"Elbin, eh? A fine name fer a fine lad! Now, Elbin, scurry on up to the forecastle and drop anchor. You do know how? Ah, nevermind, I'll show ya." And he takes the teen up on the forecastle to the windlass and shows him how to drop anchor.
From the forecastle he calls down to the others, "Both stern cabins on the main deck are clear. I haven't searched the Captain's desk yet. Hadn't cleared the forward lockers yet; s'pose it's a good thing I didn't! Who wants to explain the change of management to our passengers?"
This post has potentially manipulated dice roll results.
Gerrard scratches his head and examines the odd weapons he found in the box, racking his memory for useful bits of knowledge The others have a quick look at them as well. Investigation checks: G:10 D:5 P:13 Q:5
Gerrard remembers a detail from a childhood lesson: these belong to a sea elf - a water-breathing elf that are only extremely rarely seen in these parts. Nevertheless, legend holds that a colony exists somewhere off the coast of Keelan.
Listening to Dwal ask about the Lizardfolk, Gerrard moves to outside the indicated door with his weapons at the ready, keeping himself between the threat and his companions. A bit more comfortable with the anchor down that they won’t drift onto shoals or something, Gerrard holds his position and answers Peri, “I will defend here until we are all ready, just in case they don’t want to talk nicely. We should be ready for trouble before we open the door”
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Dwal asks: "Do ye know what ye were taking to the Lizard Folk?"
Mortly shrugs. "I dunno. Never saw th' cargo. But I guess these three insisted on comin' along. They ain't th' smartest. They smell bad an' they're mean."
"Damned boats, Damned Pirates and now Damned Lizard Men." Dwal says gruffly. "Alright lets go hunting lizard." he states. "Maybe we can talk to them and get them to surrender without all the blood shed, but I doubt it."
Gerrard positions himself to open the door when the others are ready, deferring to Peri should he wish to establish a dialogue with the creatures. "When you are ready, captain..." he says.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Seeing the others looking at him expectantly, he skulks back down the ladder to the main deck. "Urogolan's sweet mercy, this 'captain' gig comes with its own odd demands," he mutters to himself. He plants himself in front of the starboard door to the forward locker, checks that everyone is in place and ready, and thumps three times with the butt of his spear. "Ahoy, ya scaley wags!" He winks at Elbin. "Ha! Scaley wags! Like scallywags, get it?" Then back at the door, "All right, scaley wags, there's been a changin' of the crew out here! We've no desire t'fight with ya, so come on out peaceful-like and let's talk!"Persuasion10
There's a long pause. You eventually hear creaking and footsteps. The door opens. The first thing that greets you is a strong swampy odor. Then, an adult lizardfolk steps forward from the dark interior, a javelin in one hand and a shield in the other. It stares at Peri with a long, unblinking, inscrutable expression. "Cahf ah nafl mglw'nafh hh' ahor syha'h ah'legeth," it says flatly to its compatriots behind it.
Dwal and Gerrard, who understand Draconic, get the gist of it:
It has no idea what Peri just said, or what the little creature wants.
In slow, broken Common, it asks Peri: "Are we... there yet?"
Relieved that the big reptilian chose to talk rather than fight, Peri relaxes his stance. "Ah, well, the thing is... The captain seems to've popped his clogs, and the rest of us don't quite know where you're headed. Where exactly was the good captain supposed to deliver you?"
"Go ahead and speak to it, Captain Fenwader--I will translate for you," offers Gerrard, communicating to the LIzard Folk in Draconic, "I understand your language. I will translate."
Gerrard attempts to translate back and forth for the conversation, using his skill in Persuasion to help ease the communication (to give Peri advantage).
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The door opens wider, and you can see into the interior. In the center is a wood table, bolted to the deck. On the table sits a silver jug half full of a red liquid; with it are three pewter mugs. Around the table are set three upright wooden chairs, and an unlit hooded lantern hangs from the ceiling above.
In the gloom, you can see three hammocks — one at each end of the cabin slung between the bulkhead and one of the ship’s ribs, and the third hanging across the corner of the cabin from next to the aft door to the central bulkhead. A small chest or box of some sort lies under the most forward hammock. There appear to be weapons under each of the hammocks. Two of the hammock are occupied by a lizard folk. They sit up, perfectly still; their eyes drilling into you.
Gerrard tries his best to translate, but it's not easy. The lizard folk have a lot of trouble telling you all apart, even conceptually. You are all pirates, as far as they're concerned. They had a deal with these sailors - with you - to deliver goods to their destination. They don't understand what the delay is. They are tired of your delays. You need to keep up your end of the bargain, or you will pay a very serious price.
The distinct odor about this room reminds you of a marsh or a swamp — not fetid, not oppressive, but definitely noticeable.
