The bard, even with his second wind in full force, eagerly agrees that perhaps a full night's sleep was in order. He offers up his preference for not taking on this Xolor, his opinion is most likely biased given the outcome of the recent encounter. Taking on the lizardmen would perhaps be closest to the top of his list. Hopefully it would prove to be less life threatening.
Peri also thinks visiting the lizardfolk is the best option. He agrees with Gerrard's assessment of the lizardfolk and the cultists being the two biggest threats to Saltmarsh, but it's possible that the lizardfolk aren't a threat at all. "Maybe, if we can find common cause against the Xolorites, we can convince the Council to return the weapons they seized. I'm all for resolving things in such a way as I don't get stabbed again."
Dwal sits down with the party and looks around a bit. "I see your appetite has returned furbottom. Plans to wat the inn out of its stores?" he says a bit sourly but, he grins after the fact.
"The gods can be fickle when it comes to sharing information. I am still just a minor priest because of me diversity in magic. To sort out what information we need I'll have to do some research at a library or if we're lucky, in someone's private collection, to find out any information." he says between spoonfuls of food. "Maybe Vertheg has something on the subject."
After listening for a bit Dwal will say: "We can't be two places at once and these folk needs to learn to defend their town more than rely on outsiders to do so. I don't mind doing investigation and scoutin' but planning wars are fer councilmembers and fighting them are fer townsfolk." Dwal states matter of factly.
To Peri's suggestion, Dwal will say: "I think them lizardfolk have long memories after they have been wronged. If'n they weren't preparing to move against the town I'd wager they put it on their list after what was done to them."
Dwal pauses and strokes his beard then says: "We may get ate 'fore we can convince them otherwise as well;." Dwal leans back from the table. "But, it's what we agreed to do and what they be payin' us fer. At any rate a good night's rest is in order an' doing some preparin' fer the day to come as well."
"By the by, our little home should be finished by tomorrow. Got beds an' a table. I'm gonna probably get some lumber an' stone and add on as well as build a nice dwarven oven/stove fer us there as well."
After listening to the others' input, Gerrard suggests, "Perhaps on the morn we should then move our belongings to our new home, then prepare to set off to meet the lizardfolk? We still have their iconic shield, and I can try to describe to them our situation--or at least translate for Master Kei here. If we are truly fortunate, they may be gathering weapons to fight a common enemy, like these Xolor cultists. A common threat to both Saltmarsh and the Lizardfolk may allow them to have at least a temporary alliance, and we can make the case for their weapons to be returned to them before the council if our negotiations are successful. Remind me, were we planning to approach the Lizardfolk by sea or overland?"
As an aside to Dwal, Gerrard says, "Thank you for your work on getting our home ready. Let me give you some coin to help finance the furnishings, Brother Fiercehammer," and he hands the dwarf 2 platinum pieces. "Let me know if you need more," he adds.
OOC: If they plan to go by ship, Gerrard will wear the Mariner's scale in the morning. If by land, he will stay in the studded leather. Also, is Oceanus still with us?
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Oceanus, ever quiet, is still with you. He, too, is interested in resolving the lizardfolk issue. He still feels the Lizardfolk are a potential threat, although he has no more evidence than you.
The carpenters need one more day to complete their work and clear out. The cabins will be ready to occupy by sunset.
Should you want to approach the suspected Lizardfolk lair by sea, the Council has placed at your disposal a modified keelboat with two pairs of oars and a step-down mast, large enough to accommodate the five of you and any reasonable amount of equipment you may want to take with you. You've been told that two members of the town guard have been assigned by the council to sail (or row) and navigate for you.
If you choose to go by land, there's a river to ford and a very long day's hike along the shore and through the edges of the Hool Marshes.
A third option is to sail partway, land, and hike the remainder on foot. There is said to be many paths parallel to the ocean along the shore.
Unless you have further business, the party will retire for the night. What are your plans for the morning?
"Right then, a quick sail to the Lizardfolk tribe and some negotiations in the morning? It seems like the cottage needs a bit more work before we move our things in," summarizes Gerrard, not wanting to waste the whole day just getting there overland. Finishing his meal, Gerrard says his goodnights and heads to bed.
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Dwal bids Gerrard goodnight then turns to Kei and Peri: "I'll be off as well." he says. "Ye two don't spend the night drinking and carousing, we got work ta do and need both of ye at yer best. Don't want any fuzzy minded mistakes when we encounter those Lizardfolk."
