Pulling his items together, Gerrard takes a last look around and nods in satisfaction, then heads to the docks to move on from his brief sojourn in Uskarn.
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Unless you have further business in Uskarn, Merrick is urging you to board his ugly, squat fishing boat at the unassuming-but-sizable port district. A "Fine Cloth and Dry Goods" shop dominates the edge of the ancient wharf you're led to. The Captain is tied up nearby in her "Dog" – Jax is with her, but not Pieter. They appear just waiting the word to depart. The port is busy with wholesale traders, fishermen, and longshoremen, although most of the working fishing vessels evidently left hours ago.
"Straight to the Styes, is it?" asks Merrick in a booming bass voice. A group of scruffy-looking sailors watch from aboard Merrick's boat.
(Are you bringing Rasp's hide with you? How are you carrying that again?)
Merrick lumbers aboard his vessel, and you can feel the sizable craft shift under his ponderous weight. He has three quiet crewmen, very respectful to his authority. One appears to be the actual captain of the boat.
After a quick conversation with a woman on the wharf, Merrick gives the order to depart.
"Straight to the Styes it is. Since you're not taking on the Dead immediately, Millicent will stay and protect the port, as will Torson. It'll be just us, and we'll make good time, straight to the Styes."
The vessel glides out of the bay and into the grey sea. It is mid-morning, the skies are thickly overcast, and the water is dark and cloudy.
Peri climbs aboard the boat with a nod with a nod toward the captain. His insides are twisted into knots of worry. As the idea of compensation had been floated, he was reminded that a good bit of his wealth had been left in Lankus's safe keeping. He hoped it was still there, but if it had been sent back to his family it wouldn't be so bad. The thing that had him wracked with anxiety was the letter. He'd penned a letter to his mother, explaining his dangerous mission and that receiving the letter would mean he'd died. Now he was consumed by guilt, that his poor mother might be grieving his loss, while he was here on a boat, healthy, headed for some jerkwater town to 'rescue' a damn fool friend. Of course, you could actually die doin' the rescue, and then it'd all work out in the end. Still, it'd be better to avoid that easy resolution.
His pensive worry presses his mouth into an uncharacteristic frown, his forehead creased as he chews his lip.
Following along, oblivious to everyone's pensive mood, Thwack whistles as they head to the docks. His merry tune is cut short when he realises they're headed back on the water. "No no no. Me want food to stay in me" he looks to each companion with fear in his eyes. His gaze falls on Qivys. He trots over and stands next to the dwarf. "I stand here, OK?" If Qivys moves he will shadow his every step, making sure he's close by to reap the benefits of the calming magic he had previously received. The wind carries his whispered words out to sea "Soft hands. Soft hands" He braces himself for another bout of seasickness.
The trip is uneventful. You remain in sight of a monotonous landscape of scrubby trees, swampland, burned scrub, and a few yellowed agricultural fields. The water is a bit choppy, the wind mild. By early afternoon, you reach your destination: a decaying urban port fallen on hard times and slowly being reclaimed by the sea. Merrick picks out the rotten, blackened wharf he's looking for, and you tie up. He throws a coin to an old man on the piers who helps with the line.
"Welcome to the Styes," grumbles Merrick. "We'll wait for you here for one day. Tomorrow afternoon, you're on your own."
Welcome to level 10. You may adjust your sheets accordingly.
”Let us depart,” says Gerrard, remembering the role he is to play here. He starts issuing firm but polite commands in the way of the nobility…
“Master Fenwader, please secure us rooms at the finest inn hereabouts and send a messenger to the local authorities that Lord Gerrard Feldren would have them meet with us at their earliest convenience,” he says, flipping him a platinum coin.
“Master Qivys, please secure our baggage and make ready for our debarkation once the appropriate accommodations have been located,” he continues.
”Master Thwack, please locate our erstwhile ally Master Kei and invite him to join us at the inn forthwith…We have much to discuss,” he finishes, looking at the dilapidated pier with thinly veiled disdain.
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Qivys thought he would be his own dwarf once he left the army but realizes he can't help himself following orders in mid-stride to comply with Gerrard's commands. He looks around for a moment then, shrugs his shoulders and secures the bags, such as they are.
