Gerrard figures that the two dwarves could probably move it - maybe even pull it down this path as far as this highway the party speaks of, provided this new (and evidently more travelled) path extends that far. But you are many miles from Saltmarsh...
"I don't know how you think this wagon is going to get back to the Marsh, I ain't no draught horse so there'll be no tack and harness for me." He holds his hands up in a stop motion to emphasise his point. "Ears sound like a good plan. Should get to gatherin' before some scavenger grabs the lot"
"Well, if we can't get the whole wagon, we should at least try and deliver whatever the 'special package' is--probably in that locked compartment," says Gerrard. "What say we open that first and then get the ears, good sirs?" he continues.
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
A bit queasy at the thought of hacking off goblin ears, Peri volunteers to instead harvest one of the worg's paws and the ogre's hand. As he heads in that direction, he'll stop by Toktok's hole and check to see if the goblin has reappeared.
Looking carefully at Dwal to make sure he isn’t about to make another swing, Gerrard says, “Sorry, it looks like it may not be locked after all...I could have sworn there was a lock there.” He reaches over, works the latch, and opens the compartment.
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Dwal spits on his hands takes his war hammer in a double grip and takes the high guard, about to smash the compartment. But, as Gerrard comes close Dwal will lower his weapons and with a frown say "I could have gotten it open my way."
This post has potentially manipulated dice roll results.
The latch, while unlocked, turns out to be trapped. A thick, crude, spring-loaded needle thrusts forward into Gerrard's palm as he pulls open the latch. He takes 1 hp damage from the steel barb.
Worse, something caustic fills and coats the nasty needle. It burns like a fast-moving fire as it enters his bloodstream. He takes an additional9 poison damage.
His body fights the burning poison. Constitution save: 4
The poison is too powerful for his rugged frame. He is poisoned.
The wagon's compartment contains a map case, a bundle of cloth containing four sets of beautifully engraved dice, and a bag containing some clean, but simple, clothing suited for a halfling or other small, civilized humanoid. The crude poison needle mechanism looks like a recent addition to this otherwise finely-crafted wagon.
"Confound it all lad, You should have let me open it my way." he says sternly but there is worry in his voice.
Dwal will guide Gerrard to a safe spot. "I ain't got no way to stop poison." he states. "I can heal ya but with poison working its way through your body it would just hurt ya more."
"You 2 have anything that can help?' Dwal asks Peri and Qivys.
"Ah, that may have been a mistake," says Gerrard, pulling his hand away from the latch in pain and shivering a bit. Getting out his healer's kit, he says, "Normally I would just bandage the wound, but I think there was something coating the pin--I don't feel so well." Glumly, he thinks, "Note to self: open unknown latches with blades, not by hand."
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"Aye. What's our newest mate gone and done to himself?" His attention had been elsewhere when the trap was sprung. He walks over to Gerrard and Dwal and assesses the wound. "Poison ya say. Pelor give me strength, we've another who enjoys stickin' hands where they don't belong." He grabs Gerrard's injured hand and places it between his own. In a soft and calming time he speaks to Gerrard "Easy lad, this won't hurt at all". A bluish white light emanates from between his gloved hands. As the light fades he asks "Howsat feel? Better?"
This post has potentially manipulated dice roll results.
Gerrard:
The adrenaline from the pain of the poison still coursing through his veins, Gerrard tenses and tries to recover his wits a bit as the kind Dwarf reaches for his hand (OOC Bonus action to Second Wind). As Qivys uses his divine power to cure the poison threatening to debilitate him, Gerrard relaxes and says, "That is remarkable, good dwarf. My thanks to you and the one who blesses you. I feel much better."
"I apologize; I have read about adventures but never truly be a part of one. I'm afraid I am likely to put my hands where they don't belong a few more times before I learn my lesson," says the weary noble humbly. Straightening up, he says, "Right, so ears and package, then back to town--Saltmarsh you said? That ogre must have carried me a good ways in that sack. I was only a few hours ride from Seaton when I was ambushed."
Second Wind: 11
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Gerrard feels much better. The holy ritual performed by Qivys instantly halts the burning sensation and weakness he was feeling. And, tapping into his own pool of energy, Gerrard's strength returns.
Peri, meanwhile, wanders by Toktok's hole. It is quiet - he sees nothing within - but a chill goes up his spine. There's something genuinely creepy about that ancient hole.
Feeling much better, Gerrard helps with securing the bundle. Examining his own elegant piercing weapons, he finds a discarded slashing weapon—perhaps a dagger or dogslicer—and also helps with the ear collection.
When they are done, Gerrard says, “Which way now? Are there other goblin ears from an earlier fight, or should we just head straight to town?”
"I vote we head back to town. We are a bit drained and there are odd things afoot." he says. "Or we can just make camp and everyone get a good rest for a bit before we go on." he offers.
The remains of six freshly-deceased goblins can be found strewn around the clearing and the scrub to the south, not far from the campsite. One is half-eaten; another is smashed nearly to pulp (although with one intact ear.) You know there are others near the highway.