With that Dwal will collect himself and head back to his apartment. Once he returns he will make sure Bjorn is fed and comfy then he will start going over one of the books the party got from the dwarven hold till he falls asleep.
Dawn arrives. The sun appears briefly before disappearing into a blood red bank of clouds. The wind is cold and smells of thin smoke.
The Guard has a vessel prepared for you, and a pair of older, heavily-tattooed female guards at the helm, cackling with laughter over something. The trip to the lair, they say, should take about three hours. "We ain't disembarking, though," the older one states, definitively. "We stay with the boat."
Clad in the Mariner's Scale and packing the Lizardfolk shield, Gerrard asks the others, "Is there anything else we need to take with us, or are we ready to go?" Looking specifically to Peri, he asks, "Right, Captain Fenwader, are you ready to set sail?"
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Peri is feeling good after a couple of solid meals. He hops lightly aboard the small craft and moves to the prow, taking a deep breath of the ocean breeze. "Aye, let's get this expedition started. I've got a feeling, after nearly gettin' buried yesterday, this one is going to go better. It's a new dawn, it's a new day, it's a new life for me. And I'm feelin' good!" He gives a wink to whichever of the guards he judges to be the friendlier of the two, then settles back to smoke his pipe as they travel. The pipe smoke forms shapes before drifting away: a ship with burning sails; an ogre and a worg being struck down; a giant crab whose claws reach toward him before he blows a spear of smoke through its heart. He remembers the first time he used the pipe, only a few days ago. There were a couple of feeble images of storms at sea, but nothing like today's display. Whatever pain Saltmarsh has cost him, he has come away with some interesting stories.
The older woman, who evidently goes by the name of Captain Sal, is initially on edge to have another "Captain" on board, but seems relieved when Peri settles down to relax and smoke, and doesn't attempt to pilot her vessel.
Unless there is other business, the party departs on a stiff breeze across cold choppy water. Captain Sal, recognizing the party to be strangers, begins to point out landmarks. You cross the wide bay marking the end of the broad river, amidst tricky currents, and rounds the point on the other side. A modest lighthouse stands on the point, to your north. "Ursa's lighthouse," remarks Captain Sal. "Good guy. Mariners’ guild."
An island is visible a couple of miles offshore to the south. "Abbey Isle," she remarks. "Bad place. Island of the dead. And pirates. Somebody burned down the abbey last month, at least."
You pass between Abbey Isle and the lighthouse. You still have a couple of hours of travel ahead of you as you continue to head west, parallel to the coast, toward the purported Lizardfolk lair.
Peri's words inspire Kei to start playing. He pulls out his recently acquired cittern and begins to play. He sings a ditty as he strums "Birds flying high, sun in the sky, breeze drifting by...."A catchy tune he may have to flesh out once he has finished with this adventuring. For now he maintains a lively tune while they sail towards what could be an interesting encounter.
The journey is uneventful, taking about three hours in total.
The crudely-drawn map Peri found in the pirate captain's cabin indicated the rendezvous point with the lizardfolk at a small promontory beside a river in the tidal marshes, ten miles southwest of the town of Saltmarsh. It is a known location as a historic lizardfolk stonghold, although until recently it was thought to have been long abandoned.
The river, too, is a known landmark - the Dunwater River, which drains the vast and treacherous Hool Marshes. The river, a known highway for bandits and worse, is said to regularly spew out oozes and jellies and other awful things from the marsh's interior. Its headwaters, as Captain Sal happily relates, is supposed to be an even worse place - a dead woodland known as the Drowned Forest.
Fortunately, nothing obvious can be seen in the river's grey effluent ahead, as you approach the wide mouth of the river. The promontory is on a point just on the other side. It is time to make some decisions.
The keelboat is really not an ideal vessel for open waters, but it is flat and low – Captain Sal takes down the sail and begins to row with her partner. The hinged leeboards will allow them to beach the vessel as they wait for you to conduct your business.
As your boat approaches the promontory, you can see a well-traveled and relatively dry track leading from the coast (point A on the map.) It disappears into the marshland interior.
The promontory itself is mostly earthen, with a few large rocks, and some stunted trees growing atop it - just an eroding island of earth in a sea of marsh and ocean. There is no sign of any structures, lizardfolk, or really anything else of note.
(You are just off the map, at the upper lefthand corner.)
