It is getting dark – the sun has undoubtedly set, although it's hard to tell what lies behind the heavy overcast cloud dome sitting heavily over the region. But there is still enough light to see by for the moment; the dull glow of twilight still penetrates the cloud cover somewhat, and the village itself is well-lit. A strange, greenish glow emanates from the northwest, from somewhere near Edermath Orchard. However, Gwyn insists that Carp said he was looking for Pip in the fields in the southeast, where he was sure Pip had been playing.
”Agreed. Let’s find Carp and Pip to the southwest…then maybe figure out what is causing that glow to the northwest once they are safe,” suggests Fergus as he finish his last few bites and one final swig of ale.
Wasting no further time, Fergus leaves the papers with the Dwarven Schokar and asks, “Please, see what else you can learn while we are gone,” as he heads out the door.
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"Agwreed" says Jorzu, echoing Fergus, through a mouthful of food. Once on his feet and in hot pursuit of the larger folk he turns to Fergus. "I do hope its not Mind Flayers. My kin has encountered them back in the Shaar. Nasty things. Never seen one myself. Nasty, nasty" he whispers as to not alarm Byrony any more than necessary. "To the task at hand though, let's go find Carp and the boy" he finishes with certainty.
Gwyn leads you southeast to the edge of town, still whispering animatedly about mindflayers and the early history of the temple of Talhundereth. Finally, she stops behind a shed at the edge of the fields Carp had spoken of. It's close to the beanfield where you first tracked the psionic goblins; the black outline of Alderleaf farmhouse is visible to the northeast. What's left of daylight is fading quickly.
Somebody should make a Survival check to look for fresh tracks in the field (do so at disadvantage unless you have a light source, Darkvision, or other means that doesn't rely on vision.)
Getting out his bullseye lantern, Fergus shines the light to help others look for tracks in the field. He himself has only passing familiarity with tracking, though he understands enough to shine the light and stay out of the way.
(If someone wants to look for tracks, Fergus will be happy to offer bardic inspiration 1d8).
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Quinn activates Lightbringer to shed more light on the ground. He crouches down low attempts to find tracks or any signs indicating movement to from the area that the party is focused on.
Survival check: 17 (12 + 5 from bardic inspiration)
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Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Fergus lights his lantern as Quinn illuminates his radiant mace and gets to his rangerly work. The crops here seem speckled with disease - this is not a healthy field. Quinn soon finds a set of fresh tracks through the field that appear made by someone of Carp's stature, someone on a mission unrelated to the tending of a sick farm. Following them clear across the cultivated area and out into the moor beyond, you are soon hailed by a whistle from the brush.
It's Carp. "Bryony!" he whispers loudly, coming out of hiding. "You guys gotta see this! Follow me!" He leads you further east, into the dark meadow.
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It is getting dark – the sun has undoubtedly set, although it's hard to tell what lies behind the heavy overcast cloud dome sitting heavily over the region. But there is still enough light to see by for the moment; the dull glow of twilight still penetrates the cloud cover somewhat, and the village itself is well-lit. A strange, greenish glow emanates from the northwest, from somewhere near Edermath Orchard. However, Gwyn insists that Carp said he was looking for Pip in the fields in the southeast, where he was sure Pip had been playing.
Fergus:
”Agreed. Let’s find Carp and Pip to the southwest…then maybe figure out what is causing that glow to the northwest once they are safe,” suggests Fergus as he finish his last few bites and one final swig of ale.
Wasting no further time, Fergus leaves the papers with the Dwarven Schokar and asks, “Please, see what else you can learn while we are gone,” as he heads out the door.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Boona and Karst follow the others to the southeast.
Jorzu
"Agwreed" says Jorzu, echoing Fergus, through a mouthful of food. Once on his feet and in hot pursuit of the larger folk he turns to Fergus. "I do hope its not Mind Flayers. My kin has encountered them back in the Shaar. Nasty things. Never seen one myself. Nasty, nasty" he whispers as to not alarm Byrony any more than necessary. "To the task at hand though, let's go find Carp and the boy" he finishes with certainty.
Gwyn leads you southeast to the edge of town, still whispering animatedly about mindflayers and the early history of the temple of Talhundereth. Finally, she stops behind a shed at the edge of the fields Carp had spoken of. It's close to the beanfield where you first tracked the psionic goblins; the black outline of Alderleaf farmhouse is visible to the northeast. What's left of daylight is fading quickly.
Somebody should make a Survival check to look for fresh tracks in the field (do so at disadvantage unless you have a light source, Darkvision, or other means that doesn't rely on vision.)
Fergus:
Getting out his bullseye lantern, Fergus shines the light to help others look for tracks in the field. He himself has only passing familiarity with tracking, though he understands enough to shine the light and stay out of the way.
(If someone wants to look for tracks, Fergus will be happy to offer bardic inspiration 1d8).
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Quinn activates Lightbringer to shed more light on the ground. He crouches down low attempts to find tracks or any signs indicating movement to from the area that the party is focused on.
Survival check: 17 (12 + 5 from bardic inspiration)
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Fergus lights his lantern as Quinn illuminates his radiant mace and gets to his rangerly work. The crops here seem speckled with disease - this is not a healthy field. Quinn soon finds a set of fresh tracks through the field that appear made by someone of Carp's stature, someone on a mission unrelated to the tending of a sick farm. Following them clear across the cultivated area and out into the moor beyond, you are soon hailed by a whistle from the brush.
It's Carp. "Bryony!" he whispers loudly, coming out of hiding. "You guys gotta see this! Follow me!" He leads you further east, into the dark meadow.