Peri is amused at Gerrard's swaggering noble act. He's ordinarily such a considerate person that to see him handing out orders like an arrogant fop makes Peri chuckle. "Aye, Lord Feldren!" he replies with a crisp salute, playing his part as a dandy's footman. He hurries to the end of the pier to find someone to ask about where to find the best inn.
Nodding in acknowledgment, Gerrard turns to Boko and Janore, saying, “Come, favored of the gods, let us go ashore and prepare for an audience with the rulers of this port.”
Gerrard unhurriedly moves ashore in the wake of his “associates” when they are ready, intending to grace the best inn with his presence once it is properly identified.
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The authority in Gerrards tone spurs Thwack into motion. He nimbly jumps from the deck to the pier and is half way to solid ground when it occurs to him. Who is this Master Kei?
He looks around for help. Spotting a group of people he walks up to them. "Master Kei?" When no answer comes he turns back to the dock hoping to see one of his companions. Maybe they tell me where to go. He waits patiently for someone to appear.
The Styes is a visibly squalid port. The stench-filled haze of smoke hanging over the district looks like it extends for miles inland. The harbor reeks of sewage; streaks of dye and islands of floating garbage float just off the rotten wharves.
The view only gets worse as you enter the city. Under bent gables, the carcasses of its houses lean against each other — languid, broken, and awaiting the peace of collapse. Door frames sag, dislocated from sod walls heavy with mildew, while splintering timbers support rotting boardwalks like broken limbs, disappearing into the thick, rancid water of the harbor below. In numerous places, sections of the boardwalks have fallen away completely, leaving broad holes that expose polluted water.
A group of toothless, highly inebriated human men laugh incoherently at Thwack.
Peri's hackles are up even as he submits to the theater of the moment. A one-legged half-orc sitting in a puddle roars at Peri as he approaches. "Gimme a gold piece!"
Qivys walks along, taking in all the this town has to offer. "Well isn't this a lovely sight," Qivys remarks. "I can end my days knowin' I have visited such a place."
Peri ignores the very ambitious beggar as he makes his way up the squalid streets. He will attempt to go uphill, reasoning that anyone with the means would try to get as far from the reeking harbor as possible. As he goes along he will keep his eyes peeled for any person or storefront that looks respectable.
As Qivys passes by Thwack's position he waves the dwarf down. "Quibbers, you know Master Key. Where he gonna be?" Not wanting to fail at the task issued by Gerrard, Thwack keeps wracking his tiny brain for any clue as to the whereabouts of this Kei figure.
As you head inland, you see little in the way of respectability. The streets are a maze of claustrophobic neighborhoods consisting mainly of slum tenements, dubious taverns, rickety warehouses, hovel-crowded alleys, and decommissioned ships converted into buildings. This entire area appears to be slowly sinking into the sea. New buildings are built atop old buildings, and the tangle of structures is four or five stories deep in some places. Many of the lower structures are completely walled off from the outside. Swaying rope bridges provide the best avenues between the blocks, since the old boardwalks appear to be sinking like everything else.
You don't get far before you are swarmed by about eight young urchin children, begging for coins and food. "Coin, mister, coin?" They pluck clumsily at your unsecured items. Some of them appear to be as young as four or five. The older ones offer their services as guides or baggage porters.
Peri turns back from the confounding mass of cobbled-together dwellings to return to the party. "Yeah, I got nothing. Everything seems equally crap here. If Kei is somewhere in that mess I don't know how we're supposed to find him. I don't see anything, haven't heard anything, don't have any contacts, and I don't even really know what our goal is here. I thought maybe there'd be some decent inn we could start askin' at, or maybe a city hall, but it's just a rubbish heap. Feels like a waste of time."