Having spent most of the voyage leaning over the prow and trying to stay out of the way, Gerrard is feeling invigorated from the cool spray and fresh air. Making sure to strap the Lizardfolk shield onto his back in a visible location, Gerrard leaps off onto the beach as they arrive, remarking to his companions, "I suppose we just explore here until we find Lizardfolk to speak with. I am not sure exactly our negotiation strategy, as a direct telling of the truth from my perspective will cast the townsfolk in somewhat of a xenophobic light."
He smiles adding, "I am sure that between us we can come up with something, though, with Masters Fenwader's and Kei's gift for words and Brother Fiercehammer's divinely inspired wisdom."
"Come, adventure awaits," he finishes, eagerly moving towards the trail ahead.
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
OOC: That was my assumption, but I suppose we could land somewhere else if the others want. Gerrard is all for the established path, like we are not trying to sneak up on them or anything...
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Peri steps up to the rail to head ashore. "Thanks for the ride, Captain. I owe you a drink at the Goat. Keep your head on a swivel though; the last pretty lady gave us a lift disappeared before she got that drink, which was a terrible tragedy. See you soon," he says with another wink to Captain Sal, then steps ashore.
((Peri has no real preference for where they land. Agree they're trying not to appear sneaky.))
Captain Sal glowers back, trying to decide if Peri's comment was a veiled threat or not.
They land the boat near Point A on the map, and pull it partway ashore.
Dwal finds no tracks here. Just a sandy/grassy path through the reeds along the edge of the river. A few hundred feet in, the path forks: one heads roughly west (away from the promontory), and the other continues southwest, hugging the river bank. The strong, sulphuric smell of marsh gas permeates the air.
Moving along the path, Gerrard pauses at the fork and says, “What do you say we follow the river path? From what I saw of the rocky escarpment, there may be a protected bit of marshland in its arms that would serve the Lizardfolk well for a lookout base, if not a village.”
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
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Kei
The bard, even with his second wind in full force, eagerly agrees that perhaps a full night's sleep was in order. He offers up his preference for not taking on this Xolor, his opinion is most likely biased given the outcome of the recent encounter. Taking on the lizardmen would perhaps be closest to the top of his list. Hopefully it would prove to be less life threatening.
Peri:
Peri also thinks visiting the lizardfolk is the best option. He agrees with Gerrard's assessment of the lizardfolk and the cultists being the two biggest threats to Saltmarsh, but it's possible that the lizardfolk aren't a threat at all. "Maybe, if we can find common cause against the Xolorites, we can convince the Council to return the weapons they seized. I'm all for resolving things in such a way as I don't get stabbed again."
Dwal
Dwal sits down with the party and looks around a bit. "I see your appetite has returned furbottom. Plans to wat the inn out of its stores?" he says a bit sourly but, he grins after the fact.
"The gods can be fickle when it comes to sharing information. I am still just a minor priest because of me diversity in magic. To sort out what information we need I'll have to do some research at a library or if we're lucky, in someone's private collection, to find out any information." he says between spoonfuls of food. "Maybe Vertheg has something on the subject."
After listening for a bit Dwal will say: "We can't be two places at once and these folk needs to learn to defend their town more than rely on outsiders to do so. I don't mind doing investigation and scoutin' but planning wars are fer councilmembers and fighting them are fer townsfolk." Dwal states matter of factly.
To Peri's suggestion, Dwal will say: "I think them lizardfolk have long memories after they have been wronged. If'n they weren't preparing to move against the town I'd wager they put it on their list after what was done to them."
Dwal pauses and strokes his beard then says: "We may get ate 'fore we can convince them otherwise as well;." Dwal leans back from the table. "But, it's what we agreed to do and what they be payin' us fer. At any rate a good night's rest is in order an' doing some preparin' fer the day to come as well."
"By the by, our little home should be finished by tomorrow. Got beds an' a table. I'm gonna probably get some lumber an' stone and add on as well as build a nice dwarven oven/stove fer us there as well."
Gerrard:
After listening to the others' input, Gerrard suggests, "Perhaps on the morn we should then move our belongings to our new home, then prepare to set off to meet the lizardfolk? We still have their iconic shield, and I can try to describe to them our situation--or at least translate for Master Kei here. If we are truly fortunate, they may be gathering weapons to fight a common enemy, like these Xolor cultists. A common threat to both Saltmarsh and the Lizardfolk may allow them to have at least a temporary alliance, and we can make the case for their weapons to be returned to them before the council if our negotiations are successful. Remind me, were we planning to approach the Lizardfolk by sea or overland?"
