Perhaps we chill here for a bit and get the folks ready for transport, they might need food or decent rest. If we have some spare weapons we can let them borrow them for the walk so at least there armed and helpful
there were as many as 8 spears and shields in the cavern that the bullywugs were wielding, they would be useful for the town to defend iteself as well. Stryke will go back into the cavern and look around to find weapons and shields and see what else can be found, anyone want to help?
You gather 8 spears that are human made, the only metal human made shield was that of the chief, it has the symbol of the Iron Circle on it. The prisoners are keen to be off.
"The magic of the amulet is about to expire," croaks Uggloor. "I will take this opportunity to say the chief's decision has been terrible for our tribe, and while we care little for the woes of others, we would be happy if you were to thwart this Iron Circle so they do not tempt others to ruin."
You are heading back to the keelboat which is waiting for you. The Reedfoot halflings will take you wherever you want to go on t he keelboat. The original plan was to head back to Albridge and take the ex-prisoners back there as they have more resources and room.
Yep, the keelboat will accommodate them all as they are designed to carry cargo.
The giant toad looks like it is about to make a leap at Esa, but Uggloor strikes it with his fist and it stops and blinks slowly. You can no longer understand Uggloor when he speaks.
It is dark, so you light lanterns/torches. The half-moon helps but not enough. You all leave the Toadwallow Cavern area, picking your way through the swamp on the firm ground. It takes a while, and you could have a long rest but you all decide it is better to be away from the swamp when you do so. You finally arrive back at where you left the keelboat. You see it at anchor in the river, and get the attention of the halfling on watch, helped by the barking of Gnasher the dog who is excited to see you. The halfling on watch soon rouses the crew who, grumbling as only halflings can, up anchor and bring the keelboat to the bank and load everyone on. The two halfling boys are wide eyed at the new arrivals and the new wounds they can see on the party. They have multiple questions.
As the crew bring out blankets for everyone the keelboat skipper says that they will head back out and anchor until first light as it is too dangerous to move on the river at night. It takes an hour or so but soon everyone has had some small amount of food and water, and some bedding and they and you all are sleeping on the broad deck. Gnasher almost, but not quite licks the party members, he is excited to see you but he initially cringes when the party members reach to pat him. He does allow himself to be patted and touched now, whereas before he was backing away.
The lights are doused and the watch set for trouble. The skipper decides that two people should be on watch now, just in case those "blasted froggies" change their mind. Cue more grumbling from the halflings ordered to be on watch. There are no incidents during the rest of the night.
A cooler day with a few clouds greets the party as the keelboat is already making ready to weigh anchor and head back to Albridge. They will be going against the slow current, so poles are being used by the crew to propel them along. The keelboat is flat bottomed, so it is easier to pole along than would a sea-going vessel which has much more of its mass in the water.
At the Tor's Hold crossing you exchange news with some Tor's Hold warriors guarding the ferry/barge on their side. They tell you that 24 hours ago they saw off some Iron Circle troops who tried to cross the river but fell to the arrows and bolts of the Tor's Hold troops. The halflings give their news and the Tor's Hold troops cheer when they hear that the prisoners were rescued from the bullywugs, and excited conversation when they hear the bullywugs should not be a problem any more. They will take this news back to Bran Torsson, who you met in Albridge. They provide some food for the prisoners, party, and crew.
Augustin notes that in a way the Iron Circle have brought the people of Harkenwold together, united them. This generosity would not have been possible in the past when everyone was worrying about holding on to what they had.
It takes a bit longer than coming downriver with the current, so there is another overnight stop.
Augustin offers to take the second shift. He speaks to the children and the other folks of the boat. He tries to spin a good story regarding his actions and attempts to turn it into a learning opportunity regarding working with others during the trying times. He speaks about the power of friendship and the like. Trying to turn it into one of Aesops Fables.
While Esa is on watch with one of the halfling crew when she sees something unusual that catches her interest. Her fey sense tingles so knows some fey magic is at work here.
A river turtle, a large one, moves close to the bank, she can see it in the moonlight. It raises its head up and spits something out on the bank. There is flurry of activity on the bank by some small creatures. She gets her mage hand to raise up the torch a little and move it out over the water towards the turtle. She can see a bunch of squirrels on the bank. They pick up the item that the turtle spat out. It seems to be two somethings, actually, tied together by a rope. The squirrels untie one item from one end of the rope then its like they have a discussion. If she didn't know better she'd guess they were doing rock, paper, wizard. One squirrel holds the item and jumps on the turtle's back. The turtle swims away from the bank, keeping its shell above the water. Esa sees that it is swimming towards the keel boat so she flies off the keelboat towards the strange couple, with her torch still being held by the spell, trailing behind.