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Gerrard:
Pulling his items together, Gerrard takes a last look around and nods in satisfaction, then heads to the docks to move on from his brief sojourn in Uskarn.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Unless you have further business in Uskarn, Merrick is urging you to board his ugly, squat fishing boat at the unassuming-but-sizable port district. A "Fine Cloth and Dry Goods" shop dominates the edge of the ancient wharf you're led to. The Captain is tied up nearby in her "Dog" – Jax is with her, but not Pieter. They appear just waiting the word to depart. The port is busy with wholesale traders, fishermen, and longshoremen, although most of the working fishing vessels evidently left hours ago.
"Straight to the Styes, is it?" asks Merrick in a booming bass voice. A group of scruffy-looking sailors watch from aboard Merrick's boat.
(Are you bringing Rasp's hide with you? How are you carrying that again?)
Gerrard:
With the hide in his bag of holding, it may occur to Gerrard that someone here might be interested in acquiring it…
Insight: 20
”Yes Captain, straight to the Styes,” says Gerrard, giving the agreed-upon course by the group.
Edited to push through the roll…
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Qivys follows along and finds his spot on the ship and takes a seat, out of the way-if he can.
Merrick lumbers aboard his vessel, and you can feel the sizable craft shift under his ponderous weight. He has three quiet crewmen, very respectful to his authority. One appears to be the actual captain of the boat.
After a quick conversation with a woman on the wharf, Merrick gives the order to depart.
"Straight to the Styes it is. Since you're not taking on the Dead immediately, Millicent will stay and protect the port, as will Torson. It'll be just us, and we'll make good time, straight to the Styes."
The vessel glides out of the bay and into the grey sea. It is mid-morning, the skies are thickly overcast, and the water is dark and cloudy.
Peri:
Peri climbs aboard the boat with a nod with a nod toward the captain. His insides are twisted into knots of worry. As the idea of compensation had been floated, he was reminded that a good bit of his wealth had been left in Lankus's safe keeping. He hoped it was still there, but if it had been sent back to his family it wouldn't be so bad. The thing that had him wracked with anxiety was the letter. He'd penned a letter to his mother, explaining his dangerous mission and that receiving the letter would mean he'd died. Now he was consumed by guilt, that his poor mother might be grieving his loss, while he was here on a boat, healthy, headed for some jerkwater town to 'rescue' a damn fool friend. Of course, you could actually die doin' the rescue, and then it'd all work out in the end. Still, it'd be better to avoid that easy resolution.
His pensive worry presses his mouth into an uncharacteristic frown, his forehead creased as he chews his lip.
Thwack
Following along, oblivious to everyone's pensive mood, Thwack whistles as they head to the docks. His merry tune is cut short when he realises they're headed back on the water. "No no no. Me want food to stay in me" he looks to each companion with fear in his eyes. His gaze falls on Qivys. He trots over and stands next to the dwarf. "I stand here, OK?" If Qivys moves he will shadow his every step, making sure he's close by to reap the benefits of the calming magic he had previously received. The wind carries his whispered words out to sea "Soft hands. Soft hands" He braces himself for another bout of seasickness.
The trip is uneventful. You remain in sight of a monotonous landscape of scrubby trees, swampland, burned scrub, and a few yellowed agricultural fields. The water is a bit choppy, the wind mild. By early afternoon, you reach your destination: a decaying urban port fallen on hard times and slowly being reclaimed by the sea. Merrick picks out the rotten, blackened wharf he's looking for, and you tie up. He throws a coin to an old man on the piers who helps with the line.
"Welcome to the Styes," grumbles Merrick. "We'll wait for you here for one day. Tomorrow afternoon, you're on your own."
Welcome to level 10. You may adjust your sheets accordingly.
Gerrard:
”Very good, Merrick,” says Gerrard.
”Let us depart,” says Gerrard, remembering the role he is to play here. He starts issuing firm but polite commands in the way of the nobility…
“Master Fenwader, please secure us rooms at the finest inn hereabouts and send a messenger to the local authorities that Lord Gerrard Feldren would have them meet with us at their earliest convenience,” he says, flipping him a platinum coin.
“Master Qivys, please secure our baggage and make ready for our debarkation once the appropriate accommodations have been located,” he continues.
”Master Thwack, please locate our erstwhile ally Master Kei and invite him to join us at the inn forthwith…We have much to discuss,” he finishes, looking at the dilapidated pier with thinly veiled disdain.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Oh, come off of it lad." Qivys says to the kobold. "You'll be fine."