As an aside to Dwal, Gerrard says, "Thank you for your work on getting our home ready. Let me give you some coin to help finance the furnishings, Brother Fiercehammer," and he hands the dwarf 2 platinum pieces. "Let me know if you need more," he adds.
OOC: If they plan to go by ship, Gerrard will wear the Mariner's scale in the morning. If by land, he will stay in the studded leather. Also, is Oceanus still with us?
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Oceanus, ever quiet, is still with you. He, too, is interested in resolving the lizardfolk issue. He still feels the Lizardfolk are a potential threat, although he has no more evidence than you.
The carpenters need one more day to complete their work and clear out. The cabins will be ready to occupy by sunset.
Should you want to approach the suspected Lizardfolk lair by sea, the Council has placed at your disposal a modified keelboat with two pairs of oars and a step-down mast, large enough to accommodate the five of you and any reasonable amount of equipment you may want to take with you. You've been told that two members of the town guard have been assigned by the council to sail (or row) and navigate for you.
If you choose to go by land, there's a river to ford and a very long day's hike along the shore and through the edges of the Hool Marshes.
A third option is to sail partway, land, and hike the remainder on foot. There is said to be many paths parallel to the ocean along the shore.
Unless you have further business, the party will retire for the night. What are your plans for the morning?
Gerrard:
"Right then, a quick sail to the Lizardfolk tribe and some negotiations in the morning? It seems like the cottage needs a bit more work before we move our things in," summarizes Gerrard, not wanting to waste the whole day just getting there overland. Finishing his meal, Gerrard says his goodnights and heads to bed.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Dwal
Dwal bids Gerrard goodnight then turns to Kei and Peri: "I'll be off as well." he says. "Ye two don't spend the night drinking and carousing, we got work ta do and need both of ye at yer best. Don't want any fuzzy minded mistakes when we encounter those Lizardfolk."
With that Dwal will collect himself and head back to his apartment. Once he returns he will make sure Bjorn is fed and comfy then he will start going over one of the books the party got from the dwarven hold till he falls asleep.
Day 16
Dawn arrives. The sun appears briefly before disappearing into a blood red bank of clouds. The wind is cold and smells of thin smoke.
The Guard has a vessel prepared for you, and a pair of older, heavily-tattooed female guards at the helm, cackling with laughter over something. The trip to the lair, they say, should take about three hours. "We ain't disembarking, though," the older one states, definitively. "We stay with the boat."
"Ye' ready to go? I wanna be back 'fore sundown."
Gerrard:
Clad in the Mariner's Scale and packing the Lizardfolk shield, Gerrard asks the others, "Is there anything else we need to take with us, or are we ready to go?" Looking specifically to Peri, he asks, "Right, Captain Fenwader, are you ready to set sail?"
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Peri:
Peri is feeling good after a couple of solid meals. He hops lightly aboard the small craft and moves to the prow, taking a deep breath of the ocean breeze. "Aye, let's get this expedition started. I've got a feeling, after nearly gettin' buried yesterday, this one is going to go better. It's a new dawn, it's a new day, it's a new life for me. And I'm feelin' good!" He gives a wink to whichever of the guards he judges to be the friendlier of the two, then settles back to smoke his pipe as they travel. The pipe smoke forms shapes before drifting away: a ship with burning sails; an ogre and a worg being struck down; a giant crab whose claws reach toward him before he blows a spear of smoke through its heart. He remembers the first time he used the pipe, only a few days ago. There were a couple of feeble images of storms at sea, but nothing like today's display. Whatever pain Saltmarsh has cost him, he has come away with some interesting stories.
The older woman, who evidently goes by the name of Captain Sal, is initially on edge to have another "Captain" on board, but seems relieved when Peri settles down to relax and smoke, and doesn't attempt to pilot her vessel.
Unless there is other business, the party departs on a stiff breeze across cold choppy water. Captain Sal, recognizing the party to be strangers, begins to point out landmarks. You cross the wide bay marking the end of the broad river, amidst tricky currents, and rounds the point on the other side. A modest lighthouse stands on the point, to your north. "Ursa's lighthouse," remarks Captain Sal. "Good guy. Mariners’ guild."
