Essendrum sends Milady to fly out and below and then back again, to take a look through her eyes at the underside of the bridge and 120 feet down the chasm.
Investigation: 20
Essendrum summons his familiar. A short-lived snowfall and a frosty breeze accompanies the creature's appearance. Silently the white owl descends from the bridge. Essendrum exhales slowly as he allows his will to lock onto the owl. He feels the air rushing past, ruffling the owl's feathers, the outstretching of wings as it levels off. Essendrum peers around him as the owl makes a short survey of the area below. 200 ft. below the bridge he sees a great underground river flowing rapidly, coming from the northeast and flowing south then southeast. He sees the river widen as it travels southeast and a set of steps ahead of the party that leads to a landing. A boat has been pulled up onto the landing, to escape the rapid flow of the underground river. Southeast of the landing is a small island.
Essendrum returns to himself and as Milady nestles into his beard, he relays what he saw to the party. “That seems worth investigating but I’d rather proceed forward and look for a slower path down.”
This post has potentially manipulated dice roll results.
"Yeah, I am in agreement as jumping would probably be painful" says Kiza. She slowly heads across the bridge testing each step to make sure they are sturdy enough for a person to stand on. Once she is at the gate, she checks it for traps.
Kiza moves forward. Suddenly she finds that the bridge is not as sturdy as it appeared to be. It starts to sway and pitch with each step. DM: Need an Acrobatics roll from everyone who attempts to cross.
As the bridge starts to sway below Kiza, Spike holds off at its edge. He gets out is rope and says the command word for his Winged Boots. Flying into place over Kiza's head, he offers the rope with its end tied into a loop to Help her balance as she goes across.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Because of the strange mobile formatting I often have to close the keyboard to exit the dice dialogue box and then the number appears top left instead of where it was formatted to be.
With the help of a flying Spike, everyone makes it to the other side with little effort. The party gathers on the other side, faced with a 6 ft. high gate. It is a black iron gate that stands about 6 ft. high and is covered in places with rust. Looking it over, you find the rungs of the gate have been cast in the images of humanoid figures, arms stretched over their heads, sunken eyes, and their mouths open, appearing to be eternally screaming at some unknown horror. The right side of the gate stands open, easily enough for even Enoch in his armor to get by. On the other side of the gate is a set of steep steps that descend into the darkness. (assuming you are going to continue -let me know if you want to do something else.)
You descend the steps before you. They travel down and to the south and a thin layer of water clings to each one. With each step, the air around you feels much colder and its heavy moisture causes you to wrap yourself up in your cloaks to fight its chill. Your travel is measured more in time than in distance as minutes pass on your trek. After about 8 minutes you come to a small landing carved out in the rock wall that surrounds this wide cavern. Another set of steps, these going down and to the east, are on the east side of this landing. You take these steps only to find they are a bit slippery. (need another Acrobatics check or help from a Flying Spike to negotiate them.) The sound of the rushing water is almost deafening as you finally make it to the landing.
Another set of gates bar passage to the landing itself but you can see it is empty, save for a small boat resting upon it. Beyond the landing is darkness, but through it, you can bearly make out a small island about 30 ft. from the landing itself.
During their travels, Spike tries his best to pick up any trace of the drag marks--or see a surface that should show them not have any trace... If he does not after several tries, he worries that they may have taken a wrong turn in following this path...
Survival: 8
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
During their travels, Spike tries his best to pick up any trace of the drag marks--or see a surface that should show them not have any trace... If he does not after several tries, he worries that they may have taken a wrong turn in following this path...
Survival: 8
Not sure it its the climate or he has missed something, Spike can not find any drag marks, or any other marks on the steps.
"I haven't seen any drag marks in a while...Maybe we took a wrong turn trying to follow the tracks. I think we should go check the other direction first before heading too far this way," says Spike, "Unless someone else has seen the tracks we have been trying to follow."
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"I haven't seen any drag marks in a while...Maybe we took a wrong turn trying to follow the tracks. I think we should go check the other direction first before heading too far this way. Unless someone else has seen the tracks we have been trying to follow."
The paladin rubbed his chin as he contemplated the situation. "Well," he started, "I wouldn't mind that. But it looked like there were no tracks going the other way either. I don't know how likely it would be for them to just reappear along either path; perhaps magic was used at the intersection to conceal the rest of the tracks so there are no more to be found?"
He shrugged and turned towards the others. "What do you all think?"
“Having walked down that slippery stair and across that swaying bridge, with Flint’s help of course, I would hate to walk them both twice again. I would much rather investigate that island at this point and then double back if it comes to nothing. But for safety’s sake, I’ll follow the flying Dwarf wherever he takes his rope.”
Essendrum summons his familiar. A short-lived snowfall and a frosty breeze accompanies the creature's appearance.
Silently the white owl descends from the bridge.
Essendrum exhales slowly as he allows his will to lock onto the owl.
He feels the air rushing past, ruffling the owl's feathers, the outstretching of wings as it levels off.
Essendrum peers around him as the owl makes a short survey of the area below.
200 ft. below the bridge he sees a great underground river flowing rapidly, coming from the northeast and flowing south then southeast.
He sees the river widen as it travels southeast and a set of steps ahead of the party that leads to a landing.
A boat has been pulled up onto the landing, to escape the rapid flow of the underground river.
Southeast of the landing is a small island.