Qivys thought he would be his own dwarf once he left the army but realizes he can't help himself following orders in mid-stride to comply with Gerrard's commands.
He looks around for a moment then, shrugs his shoulders and secures the bags, such as they are.
Peri:
Peri is amused at Gerrard's swaggering noble act. He's ordinarily such a considerate person that to see him handing out orders like an arrogant fop makes Peri chuckle. "Aye, Lord Feldren!" he replies with a crisp salute, playing his part as a dandy's footman. He hurries to the end of the pier to find someone to ask about where to find the best inn.
Gerrard:
Nodding in acknowledgment, Gerrard turns to Boko and Janore, saying, “Come, favored of the gods, let us go ashore and prepare for an audience with the rulers of this port.”
Gerrard unhurriedly moves ashore in the wake of his “associates” when they are ready, intending to grace the best inn with his presence once it is properly identified.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Thwack
The authority in Gerrards tone spurs Thwack into motion. He nimbly jumps from the deck to the pier and is half way to solid ground when it occurs to him. Who is this Master Kei?
He looks around for help. Spotting a group of people he walks up to them. "Master Kei?" When no answer comes he turns back to the dock hoping to see one of his companions. Maybe they tell me where to go. He waits patiently for someone to appear.
The Styes is a visibly squalid port. The stench-filled haze of smoke hanging over the district looks like it extends for miles inland. The harbor reeks of sewage; streaks of dye and islands of floating garbage float just off the rotten wharves.
The view only gets worse as you enter the city. Under bent gables, the carcasses of its houses lean against each other — languid, broken, and awaiting the peace of collapse. Door frames sag, dislocated from sod walls heavy with mildew, while splintering timbers support rotting boardwalks like broken limbs, disappearing into the thick, rancid water of the harbor below. In numerous places, sections of the boardwalks have fallen away completely, leaving broad holes that expose polluted water.
A group of toothless, highly inebriated human men laugh incoherently at Thwack.
Peri's hackles are up even as he submits to the theater of the moment. A one-legged half-orc sitting in a puddle roars at Peri as he approaches. "Gimme a gold piece!"
Qivys walks along, taking in all the this town has to offer.
"Well isn't this a lovely sight," Qivys remarks. "I can end my days knowin' I have visited such a place."
Peri:
Peri ignores the very ambitious beggar as he makes his way up the squalid streets. He will attempt to go uphill, reasoning that anyone with the means would try to get as far from the reeking harbor as possible. As he goes along he will keep his eyes peeled for any person or storefront that looks respectable.
Thwack
As Qivys passes by Thwack's position he waves the dwarf down. "Quibbers, you know Master Key. Where he gonna be?" Not wanting to fail at the task issued by Gerrard, Thwack keeps wracking his tiny brain for any clue as to the whereabouts of this Kei figure.
As you head inland, you see little in the way of respectability. The streets are a maze of claustrophobic neighborhoods consisting mainly of slum tenements, dubious taverns, rickety warehouses, hovel-crowded alleys, and decommissioned ships converted into buildings. This entire area appears to be slowly sinking into the sea. New buildings are built atop old buildings, and the tangle of structures is four or five stories deep in some places. Many of the lower structures are completely walled off from the outside. Swaying rope bridges provide the best avenues between the blocks, since the old boardwalks appear to be sinking like everything else.
You don't get far before you are swarmed by about eight young urchin children, begging for coins and food. "Coin, mister, coin?" They pluck clumsily at your unsecured items. Some of them appear to be as young as four or five. The older ones offer their services as guides or baggage porters.
Peri:
Peri turns back from the confounding mass of cobbled-together dwellings to return to the party. "Yeah, I got nothing. Everything seems equally crap here. If Kei is somewhere in that mess I don't know how we're supposed to find him. I don't see anything, haven't heard anything, don't have any contacts, and I don't even really know what our goal is here. I thought maybe there'd be some decent inn we could start askin' at, or maybe a city hall, but it's just a rubbish heap. Feels like a waste of time."