Peri trudges on through the endless swamp. He has less trouble with the mucky ground than his heavier companions, but pools that come up to their knees are up to his waist, and he has to practically swim across the deeper pools. Cold, soaked, coated in muck, and plagued by biting flies, Peri is reminded why he left his family's home in the marsh. As the shadows lengthen and the temperature begins to fall his mood sours as well. By the time Dwal quips about the halfling-eating frogs he's just about over their little adventure. "If they do come for me, I don't know but I might just let 'em. Of course, some enormous frog legs would make for a nice supper once we finally make camp..." He weighs picking one off with an eldritch blast, but just doesn't have the energy for a fight. He follows the rest of the way in moody silence.
Sitting down heavily, Gerrard says, "I will take the first watch," as he tries to dry out his possessions and find a good place to see any oncoming threats for the first part of the night.
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"Well. This is great. Defending a town from imminent danger, helping a Queen defeat an ancient enemy, and what do we get? A wet, muddy hole to sleep in! Great."The swamp and incessant bugs have put him in a sour mood also. He gathers his robe around him and crawls into one of the mudpits. "Wake me when needed Gerry. I'll take the next watch."
With all his complaining, he falls asleep rather quickly.
Using these cantrips Dwal will clear debris from the campsite, cause the water to drain from the mud, creating firm ground, and dry out the area so the party has a dry place to sleep. Once done Dwal will set up a small place to sleep for himself. Dwal will also take the time to create a small ditch around the sleeping area in hopes to create a path for water to run around the campsite rather than through it. Knowing that come changes will only last an hour if only magic is used Dwal will add a bit of muscle here and there to make sure the changes last a bit longer.
"No reason to sleep in the muck." Dwal will say as he settles in.
Self-conscious about the pampered life he has led and how out of place he is in this rough terrain, Gerrard says a simple "Thank you, Brother Fiercehammer," but it is obvious he is deeply grateful for the small creature comforts bestowed by the thoughtful priest.
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
It's a miserable night as you attempt to sleep in the cold dirty holes. The insects are relentless, even in your hiding spots. (Make a DC 15 Wisdom (Survival) check to receive any benefits of a long rest. Otherwise, the insects were too savage to give you proper rest.) Despite Dwal's magic, the moisture begins to seep into your sleeping spots after several hours.
Gerrard's watch passes without note, but in the wee hours of the morning, during Kei's watch, Kei hears the noise of approaching footsteps. Big, clumsy footsteps. More than one pair. Kei becomes concerned at the noise of Dwal's snoring in the next hole over.
Peri is thoroughly impressed with Dwal's camp improvements. Adding a bit of halfling know-how, he cuts a few leafy branches and layers them into the bottom of the holes, to provide a bit of a barrier to any moisture leaching back up through the earth. He volunteers for whichever watch needs filling, scarfs down a cold ration, and curls up in his burrow. (Survival6)
Kei's sleep is fitful at best. The bugs seemingly knowing when he's about to actually fall asleep and intensifying their onslaught at just that moment.
Being woken for watch actually provides a measure of relief as he can exact revenge on the bugs. His keen ears pickup the sound of someone bashing through the marsh. No care taken to hide their movement, he surmises that the newcomer is probably unaware of the group's presence. He quickly casts Dancing Lights about 90ft from the group and has the four orbs follow one another, bobbing along the way, at a slow pace.
(He's hoping to imitate a group of 4 people moving through the area with their torches held high.)
He waits to see if the bait is taken. If so, he will then cast Minor Illusion causing a murmur of voices to come gently from that same direction.
Regardless of the success of the ruse, he will quietly wake the nearest member of his group and try to mime the situation to them after shushing them.
((Does this make sense? It does in my brain, but my vocabulary is failing me today. More than normal anyway.))
This post has potentially manipulated dice roll results.
The ruse works. With a pair of illusions, Kei manages to successfully distract and lure a small pack of large, clumsy humanoids deep into the swamp, away from the party, while simultaneously wakening Dwal. You hear deep voices from the departing travelers grumbling and snorting with excitement in an unknown language. They soon fade from hearing, and do not return.