”I could use a cold ale and a soft bed if the town is within half a day’s walk,” says Gerrard, estimating that it is still before lunchtime, if only just. “If the ogre’s loot brings enough coin for my share to afford a replacement horse, we could come back tomorrow and try to recover the wagon as well,” he adds, “though maybe I shouldn’t leave a horse out here alone if we decide to investigate that tunnel. Maybe camping nearby and investigating the hole after we rest is a better idea.”
Scrunching up his nose and shrugging, Gerrard says, “I am new to all this, gentlemen, and would be amenable to whatever you decide.”
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
With a weatherbeaten old goblin scimitar, Gerrard manages to harvest ears from all six dead goblins. At the campsite he empties a goblin's sack of its contents - some filthy clothing and 100 pieces of silver - and fills it with fresh ears.
Peri returns with a worg's paw and the ogre's burnt, calloused left hand - a massive slab of bleeding meat that, in hindsight, made Peri wished he had harvested ears instead.
You are all gathered by the wagon at the campsite. There is no sign of activity - no sign of Toktok nor of the goblin that was hiding in the nearby scrub not long ago.
Peri returns, a bit green around the gills from hacking off the ogre's hand, and tells the others, "Still no sign of Toktok the Unfortunate, but lookin' down that hole, thinkin' of climbin' down there, felt like starin' down my grave. I'd half-considered just checkin' it out myself while you were all ditherin' about, but I'll not go down there solo. Bad juju." He surveys the scene. "We were sent to disperse the goblins and, if possible, recover the lost goods. I'd call the goblins pretty adequately dispersed. We've found the poor farmers' wagon -- did you find anything in the latched compartment, by the way? Careful, though; if there's valuables it might be trapped.
"Anyhow, we've found the farmers' wagon and possibly the trader's goods, if that's what the mirrors were. We'd have brought it all back to town if our horses were still with us. Not our fault if the brave Saltmarsh guard went into full retreat at the first volley. We might as well head back to town, check on Missy, ask at the general store about the lost goods, and then get a good meal and sleep in a comfortable bed before we come back out tomorrow with a coupla mules to retrieve that wagon." He nods to himself, pleased with the plan, and grins up at Gerrard. "See that, nobleman? Take note: the troops admire a leader's decisiveness!"
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Gerrard figures that the two dwarves could probably move it - maybe even pull it down this path as far as this highway the party speaks of, provided this new (and evidently more travelled) path extends that far. But you are many miles from Saltmarsh...
Qivys
"I don't know how you think this wagon is going to get back to the Marsh, I ain't no draught horse so there'll be no tack and harness for me." He holds his hands up in a stop motion to emphasise his point. "Ears sound like a good plan. Should get to gatherin' before some scavenger grabs the lot"
Gerrard:
"Well, if we can't get the whole wagon, we should at least try and deliver whatever the 'special package' is--probably in that locked compartment," says Gerrard. "What say we open that first and then get the ears, good sirs?" he continues.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Dwal
Dwal listens to the conversation but says nothing.
Dwal goes to the wagon, takes his hammer and gives the lock and clasp a good whack with a double handed strike.
Hit: 3
Damage: 5
And he hits himself in the leg...lmao.
The compartment is closed and latched, but it doesn't seem to have have any lock visible. Somehow Dwal misses the entire wagon with his wild swing.
Peri:
A bit queasy at the thought of hacking off goblin ears, Peri volunteers to instead harvest one of the worg's paws and the ogre's hand. As he heads in that direction, he'll stop by Toktok's hole and check to see if the goblin has reappeared.
Gerrard:
Looking carefully at Dwal to make sure he isn’t about to make another swing, Gerrard says, “Sorry, it looks like it may not be locked after all...I could have sworn there was a lock there.” He reaches over, works the latch, and opens the compartment.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Dwal
Dwal spits on his hands takes his war hammer in a double grip and takes the high guard, about to smash the compartment. But, as Gerrard comes close Dwal will lower his weapons and with a frown say "I could have gotten it open my way."
The latch, while unlocked, turns out to be trapped. A thick, crude, spring-loaded needle thrusts forward into Gerrard's palm as he pulls open the latch. He takes 1 hp damage from the steel barb.
Worse, something caustic fills and coats the nasty needle. It burns like a fast-moving fire as it enters his bloodstream. He takes an additional 9 poison damage.
His body fights the burning poison. Constitution save: 4
The poison is too powerful for his rugged frame. He is poisoned.
The wagon's compartment contains a map case, a bundle of cloth containing four sets of beautifully engraved dice, and a bag containing some clean, but simple, clothing suited for a halfling or other small, civilized humanoid. The crude poison needle mechanism looks like a recent addition to this otherwise finely-crafted wagon.
Dwal
"Confound it all lad, You should have let me open it my way." he says sternly but there is worry in his voice.
Dwal will guide Gerrard to a safe spot. "I ain't got no way to stop poison." he states. "I can heal ya but with poison working its way through your body it would just hurt ya more."
"You 2 have anything that can help?' Dwal asks Peri and Qivys.
