Zi looks over at Gulin and Reynnar from the crow's nest, "Reynnar, I should be fine, just glad the fight is over! But what are you guys doing down there you crazies? It is a freaking ship, I doubt none of these doors would be locked or trapped! Please back me up on this Caspia!"
Sure enough, about ten minutes pass as Gulin and Reynnar double check all the doors. None of them are trapped, or locked. By now Zi has made her way back down to the deck, "See I was right! We are pretty beat up, but I think most of the danger has passed. Maybe we just pick a door and start exploring unless anyone else has a great idea?"
Per Erich on discord, he wanted to open up the top left one!
Starday Night, Goodmonth 14th, 591 CY
Reynnar opens the top left door, directly south of the stairs leading to the top of the forecastle. A distinct odor about this room reminds you of a marsh or a swamp — not fetid, not oppressive, but certainly noticeable.
In the center of the area 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. Each hammock is occupied by a scaled figure.
A small chest or box of some sort lies under the most forward hammock. There appear to be weapons under each of the hammocks.
As Reynnar enters the door, one of the scaled figures gets out of his hammock and begins to speak. Their common is extremely broken and you can only make out a few words. "Noise" "Safe" "Time" "Weapons" are among the only words that you can make out. After some attempts to communicate from the standing figure, a second one starts to speak in a foreign language, draconic, which only Zi and Reynnar are able to understand.
<Sire, talking to these leatherbags is always troublesome. Their tongue is as awkward as it is inelegant. If only they could converse in the tongues of our great ancestors.>
<I've picked up a bit of your tongue, I agree, it's far less harsh on the ears. I'm Reynnar, and I'm here as a favor to a friend, I hope thishasn't been too much trouble for you. Who might you be?>
The lizardman, or woman, standing in the cramped room looks suprised, but responds in draconic. <Ah Reynnar, I did not know that any of the smugglers were educated in our tongue. Strange that the Captain has not had you communicate for him in the past.> The eyes narrow slightly suspiciously, <So what were the sounds we heard outside? I trust that the weapons are safe? But how much more time must we wait before they are delivered to our kinfolk! We have had plenty enough side excursions, I demand to see the Captain. Perhaps with your assistance the Captain will understand the importance that we do not slip further behind in our schedule.>
Meanwhile, Zi whispers from around the corner on the main-deck to Reynnar in elvish,
<What is going on in there? Is that draconic I hear? It sounds like they think you might be a smuggler, not sure how you want to play this but we are just behind you out of sight.>
This post has potentially manipulated dice roll results.
Reynnar, recognizing that there's an opportunity here, slips into a persona emulating a stressed smuggler that he once used to do business with.
<Capitan didn't tell you? Of course, he was always forgetting the details. We're anchored here to, among other things, swap out the crews. My officers and I just came aboard in the middle of some riff-raff trying to board the ship. The sound you heard was us getting rid of them. Unfortunately we were too late, as the Captain and everyone else died in the combat, which I think means I'm now in command, such as it is. As we were unable to meet with the officers before their demise, I'm a bit in the dark on the details. Do you think you could fill me in on the particulars?>
The standing lizard person remains silent contemplating Reynnar's words before responding. <Our arrangement was with Captain Sigurd to deliver weapons to our kinfolk's colony nearby. It is imperative that these weapons be delivered with haste. Do you intend to honor Captain Sigurd's contract?>
<Of course! My word is just as good as his. Now if you'll excuse me, I have to speak with my officers. Please do stay in this room. I believe we have repelled all the borders, but I'd hate for our benefactors to get injured by any we may have not completely eliminated. Here is my associate Zi, though she only speaks elvish, let her know if you need anything, and she can come get me.>
Reynnar then then turns to leave, winks at Zi, and goes to tell the rest of the group that we've got a few lizardfolk that believe that we're smuggers.
<Whatever you are doing please do it quick, this is really awkward...>
As Reynnar is closing the door on Zi and the lizarfolk he hears one of the lizardfolk speak in draconic, <This situation makes me uneasy, with Captain Sigurd gone I am unsure if the other meatbags will honor our arrangement. We may need to take matters into our own claws.>
After Reynnar leaves the room, he informs Caspia and Gulin what transpired.