Dawn eventually breaks. At least somewhere. The gloomy sky brightens, and you crawl out of your holes, far from refreshed. It was a miserable night. (Oceanus: 2 )
Only Valignat seems refreshed. He snacks on some grubs he finds in the mud, and then prepares to lead the party onward into the endless marsh.
Dwal, grumpier than ever, crawls slowly towards the edge of the camp, peering into the darkness. He will wait till those passing leave then make his way back to the others and ask:
The sky lightens. Peri stops trying to convince himself he's asleep and crawls out of his sleeping hole. He is completely exhausted, miserable, and worst of all hungry. He eats the rest of his ration and surveys his companions. None look in any better spirits than he is. "Well, I only see three options. We can push on and face down this crocodile weakened and exhausted. I'm tired, but capable of fighting. Do either of you," addressing Dwal and Kei, "have any magic left for a fight? Option two is to spend some time building a a better shelter and then try again to get our casters some sleep. The third option is to turn around, march back to the Lizard Queen, and tell her she'll have to deal with the gator on her own. Technically, we were only paid to assess the lizardfolks' intentions toward Saltmarsh, and we've completed that mission. Personally, I'd prefer not to have schlepped all the way out here for a string of pearls and an old bottle, but whatever the group decides I'm okay with."
((Since sleep isn't a part of a Short Rest, I assume that night counts?))
"How much farther to the crocodile, Valignat?" asks Gerrard. "I'm afraid our group is not used to spending the night in the swamps and we are not at full fighting capability. Yet, I am ready to continue and do this service for you and your people, should the others of my group be ready to continue," he adds, nodding at Peri, "I say we move on and get this done."
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Dwal repacks his pack, grumbling to himself. Once ready he will pet Bjorn as the Psuedo Dragon lays across his shoulders.
Dwal will use Prestidigitation to dry most of his gear and clothing (save the boots which will be soggy no matter what). Dwal will trudge along through the swamp with little to say but he will keep his sense peeled as much as he can incase the swamp and its denizens get worked up and want to take a bigger interest in the party.
"Two hours for me. Four hours for you," answers Valignat.
You set off again. A rain begins to fall, soaking parts of you that haven't yet been completely soaked, but thankfully keeping most of the insects away. It also seems to keep the bigger denizens of the marsh quiet as well - for the next few hours you see nothing but endless swamp as you trudge ahead.
It's late morning when you spot, in the distance, the "large boulder shaped like a tooth" that Valignat had described. Pushing forward very carefully now, the ground rises, then slopes downward into a tangle of marsh trees and a blanket of mist. Squishing your way into the shallow valley, you approach a large pool of foul-smelling water. The pool is sixty feet in diameter and shaded by a canopy of vines and twisting branches. A gurgling stream at its northern edge feeds the pool.
A few yellowed bones are visible in the shallows, and you see a great muddy mound rising from the pool’s center.
"Thousand Teeth is here," announces Valignat in a whisper. "I cannot fight. I can only watch."
This post has potentially manipulated dice roll results.
Gerrard:
Slogging up to the higher ground, Gerrard tries to dry himself off in vain, then peers into the pool below, looking for any sign of a massive crocodile.
This post has potentially manipulated dice roll results.
Peri:
Peri surveys the crocodile's lair. "No way we're goin' down there, right? We need to lure the beast up onto the shore. Since we don't have a bait goat, I suppose that's my job." He creeps down toward the edge of the water (skill]Stealth[/skill] 9). When he gets to within 30' of the pool, he uses mage hand to grab one of the bones and drag it along the water's edge, letting it splash a bit.