Gerrard:
"Ah, that may have been a mistake," says Gerrard, pulling his hand away from the latch in pain and shivering a bit. Getting out his healer's kit, he says, "Normally I would just bandage the wound, but I think there was something coating the pin--I don't feel so well." Glumly, he thinks, "Note to self: open unknown latches with blades, not by hand."
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Qivys
"Aye. What's our newest mate gone and done to himself?" His attention had been elsewhere when the trap was sprung. He walks over to Gerrard and Dwal and assesses the wound. "Poison ya say. Pelor give me strength, we've another who enjoys stickin' hands where they don't belong." He grabs Gerrard's injured hand and places it between his own. In a soft and calming time he speaks to Gerrard "Easy lad, this won't hurt at all". A bluish white light emanates from between his gloved hands. As the light fades he asks "Howsat feel? Better?"
(Lay on Hands to neutralize poison)
Gerrard:
The adrenaline from the pain of the poison still coursing through his veins, Gerrard tenses and tries to recover his wits a bit as the kind Dwarf reaches for his hand (OOC Bonus action to Second Wind). As Qivys uses his divine power to cure the poison threatening to debilitate him, Gerrard relaxes and says, "That is remarkable, good dwarf. My thanks to you and the one who blesses you. I feel much better."
"I apologize; I have read about adventures but never truly be a part of one. I'm afraid I am likely to put my hands where they don't belong a few more times before I learn my lesson," says the weary noble humbly. Straightening up, he says, "Right, so ears and package, then back to town--Saltmarsh you said? That ogre must have carried me a good ways in that sack. I was only a few hours ride from Seaton when I was ambushed."
Second Wind: 11
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Gerrard feels much better. The holy ritual performed by Qivys instantly halts the burning sensation and weakness he was feeling. And, tapping into his own pool of energy, Gerrard's strength returns.
Peri, meanwhile, wanders by Toktok's hole. It is quiet - he sees nothing within - but a chill goes up his spine. There's something genuinely creepy about that ancient hole.
Gerrard:
Feeling much better, Gerrard helps with securing the bundle. Examining his own elegant piercing weapons, he finds a discarded slashing weapon—perhaps a dagger or dogslicer—and also helps with the ear collection.
When they are done, Gerrard says, “Which way now? Are there other goblin ears from an earlier fight, or should we just head straight to town?”
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Dwal
"I vote we head back to town. We are a bit drained and there are odd things afoot." he says. "Or we can just make camp and everyone get a good rest for a bit before we go on." he offers.
The remains of six freshly-deceased goblins can be found strewn around the clearing and the scrub to the south, not far from the campsite. One is half-eaten; another is smashed nearly to pulp (although with one intact ear.) You know there are others near the highway.
Gerrard:
”I could use a cold ale and a soft bed if the town is within half a day’s walk,” says Gerrard, estimating that it is still before lunchtime, if only just. “If the ogre’s loot brings enough coin for my share to afford a replacement horse, we could come back tomorrow and try to recover the wagon as well,” he adds, “though maybe I shouldn’t leave a horse out here alone if we decide to investigate that tunnel. Maybe camping nearby and investigating the hole after we rest is a better idea.”
Scrunching up his nose and shrugging, Gerrard says, “I am new to all this, gentlemen, and would be amenable to whatever you decide.”
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
With a weatherbeaten old goblin scimitar, Gerrard manages to harvest ears from all six dead goblins. At the campsite he empties a goblin's sack of its contents - some filthy clothing and 100 pieces of silver - and fills it with fresh ears.
Peri returns with a worg's paw and the ogre's burnt, calloused left hand - a massive slab of bleeding meat that, in hindsight, made Peri wished he had harvested ears instead.
You are all gathered by the wagon at the campsite. There is no sign of activity - no sign of Toktok nor of the goblin that was hiding in the nearby scrub not long ago.
Peri:
Peri returns, a bit green around the gills from hacking off the ogre's hand, and tells the others, "Still no sign of Toktok the Unfortunate, but lookin' down that hole, thinkin' of climbin' down there, felt like starin' down my grave. I'd half-considered just checkin' it out myself while you were all ditherin' about, but I'll not go down there solo. Bad juju." He surveys the scene. "We were sent to disperse the goblins and, if possible, recover the lost goods. I'd call the goblins pretty adequately dispersed. We've found the poor farmers' wagon -- did you find anything in the latched compartment, by the way? Careful, though; if there's valuables it might be trapped.
"Anyhow, we've found the farmers' wagon and possibly the trader's goods, if that's what the mirrors were. We'd have brought it all back to town if our horses were still with us. Not our fault if the brave Saltmarsh guard went into full retreat at the first volley. We might as well head back to town, check on Missy, ask at the general store about the lost goods, and then get a good meal and sleep in a comfortable bed before we come back out tomorrow with a coupla mules to retrieve that wagon." He nods to himself, pleased with the plan, and grins up at Gerrard. "See that, nobleman? Take note: the troops admire a leader's decisiveness!"