"Uh, we have the items from the trapped compartment," says Gerrard, though he seems to be self-consciously rubbing a bandaged palm while he speaks. "And it sounds like you have multiple jobs completed--not least of which was a bonus 'save a captive from the ogre', so I'd call it a good day's work. I owe you all an ale or three at the tavern when this is done--lead on Master Fenwader," he adds, grabbing his share of the burden and preparing to move out.
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The four of you leave the campsite and wagon behind, and follow the path east, intending upon crossing north to the game trail if the path deviates from its easterly direction. But the trail continues east, apparently parallel to the trail most of you arrived upon. You soon arrive at the highway, in the same valley you left, on a reasonably well-travelled path somewhat hidden from the road. The road is empty - no sign of your team, or wagon, or of Missy.
He looks around the highway. "Seems right, but I can't be sure. Look around for a dent in the shape of a dwarf's backside," he says, and begins chortling at the memory of Qivys rolling out of the back of the cart.
You are within 100 yards of where you entered the woods - you're just a bit to the south, now. The bodies of the three goblin attackers you defeated are undoubtedly close, if you have the need for more ears.
It's about noon. The day is overcast, but bright, and cold. The thin fog you saw earlier has either lifted or was left behind as you descended the modest elevation of the clearing.
The highway is empty - you can see tracks in the sand that probably belong to your departed team and wagon. It'll take several hours to walk back to Saltmarsh.
Nodding, Gerrard follows, figuring the others would know best if they needed more goblin ears and thankful there are no live goblins around taking shots at them. "As you say, Brother Fiercehammer," acknowledges Gerrard, happy to be back on what appears to be a main road.
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"And if you're not careful little man it'll be matched with a dent that resembles a halflings head."He whacks his taunting comrade in the shoulder with his shield, then cracks up laughing. "Ah, Peri me lad, I don't know how I'd make it through a day without your quibs. You're a spark in this otherwise gloomy hole of a place."Turning to Gerrard he asks "So, Mister Gerrard, what do you think of this little gang? Think ya might hang around, or has this squirt scared ya off?"He gestures to the halfling that is no doubt on the lookout for trouble to run towards.
The mood lightened and a firm footing gives Qiv inspiration to start singing an old Dwarven marching song.
((Couldn't get the grey matter to rhyme anything so I'll leave it to your imagination s))
Over the first ridge you find Missy, the horses, and the wagon. The panicked team had upset the wagon in the deep sand, and a wheel had slipped from its axle. Missy is grateful for your help lifting the old and heavy wagon and assisting her in getting the wheel reattached. (She's also pleased to see your safe return and a little sheepish that she wasn't able to help.)
Even with the team and wagon, it's a long slog back to Saltmarsh. By the time you arrive at the city gates, the sun is already low. The guards take your wagon and team, and Missy returns to her quarters at the Barracks. The rest of you are left to carry empty barrels back to the Wicker Goat.
And a reminder of the locations in town which are known to the party. (Gerrard may feel free to ask the party about any of these locations, and I will refresh their memory as needed!)
1. City Gate 2. Barracks and Jail 3. The Wicker Goat - where Peri and Dwal are staying 4. 5. The Mining Company Headquarters - where Qivys stays and works 6. Keledek Tower 7. Faithful Quartermasters of Iuz (Captain Xondros) 8. The Empty Net 9. Green Market 10. The Bridge 11. Kester’s Leather Goods 12. Hoolwatch Tower 13. The Snapping Line 14. Council Hall 15. Weekly Market 16. Primwater Mansion 17. The Dwarven Anvil 18. 19. 20. Salomar House 21. Mariners’ Guildhall 22. 23. Carpenters’ Guildhall 24. Crabber's Cove 25. 26. Temple of Procan 27. Saltmarsh Cemetery 28. 29. Sea Grove of Obad-Hai 30. Standing Stones
Over the first ridge you find Missy, the horses, and the wagon. The panicked team had upset the wagon in the deep sand, and a wheel had slipped from its axle. Missy is grateful for your help lifting the old and heavy wagon and assisting her in getting the wheel reattached. (She's also pleased to see your safe return and a little sheepish that she wasn't able to help.)
Gerrard:
”Pleased to meet you, Lady Missy,” says Gerrard, a bit off his game due to his weariness and unkempt appearance, but still unfailingly polite to the fairer gender. As they work to fix the wagon, Gerrard asks, “Can we spare a horse to pull the wagon and produce back to the road? And then on to Saltmarsh? I am sure the grocer would be thankful.”
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Turning to Gerrard he asks "So, Mister Gerrard, what do you think of this little gang? Think ya might hang around, or has this squirt scared ya off?"He gestures to the halfling that is no doubt on the lookout for trouble to run towards.