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Peri:
Peri trudges on through the endless swamp. He has less trouble with the mucky ground than his heavier companions, but pools that come up to their knees are up to his waist, and he has to practically swim across the deeper pools. Cold, soaked, coated in muck, and plagued by biting flies, Peri is reminded why he left his family's home in the marsh. As the shadows lengthen and the temperature begins to fall his mood sours as well. By the time Dwal quips about the halfling-eating frogs he's just about over their little adventure. "If they do come for me, I don't know but I might just let 'em. Of course, some enormous frog legs would make for a nice supper once we finally make camp..." He weighs picking one off with an eldritch blast, but just doesn't have the energy for a fight. He follows the rest of the way in moody silence.
Gerrard:
Sitting down heavily, Gerrard says, "I will take the first watch," as he tries to dry out his possessions and find a good place to see any oncoming threats for the first part of the night.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kei
"Well. This is great. Defending a town from imminent danger, helping a Queen defeat an ancient enemy, and what do we get? A wet, muddy hole to sleep in! Great." The swamp and incessant bugs have put him in a sour mood also. He gathers his robe around him and crawls into one of the mudpits. "Wake me when needed Gerry. I'll take the next watch."
With all his complaining, he falls asleep rather quickly.
Dwal
Before the party settles down to sleep, Dwal will use the following spells to clean out and firm up the area they will sleep in.
Prestidigitation
Mold Earth
Control Flames
Using these cantrips Dwal will clear debris from the campsite, cause the water to drain from the mud, creating firm ground, and dry out the area so the party has a dry place to sleep. Once done Dwal will set up a small place to sleep for himself. Dwal will also take the time to create a small ditch around the sleeping area in hopes to create a path for water to run around the campsite rather than through it. Knowing that come changes will only last an hour if only magic is used Dwal will add a bit of muscle here and there to make sure the changes last a bit longer.
"No reason to sleep in the muck." Dwal will say as he settles in.
Gerrard:
Self-conscious about the pampered life he has led and how out of place he is in this rough terrain, Gerrard says a simple "Thank you, Brother Fiercehammer," but it is obvious he is deeply grateful for the small creature comforts bestowed by the thoughtful priest.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
It's a miserable night as you attempt to sleep in the cold dirty holes. The insects are relentless, even in your hiding spots. (Make a DC 15 Wisdom (Survival) check to receive any benefits of a long rest. Otherwise, the insects were too savage to give you proper rest.) Despite Dwal's magic, the moisture begins to seep into your sleeping spots after several hours.
Gerrard's watch passes without note, but in the wee hours of the morning, during Kei's watch, Kei hears the noise of approaching footsteps. Big, clumsy footsteps. More than one pair. Kei becomes concerned at the noise of Dwal's snoring in the next hole over.
Peri:
Peri is thoroughly impressed with Dwal's camp improvements. Adding a bit of halfling know-how, he cuts a few leafy branches and layers them into the bottom of the holes, to provide a bit of a barrier to any moisture leaching back up through the earth. He volunteers for whichever watch needs filling, scarfs down a cold ration, and curls up in his burrow. (Survival 6)
Dwal
Survival: 3
Dwal spends his time half-awake slapping at biting insects. "Blasted bugs" he mutters.
Gerrard:
Survival: 4
Though Gerrard manages to rest reasonably well while keeping watch, sleeping is an altogether different matter. This will take some getting used to.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kei
(Survival 14)
Kei's sleep is fitful at best. The bugs seemingly knowing when he's about to actually fall asleep and intensifying their onslaught at just that moment.
Being woken for watch actually provides a measure of relief as he can exact revenge on the bugs. His keen ears pickup the sound of someone bashing through the marsh. No care taken to hide their movement, he surmises that the newcomer is probably unaware of the group's presence. He quickly casts Dancing Lights about 90ft from the group and has the four orbs follow one another, bobbing along the way, at a slow pace.
(He's hoping to imitate a group of 4 people moving through the area with their torches held high.)
He waits to see if the bait is taken. If so, he will then cast Minor Illusion causing a murmur of voices to come gently from that same direction.
Regardless of the success of the ruse, he will quietly wake the nearest member of his group and try to mime the situation to them after shushing them.
((Does this make sense? It does in my brain, but my vocabulary is failing me today. More than normal anyway.))
