit Forton Thornberry the Fourth
Though already trying to be quiet with the group as they move through the rough seas, attempting to avoid become mosquito feed, after hearing Ludolf's report of the Yuan-ti ahead, Pardot reaches into a pouch at his side and pulling a couple small leaves from it, sets them ablaze, and as the ashes float back over the party everyone notices their passage becomes more silent. He then whispers back to the group, "Let us stay hidden to learn what we can before we engage the lizard folk..."
stealth + guidance + Pass (1 - 41; 2 - 31) - we ain't gonna fail this guys! :D
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Triäsa continues on, trying to remain as quiet as possible. She keeps an eye out for anything that might be able to spot them. (Perception: 10)
(Stealth Checks: 34, 24)
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Ludolf nods in appreciation to Pardot and does his best to continue to move silently as the team proceeds through the crab maze.
Stealth: 24 + Guidance: 2
Stealth: 21 + Guidance: 1
Daventry continues just behind their guides, keeping her blade at the ready as she keeps a lookout.
Stealth 1: Nat 20 for 37 total (dice were 9 and 20)
Stealth 2: Nat 19 for 36 total (dice were 19 and 2)
Perception: 22
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Like shadows through the swamp you our presence in the Crab Maze goes completely unnoticed. Silently you pick your way across the warped boards and planks of the crab maze. It takes a good thirty minutes before your guides motion for you to stop. Ahead of you is the end of the crab farm, you have arrived at the breakwater. You feel confident that neither snake nor crab has noted your presence.
The breakwater is a low stone and mud wall with branches and vines carefully woven through out. The wall keeps sea creatures out of the lagoon, swamp and village beyond and serves as protection from rough waves during storms. While effective against the forces of nature it is clearly not meant to keep people out or serve as any sort of military fortification. Currently a restless tide slams harmlessly against the wall.
Between the breakwater the shore is several hundred feet of still calm water. This lagoon has a series of docks which are empty on the side.
Edgar conveys to Ludolf the Yaun-ti patrol the village from time to time or spend their time torturing the remaining Grippli but he has not seen the snakes watch the shore with any sort of diligence. The dots on the map represent structures. The largest dot is the largest of the structures.
Having guided you this far the Grippli look to you for direction.
Map
DM -- The Candlekeep Mysteries 1 & 2 Discord PCs -- Christian Dembele Forum PCs -- Edryd Breckon, Fizzlebit Forton Thornberry the Fourth