Esa would swear later that the squirrel looked very annoyed to see her and her torch float over. The item the squirrel is carrying is an acorn. Not any acorn. THE Acorn. Grimbald must have tried to get rid of it by dropping it in the river, she thinks. Esa considers helping, but wants to see how it will play out. She's pretty sure she knows, but wants to see it anyway.
The squirrel on the turtle make it to the keel boat. The squirrel, still gripping the acorn in one hand, runs easily up the anchor chain and searches around for Grimbald sleeping on the deck. It finds him and tucks the acorn back into his backpack the dwarf is using as a pillow. Then with another annoyed look at Esa, the squirrel quickly darts back to the turtle, who was waiting patiently, and they both head back to the river bank.
Not the weirdest thing she's ever seen - Esa has lived in the feywild after all - but maybe the weirdest thing she's seen in the mundane world.
Augustin offers to take the second shift. He speaks to the children and the other folks of the boat. He tries to spin a good story regarding his actions and attempts to turn it into a learning opportunity regarding working with others during the trying times. He speaks about the power of friendship and the like. Trying to turn it into one of Aesops Fables.
It's a warmer, mostly sunny day today. There are always clouds in the Nentir Vale, but not too many today. A light breeze rustles the reeds and willow tree branches on the river bank.
A column of smoke can be seen to the south.
"Village of Marl," says Sandy Reedfoot the halfling skipper, puffing on his pipe. "Poor blighters, the Iron Circle are really making an example of them. Got everyone scared."
Most of the rescued prisoners are from Marl and are pointing towards the smoke and talking quietly, some are crying.
The keelboat weighs anchor and the halfling crew are back poling the boat against the slow current.
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Esa agrees with this. Let's get them back to town and hopefully stop by a river or something along the way for a bath
Perhaps we chill here for a bit and get the folks ready for transport, they might need food or decent rest. If we have some spare weapons we can let them borrow them for the walk so at least there armed and helpful
there were as many as 8 spears and shields in the cavern that the bullywugs were wielding, they would be useful for the town to defend iteself as well. Stryke will go back into the cavern and look around to find weapons and shields and see what else can be found, anyone want to help?
perception + Guidance = 2 + 7
You gather 8 spears that are human made, the only metal human made shield was that of the chief, it has the symbol of the Iron Circle on it. The prisoners are keen to be off.
"The magic of the amulet is about to expire," croaks Uggloor. "I will take this opportunity to say the chief's decision has been terrible for our tribe, and while we care little for the woes of others, we would be happy if you were to thwart this Iron Circle so they do not tempt others to ruin."
If everyone is keen to be off then so is Augustin. Throughout the journey, he will stick with the prisoners and protect them as a priority.
Are we going to head for Tor's Hold or Albridge?
You are heading back to the keelboat which is waiting for you. The Reedfoot halflings will take you wherever you want to go on t he keelboat. The original plan was to head back to Albridge and take the ex-prisoners back there as they have more resources and room.
will we all fit, thats a lot of extra passengers?
Yep, the keelboat will accommodate them all as they are designed to carry cargo.
The giant toad looks like it is about to make a leap at Esa, but Uggloor strikes it with his fist and it stops and blinks slowly. You can no longer understand Uggloor when he speaks.
It is dark, so you light lanterns/torches. The half-moon helps but not enough. You all leave the Toadwallow Cavern area, picking your way through the swamp on the firm ground. It takes a while, and you could have a long rest but you all decide it is better to be away from the swamp when you do so. You finally arrive back at where you left the keelboat. You see it at anchor in the river, and get the attention of the halfling on watch, helped by the barking of Gnasher the dog who is excited to see you. The halfling on watch soon rouses the crew who, grumbling as only halflings can, up anchor and bring the keelboat to the bank and load everyone on. The two halfling boys are wide eyed at the new arrivals and the new wounds they can see on the party. They have multiple questions.
As the crew bring out blankets for everyone the keelboat skipper says that they will head back out and anchor until first light as it is too dangerous to move on the river at night. It takes an hour or so but soon everyone has had some small amount of food and water, and some bedding and they and you all are sleeping on the broad deck. Gnasher almost, but not quite licks the party members, he is excited to see you but he initially cringes when the party members reach to pat him. He does allow himself to be patted and touched now, whereas before he was backing away.