"Aye. If they're on this ship and in the market for smugglers, then they must be a threat of some sort. And, well, we should make sure they don't try to nibble on Zi."
You see the door to the lizardfolk cabin open and a distressed Zi sticks her head out, "They keep repeating in common the words "half-an-hour" and "set-sail." The tone of their voice is very aggressive. Whatever we are doing we need to move fast. Do you still want me to remain in there? I'm not sure how comfortable I am with this situation."
So I am a bit unsure what you guys want to do... There is one room of the ship that has been explored. You found some lizardfolk, they have not attacked you, but you get the sense that if the ship doesn't start moving soon they may attack you later. Additionally, there are many other elements of the ship left to explore.
"Oy, Cap'n, soon as I gather up the charts belowdeck we can get the ship moving and these fine folk on their way! I could use Lady Ziradella's assistance though, without her mighty star-goddess-blessed powers I don't think we'll be able to navigate this night!"
Gulin motions for Zi to kindly leave the Lizardfolk so that they can get belowdecks and continue exploring... realizing that her alone in the room is a murder waiting to happen. He will then point to the next door so that they do... something.
Gulin opens up the next door and peers down at stairs leading into the lower decks of the ship. Wafting up from below are various unpleasant odors of humanoid occupation. From the smell the party instantly recognizes that they are looking down upon crew quarters. The crew quarters are not lit at present. Zi and Caspia struggle to see what is below, but Gulin and Reynnar clearly make out the room's contents with their darkvision.
On the far end of this cabin, slung between hooks on the bulkhead and on supporting poles, is a visible hammock. Judging from the way in which it hangs, the hammock seems to be unoccupied at present.
In the center of the cabin stands a long, plain wooden table with a bench along each of its longer sides. They all appear to be bolted to the deck in an attempt to keep everything in place. The table is stained and cluttered and has an untidy pile of dirty tin plates and cups roughly stacked in a large tin bucket below it. Over the table, hanging from the ceiling, is an unlit hooded lantern.
"They aren't as close as we were... I think it'll take a while for them to get here."
OOC: Steve, not sure the timing, but assuming the crew we were offered will be like a few hours?
"If we think these lizardfolk are a clear threat, and lets be honest, they're hanging out with a bunch of smugglers talkin' about weapons, they aren't part of the Nuns-and-Orphans camp of life, we should deal with them as best we can. Force a bottleneck with Caspia, Zi, and myself as the plug."
OOC: Steve, did the last map take into account the healing potions we've drank?
"I've got two potions left. We can use one now before we start another brawl. Save the last for an emergency." He eyes Zi and Caspia, deciding who looks the most injured.
"I can spend a few minutes warding the door, alternatively, so we know when these lizardfolk attempt to leave."
Last map was updated for Caspia's potion, but not Gulin's. I have updated Gulin in roll20 to show that he is at full health.
Zi responds, "Lizardfolk creep me out, they are emotionless and their intentions are hard to read. One minute everything might seem fine, but then the next they are at your throats. Time seems to be of some importance to them, so whatever we are going to do, be it leave them or attack them, we should probably not tarry any longer. If you do want to ward the door Gulin, it may be worth pointing out that there was a second door leading further into the ship on the other side of their cabin. We just don't know the lay of the land of this ship yet."
As Gulin has the potions outstretched in his hands, Zi respond, "If anything give it to Caspia. I can always stay in the back and rely upon Procan's magics to assist the group."
Well, you guys kind of just took off. The town guard is out patrolling the coast, so maybe someone might notice you? Could take awhile though. I went back through the posts and never noticed anyone ever mentioning that they would or wanted to inform anyone in Saltmarsh regarding traveling to the mansion or the date of the Sea Ghost's arrival.
Next time you can you just one set of rolls!
Starday Night, Goodmonth 14th, 591 CY
Zi looks over at Gulin and Reynnar from the crow's nest, "Reynnar, I should be fine, just glad the fight is over! But what are you guys doing down there you crazies? It is a freaking ship, I doubt none of these doors would be locked or trapped! Please back me up on this Caspia!"
Sure enough, about ten minutes pass as Gulin and Reynnar double check all the doors. None of them are trapped, or locked. By now Zi has made her way back down to the deck, "See I was right! We are pretty beat up, but I think most of the danger has passed. Maybe we just pick a door and start exploring unless anyone else has a great idea?"
