He shrugs at Gerrard. "It's your turn at the wheel, boss. I'm just along to see you get back in one piece." He throws his spear across his shoulders and looks expectantly at the nobleman.
"Oh no, Master Fenwader. I may be a noble, but you were in charge of this adventuring group long before I showed up--before you RESCUED me--so I will defer to you as the leader of our merry band as long as I have the honor to be a part of it," says the young noble with a mixture of sincerity and hyperbole. "Still, we have to make a choice, so we might as well walk along the river," he adds, moving to the southwest along the path and (hopefully) towards the Lizardfolk settlement.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
He laughs at the to and fro between the nobleman and the bard-to-be. "Exactly how long have you two known each other? You carry on like a newly wed couple. You do it - No you do it." He imitates his two friends as they walk along the river, hand gestures and all.
The path turns east and crosses the river at a ford ("B" on the map) toward the promontory. The bottom of the wide river is mostly sandy and shallow and relatively fast-flowing. A muddy island is in the middle, covered in hundreds of humanoid tracks. There is no sign of life, aside from incessant insects and a cacophony of unseen, chattering birds. The river banks and marsh are cloaked in dead brush and tall grass, limiting visibility.
(For a loose scale, the height of the "A" and "B" on the map is very roughly fifty feet.)
Not the most observant of people, even Gerrard sees the multitude of tracks on the muddy island. He stops on the west side of the river, saying, "Brother Fiercehammer, did you want to check these tracks out before we add to them?"
Given the stories about this area, he also looks up and downriver for evidence of slimes or molds or whatever creepy river vermin might be nearby at this ford before he sets foot in the water. He also tries to intuit the best path with the minimum amount of mud--no sense showing up at the negotiations soiled.
Perception: 11
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Oceanus confides to Gerrard that he is growing increasingly uncomfortable with this open approach to the Lizardfolk. He fears that the Lizardfolk might be preparing for war against Saltmarsh, or elsewhere, and that by approaching their lair so brazenly they are putting themselves at risk of ambush, capture, or slaughter at the their hands.
There's no getting around this mud, short of magic. Fording this river looks to be messy. But at least Gerrard spots nothing that looks immediately hazardous in the water. At its deepest it looks to be about waist deep.
Nodding at Oceanus, Gerrard translates, sharing the sea elf's concern about the Lizardfolk. "Approaching openly may be the best chance of negotiating, but puts us at the highest risk of ambush," says Gerrard, agreeing with Oceanus on that point. "However, sneaking about and trying to find their village almost guarantees a violent conflict if we are seen. Should we keep going the way we are, or instead send someone stealthy and perceptive to scout the situation?" he asks.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"Confound it!" Dwal exclaims. "I ain't no scout. I was just trying"
If the terrain turns muddy and hard to navigate Dwal will start casting Mold Earth here and there to cause the earth they are on to become normal terrain.
"Exactly how long have you two known each other? You carry on like a newly wed couple. You do it - No you do it." He imitates his two friends as they walk along the river, hand gestures and all.
Peri gives their newest companion the side-eye. "Y'know, I was kinda startin' to like you, Keith. Don't make me change my opinion," he says with mock seriousness, then flashes the bard a grin.
"It looks as though our stealthy cleric is already doin' the scoutin'." he says in answer to Gerrard's question. "Still, we've got a coupla winged scouts might be able to at least warn us what's up ahead."
Dwal's cantrip won't keep you from getting wet, but with careful application it will suffice to keep you clean as you traverse the mucky island in the middle of the river.
"An aerial view of the surroundings seems like a reasonable precaution, Master Fenwader," responds Gerrard as he starts across the river, his Mariner's Scale making the waist-high water quite simple to wade through.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Obliging his companions request for an aerial view, he summons Trill from its pocket dimension. "Fly high my friend". He points to the sky and snaps his fingers. The owl appears from nowhere and immediately flies into the sky ahead of them.
"He will relay back to me anything that looks out of place. Let's hope it's a quiet morning."
This post has potentially manipulated dice roll results.
Trill perception check:18
Trill circles ahead, as Kei watches through its eyes. The trail forks again, with a faint path leading northeast. The main trail leads to a cave (marked "C" on the map) nestled in the western arms of the hill. The cave entrance yawns thirty feet wide and fifteen feet high. The marshy ground turns to mud near the cave, and tracks from large creatures pass in and out. Inside the cave, a floor consisting of thick mud is visible. There is no sign of animal or humanoid life, other than a lot of muddy tracks.
Looking at the tracks, Gerrard tries to figure out what kind of tracks they might be seeing—Lizardmen, their beasts of burden, or something else?
Survival: 14
Considering carefully, he says, “Should we approach the main entrance, or perhaps follow that northeast path? If they prove hostile, we could be walking into a trap by going in the main entrance, but it is best if we wish to negotiate.”
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
”Should we go in, or call out a greeting from the entrance?” asks Gerrard, adding, “Does anyone else find it strange that there are no visible guards?”
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
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Peri:
He shrugs at Gerrard. "It's your turn at the wheel, boss. I'm just along to see you get back in one piece." He throws his spear across his shoulders and looks expectantly at the nobleman.