An island is visible a couple of miles offshore to the south. "Abbey Isle," she remarks. "Bad place. Island of the dead. And pirates. Somebody burned down the abbey last month, at least."
You pass between Abbey Isle and the lighthouse. You still have a couple of hours of travel ahead of you as you continue to head west, parallel to the coast, toward the purported Lizardfolk lair.
Kei
Peri's words inspire Kei to start playing. He pulls out his recently acquired cittern and begins to play. He sings a ditty as he strums "Birds flying high, sun in the sky, breeze drifting by...." A catchy tune he may have to flesh out once he has finished with this adventuring. For now he maintains a lively tune while they sail towards what could be an interesting encounter.
The journey is uneventful, taking about three hours in total.
The crudely-drawn map Peri found in the pirate captain's cabin indicated the rendezvous point with the lizardfolk at a small promontory beside a river in the tidal marshes, ten miles southwest of the town of Saltmarsh. It is a known location as a historic lizardfolk stonghold, although until recently it was thought to have been long abandoned.
The river, too, is a known landmark - the Dunwater River, which drains the vast and treacherous Hool Marshes. The river, a known highway for bandits and worse, is said to regularly spew out oozes and jellies and other awful things from the marsh's interior. Its headwaters, as Captain Sal happily relates, is supposed to be an even worse place - a dead woodland known as the Drowned Forest.
Fortunately, nothing obvious can be seen in the river's grey effluent ahead, as you approach the wide mouth of the river. The promontory is on a point just on the other side. It is time to make some decisions.
The keelboat is really not an ideal vessel for open waters, but it is flat and low – Captain Sal takes down the sail and begins to row with her partner. The hinged leeboards will allow them to beach the vessel as they wait for you to conduct your business.
As your boat approaches the promontory, you can see a well-traveled and relatively dry track leading from the coast (point A on the map.) It disappears into the marshland interior.
The promontory itself is mostly earthen, with a few large rocks, and some stunted trees growing atop it - just an eroding island of earth in a sea of marsh and ocean. There is no sign of any structures, lizardfolk, or really anything else of note.
(You are just off the map, at the upper lefthand corner.)
Gerrard:
Having spent most of the voyage leaning over the prow and trying to stay out of the way, Gerrard is feeling invigorated from the cool spray and fresh air. Making sure to strap the Lizardfolk shield onto his back in a visible location, Gerrard leaps off onto the beach as they arrive, remarking to his companions, "I suppose we just explore here until we find Lizardfolk to speak with. I am not sure exactly our negotiation strategy, as a direct telling of the truth from my perspective will cast the townsfolk in somewhat of a xenophobic light."
He smiles adding, "I am sure that between us we can come up with something, though, with Masters Fenwader's and Kei's gift for words and Brother Fiercehammer's divinely inspired wisdom."
"Come, adventure awaits," he finishes, eagerly moving towards the trail ahead.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Dwal
Dwal spends most of the trip leaning over the side, trying to keep his breakfast down.
"Dwarves an' boats don't mix." he mutters.
Once they are ashore Dwal's mood lightens only a little. He will keep his axe close by as the party travels.
Dwal will look for what might be Lizardfolk tracks here and there as well.
Survival: 16
(Did you land near the trailhead at point A?)
OOC: That was my assumption, but I suppose we could land somewhere else if the others want. Gerrard is all for the established path, like we are not trying to sneak up on them or anything...
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Peri:
Peri steps up to the rail to head ashore. "Thanks for the ride, Captain. I owe you a drink at the Goat. Keep your head on a swivel though; the last pretty lady gave us a lift disappeared before she got that drink, which was a terrible tragedy. See you soon," he says with another wink to Captain Sal, then steps ashore.
((Peri has no real preference for where they land. Agree they're trying not to appear sneaky.))
Captain Sal glowers back, trying to decide if Peri's comment was a veiled threat or not.
They land the boat near Point A on the map, and pull it partway ashore.
Dwal finds no tracks here. Just a sandy/grassy path through the reeds along the edge of the river. A few hundred feet in, the path forks: one heads roughly west (away from the promontory), and the other continues southwest, hugging the river bank. The strong, sulphuric smell of marsh gas permeates the air.
Gerrard:
Moving along the path, Gerrard pauses at the fork and says, “What do you say we follow the river path? From what I saw of the rocky escarpment, there may be a protected bit of marshland in its arms that would serve the Lizardfolk well for a lookout base, if not a village.”
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"