Kirinar thinks for a moment before responding with, "Well, any good operation requires a good understanding of the environment and the opposing force. Sounds like a recon mission of the Fort, the buildings and people inside, what is on the outside and in the area...without appearing suspicious, of course. The good news is that we are actually on a quest and have a good reason for looking around!"
When the conversation ends, the fighter heads back to Ortimay, saying over his shoulder as he goes, "I'll go let the Captain know that we're heading ashore now and thank her for the ride..."
Kirinar finds the ship's captain easily, because honestly there isn't THAT much space on this vessel, and approaches her. When she acknowledges the fighter, he will stick out his hand to shake hers and say, "Captain, we will put ashore now, and although we appreciate your offer to take us back or take us around, we will have to decline. It was a pleasure sailing with you, Ma'am!"
"Good luck to you then." Ortimay answers. She nods to a crew member who raises some flags and shortly after that you see a row boat leave the docks. It isn't long before you are ferried to shore.
You spend a quiet night in one of the buildings with no fear of attack as the area is well guarded and patrolled by the Fist.
The following day you set forth east towards the Fort. You learn from the soldiers that it is 14 miles to the fort. At a normal pace it will take about a day and a half. While the path is patrolled due to the changing of the guard at the outpost with new guards from the fort every week you are told you all not find any guards between the outpost and the fort. The guards are not due to change for 5 days yet.
On the map of Chult, each hex measures 10 miles across. Characters moving at a normal pace can travel 1 hex per day on foot through coastal, jungle, mountain, swamp, or wasteland terrain. They can travel 2 hexes per day if they’re traveling by canoe on a river or lake. The rate of travel up or down river is the same; the rivers are so sluggish that current is almost imperceptible. Without canoes, the normal rate of travel along a river is the same as through the surrounding terrain. Canoes move 1 hex per day through swamp.
If characters move at a fast pace, the easiest way to deal with their progress is to roll a d4. On a roll of 3 or 4, they advance 1 additional hex that day. Characters moving at a fast pace take a –5 penalty to their passive Wisdom (Perception) scores, making them more likely to miss clues and walk into ambushes.
If characters set a slow pace, roll a d4. On a roll of 1 or 2, they advance 1 fewer hex that day (in other words, 1 hex by canoe or none by foot). On any other result, their caution is rewarded, and they travel the same distance as a group moving at a normal pace. Characters moving at a slow pace can move stealthily. As long as they’re not in the open, they can try to surprise or sneak by other creatures they encounter.
The party headed east along the well worn path. It was easy to follow and there was little chance of getting lost. They made good time as they walked and stopped for a quick rest for lunch.
Shortly after their break they saw in the distance a group of 3 walking back down the path towards you. They were approaching and you can see they have also seen you.
"They could be adventurers like us. But let's watch them - if they are undead it should be apparent soon. I'll take the lead..." the fighter says, keeping his hands open but ready.
Kirinar steps forward and leads now as the two groups get closer to each other. As the distance between the two groups diminishes you see that group of three is made of a tabaxi, and 2 humans. The humans look tired and worse for wear, their gear torn and tattered.
The stop and you stand about 30 feet apart from each.
"Is there is a ship at the landing?" One of the humans asks. He wears battered armor and looks tired.
"There is!" Kirinar replies. "The Captain is good, and should be open to booking your passage back to the capitol. It looks like you're anxious to leave this place, and that you're leaving it a bit worse than you arrived. Can you tell us what happened?"
he says motioning to the Tabaxi that was with them.
"He wants to stay. But Daryyn and I, we are done. I thought we could find riches and fame but all we found were zombies and dinosaurs. We lost half our party a week ago and the three of us barely made it back to the Fort."
Stepping up and speaking to the group for the first time, is a rather youthful looking Tabaxi. His coat is dark gold with mottled black spots dotting it. With a toothy grin, he says "Greetings all. As the soldier says, my name is Timber of the Distant Wilds clan, but you can just call me Timber. My taste for adventure and new experiences has only scratched the surface as I learn to control the abilities granted to me by my clan."
"Well, you're welcome to join us," Keyleth says, after spending a few moments reading the tabaxi's face and concluding that he was likely genuine. "I'm afraid we're heading in the direction you just came from though."
"Yes, well...Timber, my name is Kirinar, of a small swamp land you likely have never heard of. Please tell us more about yourself and your adventures. What kind of training do you have? Any special skills? What can you tell us of the lands between here and the fort and beyond? What about these zombies and dinosaurs...any weaknesses that you found? Did you encounter the Flaming Fist - were they helpful or not? And did your party employ a guide?" The fighter is not hostile, but he had learned to be cautious of strangers of late...