Standing side by side with his martial colleague, Qiv gets a lungfull of the swamp stench. "Moradins beard! What manner of odor is that?!" Turning to Gerrard he holds his hammer upside down so to be able to cover his nose with his clenched hand. "Don't translate that bit kid. Wouldn't want to upset these agreeable folk."With a chuckle he turns back to the lizardmen. Matching the look, as best he can, of one of the suspended lizardmen, he stares. Unblinking he waits for their move.
This post has potentially manipulated dice roll results.
Peri:
Peri will not try to explain that they are a different group, only that the captain has died and they need to know where the lizardmen were going so that they can finish the trip. Persuasion17
We gave the captain a map. Did you lose that also? Do you still have the shipment? We cannot have more delays.
Qivys suspects the lizard folk will always beat him in a staring contest. They are perfectly still. Something small stirs briefly behind their chest but then all is still again.
Translating the words literally, Gerrard tries to make sure the syntax and such are appropriate for each language. He attempts to add the proper titles and pronouns as he translates into Draconic as well.
OOC: Feel free to read the translated spoiler.
To Peri, he says, “The previous captain was not very forthcoming about the map or the shipment, Captain Fenwader. Perhaps we should check his papers and belongings and see what we find?”
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
No bold ploy suggested itself to him, so he decided to gamble by telling these strange creatures the truth. "We want to see the back o' ya as soon as we're able; there's no profit t'be had keepin' you aboard any longer'n we have to. I'll go check the Captain's log t'see if there's anythin' useful there. Meanwhile, why don't you tell Dwal here whatever you can to help us get you ashore. He's the new owner of this mighty ship, after all."And he turns his back to the lizardmen and strides into the Captain's cabin.
The captain's cabin is as Peri left it - a single bunk, a writing desk, a chair, a chest (containing a pair of slippers and clothing), a couch, a rug, a metal box (now unlocked, the key in the lock), and a lantern. The desk has a (locked) drawer on each side and three trays on the top. On the desktop is an inkpot, two quill pens, a small knife, and a pewter container full of sand. The trays contain bills and receipts, several letters, and a skin document.
(How does Gerrard or Dwal want to translate Peri's comments?)
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Peri:
"Elbin, eh? A fine name fer a fine lad! Now, Elbin, scurry on up to the forecastle and drop anchor. You do know how? Ah, nevermind, I'll show ya." And he takes the teen up on the forecastle to the windlass and shows him how to drop anchor.
From the forecastle he calls down to the others, "Both stern cabins on the main deck are clear. I haven't searched the Captain's desk yet. Hadn't cleared the forward lockers yet; s'pose it's a good thing I didn't! Who wants to explain the change of management to our passengers?"
Gerrard scratches his head and examines the odd weapons he found in the box, racking his memory for useful bits of knowledge The others have a quick look at them as well. Investigation checks: G:10 D:5 P:13 Q:5
Gerrard remembers a detail from a childhood lesson: these belong to a sea elf - a water-breathing elf that are only extremely rarely seen in these parts. Nevertheless, legend holds that a colony exists somewhere off the coast of Keelan.
Meanwhile, Peri successfully drops anchor.
Dwal
Dwal asks: "Do ye know what ye were taking to the Lizard Folk?"
Gerrard:
Listening to Dwal ask about the Lizardfolk, Gerrard moves to outside the indicated door with his weapons at the ready, keeping himself between the threat and his companions. A bit more comfortable with the anchor down that they won’t drift onto shoals or something, Gerrard holds his position and answers Peri, “I will defend here until we are all ready, just in case they don’t want to talk nicely. We should be ready for trouble before we open the door”
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Mortly shrugs. "I dunno. Never saw th' cargo. But I guess these three insisted on comin' along. They ain't th' smartest. They smell bad an' they're mean."
Dwal
"Damned boats, Damned Pirates and now Damned Lizard Men." Dwal says gruffly. "Alright lets go hunting lizard." he states. "Maybe we can talk to them and get them to surrender without all the blood shed, but I doubt it."
Gerrard:
Gerrard positions himself to open the door when the others are ready, deferring to Peri should he wish to establish a dialogue with the creatures. "When you are ready, captain..." he says.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Peri:
Seeing the others looking at him expectantly, he skulks back down the ladder to the main deck. "Urogolan's sweet mercy, this 'captain' gig comes with its own odd demands," he mutters to himself. He plants himself in front of the starboard door to the forward locker, checks that everyone is in place and ready, and thumps three times with the butt of his spear. "Ahoy, ya scaley wags!" He winks at Elbin. "Ha! Scaley wags! Like scallywags, get it?" Then back at the door, "All right, scaley wags, there's been a changin' of the crew out here! We've no desire t'fight with ya, so come on out peaceful-like and let's talk!" Persuasion 10
There's a long pause. You eventually hear creaking and footsteps. The door opens. The first thing that greets you is a strong swampy odor. Then, an adult lizardfolk steps forward from the dark interior, a javelin in one hand and a shield in the other. It stares at Peri with a long, unblinking, inscrutable expression. "Cahf ah nafl mglw'nafh hh' ahor syha'h ah'legeth," it says flatly to its compatriots behind it.