Essendrum returns to himself and as Milady nestles into his beard, he relays what he saw to the party. “That seems worth investigating but I’d rather proceed forward and look for a slower path down.”
"Yeah, I am in agreement as jumping would probably be painful" says Kiza. She slowly heads across the bridge testing each step to make sure they are sturdy enough for a person to stand on. Once she is at the gate, she checks it for traps.
Perception
7
Investigation
21
Spike follows along once the bridge inspection is clear, though he is unsettled to find no drag marks indicating their quarry passed this way.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kiza moves forward.
Suddenly she finds that the bridge is not as sturdy as it appeared to be. It starts to sway and pitch with each step.
DM:
Need an Acrobatics roll from everyone who attempts to cross.
Spike:
As the bridge starts to sway below Kiza, Spike holds off at its edge. He gets out is rope and says the command word for his Winged Boots. Flying into place over Kiza's head, he offers the rope with its end tied into a loop to Help her balance as she goes across.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
19Essendrum will wait patiently for his turn. When it comes he’ll tie Flint’s rope in a loop securely around his middle just in case.
“Acrobatics” (at best a dignified shuffle):
Because of the strange mobile formatting I often have to close the keyboard to exit the dice dialogue box and then the number appears top left instead of where it was formatted to be.
At hearing Essendrum's conclusion as to the magic of his wraps, Enoch nodded and gave a silent prayer of thanks as he wore them.
At the bridge, he waited for the others to cross, then took his turn.
(( Acrobatics: 7 ))
Sterling - V. Human Bard 3 (College of Art) - [Pic] - [Traits] - in Bards: Dragon Heist (w/ Mansion) - Jasper's [Pic] - Sterling's [Sigil]
Tooltips Post (2024 PHB updates) - incl. General Rules
>> New FOW threat & treasure tables: fow-advanced-threat-tables.pdf fow-advanced-treasure-table.pdf
Kiza Acrobatics
21
With the help of a flying Spike, everyone makes it to the other side with little effort.

The party gathers on the other side, faced with a 6 ft. high gate.
It is a black iron gate that stands about 6 ft. high and is covered in places with rust.
Looking it over, you find the rungs of the gate have been cast in the images of humanoid figures, arms stretched over their heads, sunken eyes, and their mouths open, appearing to be eternally screaming at some unknown horror.
The right side of the gate stands open, easily enough for even Enoch in his armor to get by.
On the other side of the gate is a set of steep steps that descend into the darkness.
(assuming you are going to continue -let me know if you want to do something else.)
You descend the steps before you.
They travel down and to the south and a thin layer of water clings to each one.
With each step, the air around you feels much colder and its heavy moisture causes you to wrap yourself up in your cloaks to fight its chill.
Your travel is measured more in time than in distance as minutes pass on your trek.
After about 8 minutes you come to a small landing carved out in the rock wall that surrounds this wide cavern.
Another set of steps, these going down and to the east, are on the east side of this landing.
You take these steps only to find they are a bit slippery.
(need another Acrobatics check or help from a Flying Spike to negotiate them.)
The sound of the rushing water is almost deafening as you finally make it to the landing.
Another set of gates bar passage to the landing itself but you can see it is empty, save for a small boat resting upon it.
Beyond the landing is darkness, but through it, you can bearly make out a small island about 30 ft. from the landing itself.
Spike:
During their travels, Spike tries his best to pick up any trace of the drag marks--or see a surface that should show them not have any trace... If he does not after several tries, he worries that they may have taken a wrong turn in following this path...
Survival: 8
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Essendrum will gladly accept help from Flint and his acrobatics is: 7
Not sure it its the climate or he has missed something, Spike can not find any drag marks, or any other marks on the steps.
Spike:
"I haven't seen any drag marks in a while...Maybe we took a wrong turn trying to follow the tracks. I think we should go check the other direction first before heading too far this way," says Spike, "Unless someone else has seen the tracks we have been trying to follow."
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
(( Enoch's Acrobatics Check: 9 ))
The paladin rubbed his chin as he contemplated the situation. "Well," he started, "I wouldn't mind that. But it looked like there were no tracks going the other way either. I don't know how likely it would be for them to just reappear along either path; perhaps magic was used at the intersection to conceal the rest of the tracks so there are no more to be found?"
He shrugged and turned towards the others. "What do you all think?"
Sterling - V. Human Bard 3 (College of Art) - [Pic] - [Traits] - in Bards: Dragon Heist (w/ Mansion) - Jasper's [Pic] - Sterling's [Sigil]
Tooltips Post (2024 PHB updates) - incl. General Rules
>> New FOW threat & treasure tables: fow-advanced-threat-tables.pdf fow-advanced-treasure-table.pdf
“Having walked down that slippery stair and across that swaying bridge, with Flint’s help of course, I would hate to walk them both twice again. I would much rather investigate that island at this point and then double back if it comes to nothing. But for safety’s sake, I’ll follow the flying Dwarf wherever he takes his rope.”
"I agree with Essendrum that we have gone this far. Let's continue to explore that island" says Kiza
Acrobatics
17
Spike:
”Sure thing,” replies Spike, agreeing, “We have come this far. Just not sure I want to take the boat into the dark river past the island just yet.”
Spike looks at the closed gate, trying to determine if it has been opened recently—as a clue to any recent passage of the ones they are looking for.
Perception: 18
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Spike:
Whatever he finds, Spike shares with the others and then opens the grate to give them access to the water’s edge below.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"