Gerrard
”Quite a merry troupe you have here, Master Qivys, and no, I am not scared off easily. You all seem quite capable in your own ways. Let is be off to Saltmash and discuss the future over a hearty meal and some fine ale,” he offers.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Before returning to Saltmarsh, Gerrard successfully borrowed a horse, backtracked to the goblin camp, and latched it to the wagon laden with over-ripened vegetables. There was still no sign of activity in the camp nor the clearing. He managed to drive the wagon back to the highway and catch up with the rest of the party. Meanwhile, the Guard's wagon drives a bit awkwardly with an unbalanced pull from one horse in a two-horse yoke, slowing the party down a bit, but you still manage a reasonable pace back to town.
As you return to the Wicker Goat to return the empty prop barrels (and perhaps find lodging for Gerrard), you find you have somebody waiting for you in the taproom – Butter, of the town guard. He has a bloody bandage wrapped around his hand and a look of pain and pleading in his face.
He gets up and comes over to the group. "Fellas," he says quietly, so that some of the others - mostly town guard and dwarven miners - might not hear. "They took my fingers." He gingerly opens the bandage to show his right hand - the first two fingers have been freshly and cleanly cut off. He quickly wraps it back up. "Can ye' help me? Ye' got some of that magic from before? Somethin' that'll grow these back, maybe? I'll pay ye' what I can."
As they approach the town gate, Gerrard asks, “I have only visited here once before, and it has been many years—where do I take this wagon so the grocer may reclaim his property?”
Once he has that sorted out and the extra horse returned to the guard, Gerrard will join the others at the Wicker Goat, finding them in quiet conversation with what appears to be a guard in some distress. Considering that his rescuers may have private business to conduct, Gerard decides to go to the counter and order food and drink instead of approaching them immediately.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
This post has potentially manipulated dice roll results.
Peri:
His face hardens upon seeing the guard. After Butter shows them his hand, Peri lets out a humorless chuckle. "Get caught with your fingers in the wrong pie, did ya? Missin' trigger finger's gonna make it harder to shoot prisoners, unless you're ambidextrous? Not much magic can do without the fingers, s'far as I know." Peri will use his keen Insight18 to determine if Butter is drunk.
Gerrard:
"Uh, we have the items from the trapped compartment," says Gerrard, though he seems to be self-consciously rubbing a bandaged palm while he speaks. "And it sounds like you have multiple jobs completed--not least of which was a bonus 'save a captive from the ogre', so I'd call it a good day's work. I owe you all an ale or three at the tavern when this is done--lead on Master Fenwader," he adds, grabbing his share of the burden and preparing to move out.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Dwal
Dwal helps out where he can. Once the collection is done Dwal will survey his companions and the area then turn towards to road and the town.
"Let's get ourselves to town then." he says as he shoulders his hammer and picks up his shield.
The four of you leave the campsite and wagon behind, and follow the path east, intending upon crossing north to the game trail if the path deviates from its easterly direction. But the trail continues east, apparently parallel to the trail most of you arrived upon. You soon arrive at the highway, in the same valley you left, on a reasonably well-travelled path somewhat hidden from the road. The road is empty - no sign of your team, or wagon, or of Missy.
Gerrard:
”Is this where you fought the goblins?” asks Gerrard, looking around for any signs of combat.
Perception: 1
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Peri:
He looks around the highway. "Seems right, but I can't be sure. Look around for a dent in the shape of a dwarf's backside," he says, and begins chortling at the memory of Qivys rolling out of the back of the cart.
You are within 100 yards of where you entered the woods - you're just a bit to the south, now. The bodies of the three goblin attackers you defeated are undoubtedly close, if you have the need for more ears.
It's about noon. The day is overcast, but bright, and cold. The thin fog you saw earlier has either lifted or was left behind as you descended the modest elevation of the clearing.
The highway is empty - you can see tracks in the sand that probably belong to your departed team and wagon. It'll take several hours to walk back to Saltmarsh.
Dwal
"No reason to hang about. Best get a move on." he says as he starts out towards town.
Gerrard:
Nodding, Gerrard follows, figuring the others would know best if they needed more goblin ears and thankful there are no live goblins around taking shots at them. "As you say, Brother Fiercehammer," acknowledges Gerrard, happy to be back on what appears to be a main road.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Qivys
"And if you're not careful little man it'll be matched with a dent that resembles a halflings head." He whacks his taunting comrade in the shoulder with his shield, then cracks up laughing. "Ah, Peri me lad, I don't know how I'd make it through a day without your quibs. You're a spark in this otherwise gloomy hole of a place." Turning to Gerrard he asks "So, Mister Gerrard, what do you think of this little gang? Think ya might hang around, or has this squirt scared ya off?" He gestures to the halfling that is no doubt on the lookout for trouble to run towards.