The lights are doused and the watch set for trouble. The skipper decides that two people should be on watch now, just in case those "blasted froggies" change their mind. Cue more grumbling from the halflings ordered to be on watch. There are no incidents during the rest of the night.
Everyone takes a long rest.
26th day of Highsummer
A cooler day with a few clouds greets the party as the keelboat is already making ready to weigh anchor and head back to Albridge. They will be going against the slow current, so poles are being used by the crew to propel them along. The keelboat is flat bottomed, so it is easier to pole along than would a sea-going vessel which has much more of its mass in the water.
At the Tor's Hold crossing you exchange news with some Tor's Hold warriors guarding the ferry/barge on their side. They tell you that 24 hours ago they saw off some Iron Circle troops who tried to cross the river but fell to the arrows and bolts of the Tor's Hold troops. The halflings give their news and the Tor's Hold troops cheer when they hear that the prisoners were rescued from the bullywugs, and excited conversation when they hear the bullywugs should not be a problem any more. They will take this news back to Bran Torsson, who you met in Albridge. They provide some food for the prisoners, party, and crew.
Augustin notes that in a way the Iron Circle have brought the people of Harkenwold together, united them. This generosity would not have been possible in the past when everyone was worrying about holding on to what they had.
It takes a bit longer than coming downriver with the current, so there is another overnight stop.
Does the party want to take a turn on watch?
Augustin offers to take the second shift. He speaks to the children and the other folks of the boat. He tries to spin a good story regarding his actions and attempts to turn it into a learning opportunity regarding working with others during the trying times. He speaks about the power of friendship and the like. Trying to turn it into one of Aesops Fables.
Grimbald can take a night shift perception 18
in case its needed Initiative 9
Stryke can take a shift as well if needed
Perception 11
Esa can light a torch and do a watch. 0
She flies around the torchlight as she watches, enjoying having some peace and quiet to herself.
Like a moth to a flame...
Probs a bit late but Vakiel can also kick in for a watch if it’s needed
p7
While Esa is on watch with one of the halfling crew when she sees something unusual that catches her interest. Her fey sense tingles so knows some fey magic is at work here.
A river turtle, a large one, moves close to the bank, she can see it in the moonlight. It raises its head up and spits something out on the bank. There is flurry of activity on the bank by some small creatures. She gets her mage hand to raise up the torch a little and move it out over the water towards the turtle. She can see a bunch of squirrels on the bank. They pick up the item that the turtle spat out. It seems to be two somethings, actually, tied together by a rope. The squirrels untie one item from one end of the rope then its like they have a discussion. If she didn't know better she'd guess they were doing rock, paper, wizard. One squirrel holds the item and jumps on the turtle's back. The turtle swims away from the bank, keeping its shell above the water. Esa sees that it is swimming towards the keel boat so she flies off the keelboat towards the strange couple, with her torch still being held by the spell, trailing behind.
Esa would swear later that the squirrel looked very annoyed to see her and her torch float over. The item the squirrel is carrying is an acorn. Not any acorn. THE Acorn. Grimbald must have tried to get rid of it by dropping it in the river, she thinks. Esa considers helping, but wants to see how it will play out. She's pretty sure she knows, but wants to see it anyway.
The squirrel on the turtle make it to the keel boat. The squirrel, still gripping the acorn in one hand, runs easily up the anchor chain and searches around for Grimbald sleeping on the deck. It finds him and tucks the acorn back into his backpack the dwarf is using as a pillow. Then with another annoyed look at Esa, the squirrel quickly darts back to the turtle, who was waiting patiently, and they both head back to the river bank.
Not the weirdest thing she's ever seen - Esa has lived in the feywild after all - but maybe the weirdest thing she's seen in the mundane world.
Esa decides to ask Grimbald about this in the morning
Perception 19
Initiative 9
The night passes otherwise uneventfully.
27th day of Highsummer
It's a warmer, mostly sunny day today. There are always clouds in the Nentir Vale, but not too many today. A light breeze rustles the reeds and willow tree branches on the river bank.
A column of smoke can be seen to the south.
"Village of Marl," says Sandy Reedfoot the halfling skipper, puffing on his pipe. "Poor blighters, the Iron Circle are really making an example of them. Got everyone scared."
Most of the rescued prisoners are from Marl and are pointing towards the smoke and talking quietly, some are crying.
The keelboat weighs anchor and the halfling crew are back poling the boat against the slow current.