Vah Jo Gyaan Chaahata Hai looks Timber closely and says "aah a Jaguar person. You know"he turns to the rest of the party "I first came across these this race when I traveled across the Western Sea many years ago. Generally I found them to be reclusive but equally they all possess an insatiable streak of curiosity. Should this young individual travel with us he will be a valuable member of the party although you may find he frequently gets distracted by something, anything for that matter, which is a bit different."He turns back to Timber and says "the Distant Wilds clan, I can't say I know of that clan but never mind Timber of the Distant Wilds you are welcome!' He then realises that he hasn't introduced himself and says "my apologies I forgot to name myself, I am Vah Jo Gyaan Chaahata Hai, a seeker of knoweldge on the arcane late from the Great Libaray at Candlekeep, but please call me Dr Arbataveyu as the others do."
The man who first spoke and the one named Darryn then leave you. "We must hurry to hopefully meet that ship before they set sail again. Good luck to you Timber, you were a good companion." The two then set off down the trail towards the beach. You then realize that Ransyl has left with them. Perhaps the heat was too much for him.
You then continue towards the fort. You spend a quiet night and then finish the journey the next day, arriving around noon. The heat of the day is at its height.
The flag of Baldur’s Gate flies over this wooden stockade. The whole structure sits atop a 10-foot hillock, the sides of which are shaved vertically to make them steep and difficult to climb. The fort’s main gate faces west. On the east side of the stockade, a tall keep holds a commanding view of the surrounding wilderness.
Not long after waking Vah Jo Gyaan Chaahata Hai slathers himself with insect repellent. As the party approaches the Fort he turns to Kirinar and says "I don't know how xenophobic these people are and also whether they respect, or care for, non-military types. I suggest you lead the discussion."
"It is good to meet you all. I look forward to travelling with you all." He turns to Dr. Arbataveyu. "As my clan traditionally uses simple names, I would call you 'Doc' as that will be easier to remember." He says with a toothy but friendly grin. He then looks at Kirinar, "Now about your questions. Our group elected to not use a guide and this is most likely why our group failed in the end. We only got about 4 days into the jungle before we were forced to turn around. We did see some large dinosaurs and were forced to run but our ultimate demise was at the hands of a group of ghouls, ugly looking fellows they were! I can't say I know much about this Flaming Fist you speak of, as out stop at the Fort was only brief." Timber pauses for a few seconds to let the group take all the information in. "Now my powers, well I will be honest. There is not much I know about my power. I can tell you this: Once in a generation, a cub, often a frail or sickly one is born with raw magic powers, that can bloom in a variety of ways. As these powers can cause great harmony but also great destruction, it is the tradition of my clan, that on the day, 15 years after their birth, the one born with the powers, must leave to go explore and master these powers. For my generation, the cub I speak of is me. I have spent a few years so far, and expect to spend many more. But I think you will find what I have been able to control so far, quite useful" As he says this, with a flick of his wrist, he summons a small ball of flame into his hand. "I will say that I prefer to help from a distance, being a little frail and all." He finishes with a chuckle and closes his fist, extinguishing the flame.
"And here I thought you would be a rogue - guess I should stop looking at book covers and start reading the first few chapters before I make up my mind about something! Welcome to our group - I'm sure you'll do fine with us!"
Kirinar is happy to take the lead, both in approaching the fort and in the jungles as they travel. As the party approaches the western gate of Fort Belaurian, he quickly scans the walls and guard towers. It's always good to know where the crossbow bolts may be coming from!
The party approaches the fort. You see that the main gate is open. The western gatehouse walls are 20 feet high, and the parapets are patrolled by guards. The walls ringing the rest of the camp are 12 feet high, but they look higher from outside because of the fort’s elevation.
As you enter a couple soldiers approach and request to know your business. You advise you are there to purchase a charter of exploration and to find the guide Qawasha. You are told Qawasha is present at the fort and welcome you into the fort.
Kirinar thanks the guards and gives them a firm handshake - a sign of respect in the army where he came from. He leads the party through the gates and through the enclosed space beyond - obviously a design of the fort to be a killing field for any intruders who happen to break through the outer gate. Kirinar looks at the two buildings to the north of the inner walled section (3), figuring they are most likely a barracks for the soldiers, and into the fort proper. The fighter walks to next set of buildings (4), looking for a tavern or inn where they might find their guide.
Kirinar thinks for a moment before responding with, "Well, any good operation requires a good understanding of the environment and the opposing force. Sounds like a recon mission of the Fort, the buildings and people inside, what is on the outside and in the area...without appearing suspicious, of course. The good news is that we are actually on a quest and have a good reason for looking around!"