Gerrard:
"Oh no, Master Fenwader. I may be a noble, but you were in charge of this adventuring group long before I showed up--before you RESCUED me--so I will defer to you as the leader of our merry band as long as I have the honor to be a part of it," says the young noble with a mixture of sincerity and hyperbole. "Still, we have to make a choice, so we might as well walk along the river," he adds, moving to the southwest along the path and (hopefully) towards the Lizardfolk settlement.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kei
He laughs at the to and fro between the nobleman and the bard-to-be. "Exactly how long have you two known each other? You carry on like a newly wed couple. You do it - No you do it." He imitates his two friends as they walk along the river, hand gestures and all.
Dwal
Dwal laughs a bit at the Human and Halfling.
"I agree walking along the river," Dwal says.
The path turns east and crosses the river at a ford ("B" on the map) toward the promontory. The bottom of the wide river is mostly sandy and shallow and relatively fast-flowing. A muddy island is in the middle, covered in hundreds of humanoid tracks. There is no sign of life, aside from incessant insects and a cacophony of unseen, chattering birds. The river banks and marsh are cloaked in dead brush and tall grass, limiting visibility.
(For a loose scale, the height of the "A" and "B" on the map is very roughly fifty feet.)
Gerrard:
Not the most observant of people, even Gerrard sees the multitude of tracks on the muddy island. He stops on the west side of the river, saying, "Brother Fiercehammer, did you want to check these tracks out before we add to them?"
Given the stories about this area, he also looks up and downriver for evidence of slimes or molds or whatever creepy river vermin might be nearby at this ford before he sets foot in the water. He also tries to intuit the best path with the minimum amount of mud--no sense showing up at the negotiations soiled.
Perception: 11
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Dwal
"Hardy Har Har!" Dwal responds sarcastically. "Let's move on and find these Lizards and be done with it."
Oceanus confides to Gerrard that he is growing increasingly uncomfortable with this open approach to the Lizardfolk. He fears that the Lizardfolk might be preparing for war against Saltmarsh, or elsewhere, and that by approaching their lair so brazenly they are putting themselves at risk of ambush, capture, or slaughter at the their hands.
There's no getting around this mud, short of magic. Fording this river looks to be messy. But at least Gerrard spots nothing that looks immediately hazardous in the water. At its deepest it looks to be about waist deep.
Gerrard:
Nodding at Oceanus, Gerrard translates, sharing the sea elf's concern about the Lizardfolk. "Approaching openly may be the best chance of negotiating, but puts us at the highest risk of ambush," says Gerrard, agreeing with Oceanus on that point. "However, sneaking about and trying to find their village almost guarantees a violent conflict if we are seen. Should we keep going the way we are, or instead send someone stealthy and perceptive to scout the situation?" he asks.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Dwal
"Confound it!" Dwal exclaims. "I ain't no scout. I was just trying"
If the terrain turns muddy and hard to navigate Dwal will start casting Mold Earth here and there to cause the earth they are on to become normal terrain.
Peri:
Peri gives their newest companion the side-eye. "Y'know, I was kinda startin' to like you, Keith. Don't make me change my opinion," he says with mock seriousness, then flashes the bard a grin.
"It looks as though our stealthy cleric is already doin' the scoutin'." he says in answer to Gerrard's question. "Still, we've got a coupla winged scouts might be able to at least warn us what's up ahead."
Dwal's cantrip won't keep you from getting wet, but with careful application it will suffice to keep you clean as you traverse the mucky island in the middle of the river.
Gerrard:
"An aerial view of the surroundings seems like a reasonable precaution, Master Fenwader," responds Gerrard as he starts across the river, his Mariner's Scale making the waist-high water quite simple to wade through.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kei
Obliging his companions request for an aerial view, he summons Trill from its pocket dimension. "Fly high my friend". He points to the sky and snaps his fingers. The owl appears from nowhere and immediately flies into the sky ahead of them.
"He will relay back to me anything that looks out of place. Let's hope it's a quiet morning."
Trill perception check: 18
Trill circles ahead, as Kei watches through its eyes. The trail forks again, with a faint path leading northeast. The main trail leads to a cave (marked "C" on the map) nestled in the western arms of the hill. The cave entrance yawns thirty feet wide and fifteen feet high. The marshy ground turns to mud near the cave, and tracks from large creatures pass in and out. Inside the cave, a floor consisting of thick mud is visible. There is no sign of animal or humanoid life, other than a lot of muddy tracks.
Gerrard:
Looking at the tracks, Gerrard tries to figure out what kind of tracks they might be seeing—Lizardmen, their beasts of burden, or something else?
Survival: 14
Considering carefully, he says, “Should we approach the main entrance, or perhaps follow that northeast path? If they prove hostile, we could be walking into a trap by going in the main entrance, but it is best if we wish to negotiate.”
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Dwal
Assuming he is with us Dwal will consult Bjorn:
"Ye been within these Lizardfolk, is this the entrance to their home?" he asks.
Bjorn understands Dwal, and gives a telepathic sense of the affirmative. He has been here before. This is an entrance to the lizardfolk home.
Gerrard finds the marks of unshod, clawed feet, slightly larger than human - these are not horses hooves, nor boots.
Dwal
"Bjorn says this is the entrance to the LizardFolk's lair," Dwal tells the party. "He says he has been here and that they live here."
Gerrard:
”Should we go in, or call out a greeting from the entrance?” asks Gerrard, adding, “Does anyone else find it strange that there are no visible guards?”
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"