The mood lightened and a firm footing gives Qiv inspiration to start singing an old Dwarven marching song.
((Couldn't get the grey matter to rhyme anything so I'll leave it to your imagination s))
The party marches south toward Saltmarsh.
Over the first ridge you find Missy, the horses, and the wagon. The panicked team had upset the wagon in the deep sand, and a wheel had slipped from its axle. Missy is grateful for your help lifting the old and heavy wagon and assisting her in getting the wheel reattached. (She's also pleased to see your safe return and a little sheepish that she wasn't able to help.)
Even with the team and wagon, it's a long slog back to Saltmarsh. By the time you arrive at the city gates, the sun is already low. The guards take your wagon and team, and Missy returns to her quarters at the Barracks. The rest of you are left to carry empty barrels back to the Wicker Goat.
A map of the region, based upon your observations and from what you're learned in town:
X marks the goblin camp/ogre cave.
The Hool Marshes lay to the west; the Dreadwood Forest to the east.
And a reminder of the locations in town which are known to the party. (Gerrard may feel free to ask the party about any of these locations, and I will refresh their memory as needed!)
1. City Gate
2. Barracks and Jail
3. The Wicker Goat - where Peri and Dwal are staying
4.
5. The Mining Company Headquarters - where Qivys stays and works
6. Keledek Tower
7. Faithful Quartermasters of Iuz (Captain Xondros)
8. The Empty Net
9. Green Market
10. The Bridge
11. Kester’s Leather Goods
12. Hoolwatch Tower
13. The Snapping Line
14. Council Hall
15. Weekly Market
16. Primwater Mansion
17. The Dwarven Anvil
18. 19.
20. Salomar House
21. Mariners’ Guildhall
22.
23. Carpenters’ Guildhall
24. Crabber's Cove
25.
26. Temple of Procan
27. Saltmarsh Cemetery
28.
29. Sea Grove of Obad-Hai
30. Standing Stones
((Just a book keeping issue, Dwal works and stays at the Mining HQ, and Qiv is based at the Wicker Goat. So Gerrard doesn't get confused. ;) ))
Gerrard:
”Pleased to meet you, Lady Missy,” says Gerrard, a bit off his game due to his weariness and unkempt appearance, but still unfailingly polite to the fairer gender. As they work to fix the wagon, Gerrard asks, “Can we spare a horse to pull the wagon and produce back to the road? And then on to Saltmarsh? I am sure the grocer would be thankful.”
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Gerrard
”Quite a merry troupe you have here, Master Qivys, and no, I am not scared off easily. You all seem quite capable in your own ways. Let is be off to Saltmash and discuss the future over a hearty meal and some fine ale,” he offers.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
(Oops! Sorry!)
Before returning to Saltmarsh, Gerrard successfully borrowed a horse, backtracked to the goblin camp, and latched it to the wagon laden with over-ripened vegetables. There was still no sign of activity in the camp nor the clearing. He managed to drive the wagon back to the highway and catch up with the rest of the party. Meanwhile, the Guard's wagon drives a bit awkwardly with an unbalanced pull from one horse in a two-horse yoke, slowing the party down a bit, but you still manage a reasonable pace back to town.
As you return to the Wicker Goat to return the empty prop barrels (and perhaps find lodging for Gerrard), you find you have somebody waiting for you in the taproom – Butter, of the town guard. He has a bloody bandage wrapped around his hand and a look of pain and pleading in his face.
He gets up and comes over to the group. "Fellas," he says quietly, so that some of the others - mostly town guard and dwarven miners - might not hear. "They took my fingers." He gingerly opens the bandage to show his right hand - the first two fingers have been freshly and cleanly cut off. He quickly wraps it back up. "Can ye' help me? Ye' got some of that magic from before? Somethin' that'll grow these back, maybe? I'll pay ye' what I can."
Gerrard:
As they approach the town gate, Gerrard asks, “I have only visited here once before, and it has been many years—where do I take this wagon so the grocer may reclaim his property?”
Once he has that sorted out and the extra horse returned to the guard, Gerrard will join the others at the Wicker Goat, finding them in quiet conversation with what appears to be a guard in some distress. Considering that his rescuers may have private business to conduct, Gerard decides to go to the counter and order food and drink instead of approaching them immediately.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Peri:
His face hardens upon seeing the guard. After Butter shows them his hand, Peri lets out a humorless chuckle. "Get caught with your fingers in the wrong pie, did ya? Missin' trigger finger's gonna make it harder to shoot prisoners, unless you're ambidextrous? Not much magic can do without the fingers, s'far as I know."
Peri will use his keen Insight 18 to determine if Butter is drunk.