When the conversation ends, the fighter heads back to Ortimay, saying over his shoulder as he goes, "I'll go let the Captain know that we're heading ashore now and thank her for the ride..."
Kirinar finds the ship's captain easily, because honestly there isn't THAT much space on this vessel, and approaches her. When she acknowledges the fighter, he will stick out his hand to shake hers and say, "Captain, we will put ashore now, and although we appreciate your offer to take us back or take us around, we will have to decline. It was a pleasure sailing with you, Ma'am!"
Love God. Love Others. Any Questions?
"Good luck to you then." Ortimay answers. She nods to a crew member who raises some flags and shortly after that you see a row boat leave the docks. It isn't long before you are ferried to shore.
You spend a quiet night in one of the buildings with no fear of attack as the area is well guarded and patrolled by the Fist.
The following day you set forth east towards the Fort. You learn from the soldiers that it is 14 miles to the fort. At a normal pace it will take about a day and a half. While the path is patrolled due to the changing of the guard at the outpost with new guards from the fort every week you are told you all not find any guards between the outpost and the fort. The guards are not due to change for 5 days yet.
On the map of Chult, each hex measures 10 miles across. Characters moving at a normal pace can travel 1 hex per day on foot through coastal, jungle, mountain, swamp, or wasteland terrain. They can travel 2 hexes per day if they’re traveling by canoe on a river or lake. The rate of travel up or down river is the same; the rivers are so sluggish that current is almost imperceptible. Without canoes, the normal rate of travel along a river is the same as through the surrounding terrain. Canoes move 1 hex per day through swamp.
If characters move at a fast pace, the easiest way to deal with their progress is to roll a d4. On a roll of 3 or 4, they advance 1 additional hex that day. Characters moving at a fast pace take a –5 penalty to their passive Wisdom (Perception) scores, making them more likely to miss clues and walk into ambushes.
If characters set a slow pace, roll a d4. On a roll of 1 or 2, they advance 1 fewer hex that day (in other words, 1 hex by canoe or none by foot). On any other result, their caution is rewarded, and they travel the same distance as a group moving at a normal pace. Characters moving at a slow pace can move stealthily. As long as they’re not in the open, they can try to surprise or sneak by other creatures they encounter.
The party headed east along the well worn path. It was easy to follow and there was little chance of getting lost. They made good time as they walked and stopped for a quick rest for lunch.
Shortly after their break they saw in the distance a group of 3 walking back down the path towards you. They were approaching and you can see they have also seen you.
OoC: What sorts of individuals do they seem to be? Do they appear hostile?
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
They are a few hundred feet away yet. You cannot distinguish anything about them. You do not see any drawn weapons.
But they do not appear to be Fist soldiers.
"They could be adventurers like us. But let's watch them - if they are undead it should be apparent soon. I'll take the lead..." the fighter says, keeping his hands open but ready.
Love God. Love Others. Any Questions?
Kirinar steps forward and leads now as the two groups get closer to each other. As the distance between the two groups diminishes you see that group of three is made of a tabaxi, and 2 humans. The humans look tired and worse for wear, their gear torn and tattered.
The stop and you stand about 30 feet apart from each.
"Is there is a ship at the landing?" One of the humans asks. He wears battered armor and looks tired.
"There is!" Kirinar replies. "The Captain is good, and should be open to booking your passage back to the capitol. It looks like you're anxious to leave this place, and that you're leaving it a bit worse than you arrived. Can you tell us what happened?"
Love God. Love Others. Any Questions?
"Good, we need out. Well not Timber here "
he says motioning to the Tabaxi that was with them.
"He wants to stay. But Daryyn and I, we are done. I thought we could find riches and fame but all we found were zombies and dinosaurs. We lost half our party a week ago and the three of us barely made it back to the Fort."
Stepping up and speaking to the group for the first time, is a rather youthful looking Tabaxi. His coat is dark gold with mottled black spots dotting it. With a toothy grin, he says "Greetings all. As the soldier says, my name is Timber of the Distant Wilds clan, but you can just call me Timber. My taste for adventure and new experiences has only scratched the surface as I learn to control the abilities granted to me by my clan."
"Well, you're welcome to join us," Keyleth says, after spending a few moments reading the tabaxi's face and concluding that he was likely genuine. "I'm afraid we're heading in the direction you just came from though."
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
"Yes, well...Timber, my name is Kirinar, of a small swamp land you likely have never heard of. Please tell us more about yourself and your adventures. What kind of training do you have? Any special skills? What can you tell us of the lands between here and the fort and beyond? What about these zombies and dinosaurs...any weaknesses that you found? Did you encounter the Flaming Fist - were they helpful or not? And did your party employ a guide?" The fighter is not hostile, but he had learned to be cautious of strangers of late...
Love God. Love Others. Any Questions?
Vah Jo Gyaan Chaahata Hai looks Timber closely and says "aah a Jaguar person. You know" he turns to the rest of the party "I first came across these this race when I traveled across the Western Sea many years ago. Generally I found them to be reclusive but equally they all possess an insatiable streak of curiosity. Should this young individual travel with us he will be a valuable member of the party although you may find he frequently gets distracted by something, anything for that matter, which is a bit different." He turns back to Timber and says "the Distant Wilds clan, I can't say I know of that clan but never mind Timber of the Distant Wilds you are welcome!' He then realises that he hasn't introduced himself and says "my apologies I forgot to name myself, I am Vah Jo Gyaan Chaahata Hai, a seeker of knoweldge on the arcane late from the Great Libaray at Candlekeep, but please call me Dr Arbataveyu as the others do."
DM - Stopping a god in his tracks
The man who first spoke and the one named Darryn then leave you. "We must hurry to hopefully meet that ship before they set sail again. Good luck to you Timber, you were a good companion." The two then set off down the trail towards the beach. You then realize that Ransyl has left with them. Perhaps the heat was too much for him.
You then continue towards the fort. You spend a quiet night and then finish the journey the next day, arriving around noon. The heat of the day is at its height.
The flag of Baldur’s Gate flies over this wooden stockade. The whole structure sits atop a 10-foot hillock, the sides of which are shaved vertically to make them steep and difficult to climb. The fort’s main gate faces west. On the east side of the stockade, a tall keep holds a commanding view of the surrounding wilderness.
Not long after waking Vah Jo Gyaan Chaahata Hai slathers himself with insect repellent. As the party approaches the Fort he turns to Kirinar and says "I don't know how xenophobic these people are and also whether they respect, or care for, non-military types. I suggest you lead the discussion."
DM - Stopping a god in his tracks
"It is good to meet you all. I look forward to travelling with you all." He turns to Dr. Arbataveyu. "As my clan traditionally uses simple names, I would call you 'Doc' as that will be easier to remember." He says with a toothy but friendly grin. He then looks at Kirinar, "Now about your questions. Our group elected to not use a guide and this is most likely why our group failed in the end. We only got about 4 days into the jungle before we were forced to turn around. We did see some large dinosaurs and were forced to run but our ultimate demise was at the hands of a group of ghouls, ugly looking fellows they were! I can't say I know much about this Flaming Fist you speak of, as out stop at the Fort was only brief." Timber pauses for a few seconds to let the group take all the information in. "Now my powers, well I will be honest. There is not much I know about my power. I can tell you this: Once in a generation, a cub, often a frail or sickly one is born with raw magic powers, that can bloom in a variety of ways. As these powers can cause great harmony but also great destruction, it is the tradition of my clan, that on the day, 15 years after their birth, the one born with the powers, must leave to go explore and master these powers. For my generation, the cub I speak of is me. I have spent a few years so far, and expect to spend many more. But I think you will find what I have been able to control so far, quite useful" As he says this, with a flick of his wrist, he summons a small ball of flame into his hand. "I will say that I prefer to help from a distance, being a little frail and all." He finishes with a chuckle and closes his fist, extinguishing the flame.
"And here I thought you would be a rogue - guess I should stop looking at book covers and start reading the first few chapters before I make up my mind about something! Welcome to our group - I'm sure you'll do fine with us!"
Kirinar is happy to take the lead, both in approaching the fort and in the jungles as they travel. As the party approaches the western gate of Fort Belaurian, he quickly scans the walls and guard towers. It's always good to know where the crossbow bolts may be coming from!
Love God. Love Others. Any Questions?
The party approaches the fort. You see that the main gate is open. The western gatehouse walls are 20 feet high, and the parapets are patrolled by guards. The walls ringing the rest of the camp are 12 feet high, but they look higher from outside because of the fort’s elevation.
As you enter a couple soldiers approach and request to know your business. You advise you are there to purchase a charter of exploration and to find the guide Qawasha. You are told Qawasha is present at the fort and welcome you into the fort.
Kirinar thanks the guards and gives them a firm handshake - a sign of respect in the army where he came from. He leads the party through the gates and through the enclosed space beyond - obviously a design of the fort to be a killing field for any intruders who happen to break through the outer gate. Kirinar looks at the two buildings to the north of the inner walled section (3), figuring they are most likely a barracks for the soldiers, and into the fort proper. The fighter walks to next set of buildings (4), looking for a tavern or inn where they might find their guide.
Love God. Love Others. Any Questions?
Timber just observes everything with some interest but doesnt speak up.