Dwal and Gerrard, who understand Draconic, get the gist of it:
It has no idea what Peri just said, or what the little creature wants.
In slow, broken Common, it asks Peri: "Are we... there yet?"
Peri:
Relieved that the big reptilian chose to talk rather than fight, Peri relaxes his stance. "Ah, well, the thing is... The captain seems to've popped his clogs, and the rest of us don't quite know where you're headed. Where exactly was the good captain supposed to deliver you?"
Gerrard:
"Go ahead and speak to it, Captain Fenwader--I will translate for you," offers Gerrard, communicating to the LIzard Folk in Draconic, "I understand your language. I will translate."
Gerrard attempts to translate back and forth for the conversation, using his skill in Persuasion to help ease the communication (to give Peri advantage).
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Dwal
Dwal just leans on his war hammer and watches the exchange.
The door opens wider, and you can see into the interior. In the center is a wood table, bolted to the deck. On the table sits a silver jug half full of a red liquid; with it are three pewter mugs. Around the table are set three upright wooden chairs, and an unlit hooded lantern hangs from the ceiling above.
In the gloom, you can see three hammocks — one at each end of the cabin slung between the bulkhead and one of the ship’s ribs, and the third hanging across the corner of the cabin from next to the aft door to the central bulkhead. A small chest or box of some sort lies under the most forward hammock. There appear to be weapons under each of the hammocks. Two of the hammock are occupied by a lizard folk. They sit up, perfectly still; their eyes drilling into you.
Gerrard tries his best to translate, but it's not easy. The lizard folk have a lot of trouble telling you all apart, even conceptually. You are all pirates, as far as they're concerned. They had a deal with these sailors - with you - to deliver goods to their destination. They don't understand what the delay is. They are tired of your delays. You need to keep up your end of the bargain, or you will pay a very serious price.
The distinct odor about this room reminds you of a marsh or a swamp — not fetid, not oppressive, but definitely noticeable.
Qivys
Standing side by side with his martial colleague, Qiv gets a lungfull of the swamp stench. "Moradins beard! What manner of odor is that?!" Turning to Gerrard he holds his hammer upside down so to be able to cover his nose with his clenched hand. "Don't translate that bit kid. Wouldn't want to upset these agreeable folk." With a chuckle he turns back to the lizardmen. Matching the look, as best he can, of one of the suspended lizardmen, he stares. Unblinking he waits for their move.
Peri:
Peri will not try to explain that they are a different group, only that the captain has died and they need to know where the lizardmen were going so that they can finish the trip. Persuasion 17
"Mgepah mgeptharanak mgepog ahog wgah'nagl mgep fm'latghnah gn'thor."
We gave the captain a map. Did you lose that also? Do you still have the shipment? We cannot have more delays.
Qivys suspects the lizard folk will always beat him in a staring contest. They are perfectly still. Something small stirs briefly behind their chest but then all is still again.
Gerrard:
Translating the words literally, Gerrard tries to make sure the syntax and such are appropriate for each language. He attempts to add the proper titles and pronouns as he translates into Draconic as well.
OOC: Feel free to read the translated spoiler.
To Peri, he says, “The previous captain was not very forthcoming about the map or the shipment, Captain Fenwader. Perhaps we should check his papers and belongings and see what we find?”
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Peri:
No bold ploy suggested itself to him, so he decided to gamble by telling these strange creatures the truth. "We want to see the back o' ya as soon as we're able; there's no profit t'be had keepin' you aboard any longer'n we have to. I'll go check the Captain's log t'see if there's anythin' useful there. Meanwhile, why don't you tell Dwal here whatever you can to help us get you ashore. He's the new owner of this mighty ship, after all." And he turns his back to the lizardmen and strides into the Captain's cabin.
The captain's cabin is as Peri left it - a single bunk, a writing desk, a chair, a chest (containing a pair of slippers and clothing), a couch, a rug, a metal box (now unlocked, the key in the lock), and a lantern. The desk has a (locked) drawer on each side and three trays on the top. On the desktop is an inkpot, two quill pens, a small knife, and a pewter container full of sand. The trays contain bills and receipts, several letters, and a skin document.
(How does Gerrard or Dwal want to translate Peri's comments?)