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Per Erich on discord, he wanted to open up the top left one!
Starday Night, Goodmonth 14th, 591 CY
Reynnar opens the top left door, directly south of the stairs leading to the top of the forecastle. A distinct odor about this room reminds you of a marsh or a swamp — not fetid, not oppressive, but certainly noticeable.
In the center of the area 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. Each hammock is occupied by a scaled figure.
A small chest or box of some sort lies under the most forward hammock. There appear to be weapons under each of the hammocks.
As Reynnar enters the door, one of the scaled figures gets out of his hammock and begins to speak. Their common is extremely broken and you can only make out a few words. "Noise" "Safe" "Time" "Weapons" are among the only words that you can make out. After some attempts to communicate from the standing figure, a second one starts to speak in a foreign language, draconic, which only Zi and Reynnar are able to understand.
<Sire, talking to these leatherbags is always troublesome. Their tongue is as awkward as it is inelegant. If only they could converse in the tongues of our great ancestors.>
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
<I've picked up a bit of your tongue, I agree, it's far less harsh on the ears. I'm Reynnar, and I'm here as a favor to a friend, I hope this hasn't been too much trouble for you. Who might you be?>
The lizardman, or woman, standing in the cramped room looks suprised, but responds in draconic. <Ah Reynnar, I did not know that any of the smugglers were educated in our tongue. Strange that the Captain has not had you communicate for him in the past.> The eyes narrow slightly suspiciously, <So what were the sounds we heard outside? I trust that the weapons are safe? But how much more time must we wait before they are delivered to our kinfolk! We have had plenty enough side excursions, I demand to see the Captain. Perhaps with your assistance the Captain will understand the importance that we do not slip further behind in our schedule.>
Meanwhile, Zi whispers from around the corner on the main-deck to Reynnar in elvish,
<What is going on in there? Is that draconic I hear? It sounds like they think you might be a smuggler, not sure how you want to play this but we are just behind you out of sight.>
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Reynnar, recognizing that there's an opportunity here, slips into a persona emulating a stressed smuggler that he once used to do business with.
<Capitan didn't tell you? Of course, he was always forgetting the details. We're anchored here to, among other things, swap out the crews. My officers and I just came aboard in the middle of some riff-raff trying to board the ship. The sound you heard was us getting rid of them. Unfortunately we were too late, as the Captain and everyone else died in the combat, which I think means I'm now in command, such as it is. As we were unable to meet with the officers before their demise, I'm a bit in the dark on the details. Do you think you could fill me in on the particulars?>
Deception: 22
Starday Night, Goodmonth 14th, 591 CY
The standing lizard person remains silent contemplating Reynnar's words before responding. <Our arrangement was with Captain Sigurd to deliver weapons to our kinfolk's colony nearby. It is imperative that these weapons be delivered with haste. Do you intend to honor Captain Sigurd's contract?>
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
<Of course! My word is just as good as his. Now if you'll excuse me, I have to speak with my officers. Please do stay in this room. I believe we have repelled all the borders, but I'd hate for our benefactors to get injured by any we may have not completely eliminated. Here is my associate Zi, though she only speaks elvish, let her know if you need anything, and she can come get me.>
Reynnar then then turns to leave, winks at Zi, and goes to tell the rest of the group that we've got a few lizardfolk that believe that we're smuggers.
Starday Night, Goodmonth 14th, 591 CY
Zi whispers to Reynnar in Elvish,
<Whatever you are doing please do it quick, this is really awkward...>
As Reynnar is closing the door on Zi and the lizarfolk he hears one of the lizardfolk speak in draconic, <This situation makes me uneasy, with Captain Sigurd gone I am unsure if the other meatbags will honor our arrangement. We may need to take matters into our own claws.>
After Reynnar leaves the room, he informs Caspia and Gulin what transpired.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"We should attack first before they have a chance to get suspicious," Caspia whispered, "We cannot leave Zi down there alone."
"Aye. If they're on this ship and in the market for smugglers, then they must be a threat of some sort. And, well, we should make sure they don't try to nibble on Zi."