The ruse works. With a pair of illusions, Kei manages to successfully distract and lure a small pack of large, clumsy humanoids deep into the swamp, away from the party, while simultaneously wakening Dwal. You hear deep voices from the departing travelers grumbling and snorting with excitement in an unknown language. They soon fade from hearing, and do not return.
Dawn eventually breaks. At least somewhere. The gloomy sky brightens, and you crawl out of your holes, far from refreshed. It was a miserable night. (Oceanus: 2 )
Only Valignat seems refreshed. He snacks on some grubs he finds in the mud, and then prepares to lead the party onward into the endless marsh.
Dwal
Dwal, grumpier than ever, crawls slowly towards the edge of the camp, peering into the darkness. He will wait till those passing leave then make his way back to the others and ask:
"Do ye want to wait of leave now?"
Gerrard:
Sighing, Gerrard gets ready himself and follows along, hoping today is less miserable that last night was.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Peri:
The sky lightens. Peri stops trying to convince himself he's asleep and crawls out of his sleeping hole. He is completely exhausted, miserable, and worst of all hungry. He eats the rest of his ration and surveys his companions. None look in any better spirits than he is. "Well, I only see three options. We can push on and face down this crocodile weakened and exhausted. I'm tired, but capable of fighting. Do either of you," addressing Dwal and Kei, "have any magic left for a fight? Option two is to spend some time building a a better shelter and then try again to get our casters some sleep. The third option is to turn around, march back to the Lizard Queen, and tell her she'll have to deal with the gator on her own. Technically, we were only paid to assess the lizardfolks' intentions toward Saltmarsh, and we've completed that mission. Personally, I'd prefer not to have schlepped all the way out here for a string of pearls and an old bottle, but whatever the group decides I'm okay with."
((Since sleep isn't a part of a Short Rest, I assume that night counts?))
(Yes, you benefit from a short rest.)
Gerrard:
"How much farther to the crocodile, Valignat?" asks Gerrard. "I'm afraid our group is not used to spending the night in the swamps and we are not at full fighting capability. Yet, I am ready to continue and do this service for you and your people, should the others of my group be ready to continue," he adds, nodding at Peri, "I say we move on and get this done."
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Dwal
Dwal repacks his pack, grumbling to himself. Once ready he will pet Bjorn as the Psuedo Dragon lays across his shoulders.
Dwal will use Prestidigitation to dry most of his gear and clothing (save the boots which will be soggy no matter what). Dwal will trudge along through the swamp with little to say but he will keep his sense peeled as much as he can incase the swamp and its denizens get worked up and want to take a bigger interest in the party.
"Two hours for me. Four hours for you," answers Valignat.
You set off again. A rain begins to fall, soaking parts of you that haven't yet been completely soaked, but thankfully keeping most of the insects away. It also seems to keep the bigger denizens of the marsh quiet as well - for the next few hours you see nothing but endless swamp as you trudge ahead.
It's late morning when you spot, in the distance, the "large boulder shaped like a tooth" that Valignat had described. Pushing forward very carefully now, the ground rises, then slopes downward into a tangle of marsh trees and a blanket of mist. Squishing your way into the shallow valley, you approach a large pool of foul-smelling water. The pool is sixty feet in diameter and shaded by a canopy of vines and twisting branches. A gurgling stream at its northern edge feeds the pool.
A few yellowed bones are visible in the shallows, and you see a great muddy mound rising from the pool’s center.
"Thousand Teeth is here," announces Valignat in a whisper. "I cannot fight. I can only watch."
Gerrard:
Slogging up to the higher ground, Gerrard tries to dry himself off in vain, then peers into the pool below, looking for any sign of a massive crocodile.
Perception: 15
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Peri:
Peri surveys the crocodile's lair. "No way we're goin' down there, right? We need to lure the beast up onto the shore. Since we don't have a bait goat, I suppose that's my job." He creeps down toward the edge of the water (skill]Stealth[/skill] 9). When he gets to within 30' of the pool, he uses mage hand to grab one of the bones and drag it along the water's edge, letting it splash a bit.