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Starday Night, Goodmonth 14th, 591 CY
You see the door to the lizardfolk cabin open and a distressed Zi sticks her head out, "They keep repeating in common the words "half-an-hour" and "set-sail." The tone of their voice is very aggressive. Whatever we are doing we need to move fast. Do you still want me to remain in there? I'm not sure how comfortable I am with this situation."
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Agreed, though I think we should try to keep them alive, if possible, they may serve useful later."
So I am a bit unsure what you guys want to do... There is one room of the ship that has been explored. You found some lizardfolk, they have not attacked you, but you get the sense that if the ship doesn't start moving soon they may attack you later. Additionally, there are many other elements of the ship left to explore.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Oy, Cap'n, soon as I gather up the charts belowdeck we can get the ship moving and these fine folk on their way! I could use Lady Ziradella's assistance though, without her mighty star-goddess-blessed powers I don't think we'll be able to navigate this night!"
Gulin motions for Zi to kindly leave the Lizardfolk so that they can get belowdecks and continue exploring... realizing that her alone in the room is a murder waiting to happen. He will then point to the next door so that they do... something.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Starday Night, Goodmonth 14th, 591 CY
Gulin opens up the next door and peers down at stairs leading into the lower decks of the ship. Wafting up from below are various unpleasant odors of humanoid occupation. From the smell the party instantly recognizes that they are looking down upon crew quarters. The crew quarters are not lit at present. Zi and Caspia struggle to see what is below, but Gulin and Reynnar clearly make out the room's contents with their darkvision.
On the far end of this cabin, slung between hooks on the bulkhead and on supporting poles, is a visible hammock. Judging from the way in which it hangs, the hammock seems to be unoccupied at present.
In the center of the cabin stands a long, plain wooden table with a bench along each of its longer sides. They all appear to be bolted to the deck in an attempt to keep everything in place. The table is stained and cluttered and has an untidy pile of dirty tin plates and cups roughly stacked in a large tin bucket below it. Over the table, hanging from the ceiling, is an unlit hooded lantern.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Caspia approaches Gulin and Zi and whispers, "Do you have any spells to knock them out or put them to sleep?"
Out loud, Caspia responds, "Aye, we will stay up here while you locate the maps."
Caspia stands two squares outside the lizards' door and watches both doors while attempting to look intimidating for the lizards
In case you don't have spells to knock them out. We should probably keep an eye on these guys while they are still awake.
"Sadly, lass, the fight on the deck has tapped my reserves. All I have are hammers, axes, and firebolts."
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
"Can we just stall them until the folks that Gulin signaled?" Says Reynnar while he peeks in the southwest door.
"They aren't as close as we were... I think it'll take a while for them to get here."
OOC: Steve, not sure the timing, but assuming the crew we were offered will be like a few hours?
"If we think these lizardfolk are a clear threat, and lets be honest, they're hanging out with a bunch of smugglers talkin' about weapons, they aren't part of the Nuns-and-Orphans camp of life, we should deal with them as best we can. Force a bottleneck with Caspia, Zi, and myself as the plug."
OOC: Steve, did the last map take into account the healing potions we've drank?
"I've got two potions left. We can use one now before we start another brawl. Save the last for an emergency." He eyes Zi and Caspia, deciding who looks the most injured.
"I can spend a few minutes warding the door, alternatively, so we know when these lizardfolk attempt to leave."
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Starday Night, Goodmonth 14th, 591 CY
Last map was updated for Caspia's potion, but not Gulin's. I have updated Gulin in roll20 to show that he is at full health.
Zi responds, "Lizardfolk creep me out, they are emotionless and their intentions are hard to read. One minute everything might seem fine, but then the next they are at your throats. Time seems to be of some importance to them, so whatever we are going to do, be it leave them or attack them, we should probably not tarry any longer. If you do want to ward the door Gulin, it may be worth pointing out that there was a second door leading further into the ship on the other side of their cabin. We just don't know the lay of the land of this ship yet."
As Gulin has the potions outstretched in his hands, Zi respond, "If anything give it to Caspia. I can always stay in the back and rely upon Procan's magics to assist the group."
Well, you guys kind of just took off. The town guard is out patrolling the coast, so maybe someone might notice you? Could take awhile though. I went back through the posts and never noticed anyone ever mentioning that they would or wanted to inform anyone in Saltmarsh regarding traveling to the mansion or the date of the Sea Ghost's arrival.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent