This post has potentially manipulated dice roll results.
Morgan tries to read the foreign language the man said to the others just to make sure it was along the lines of "Gather the boys we're going to jump this person" insight15
Morgan's eyes go wide, "were you there when the giant attacked the hydra? what did it look like?"
Morgan nods towards the travelers, "okay, friend, I'm going to try my hand at talking to them, I don't want to be rude, and we've both just saw how badly I handle first impressions. Do you know them well? who should I talk to, and how should I go about it?"
Morgan goes to talk to the travelers ((unless they found out it's an ambush and then they'll stall for time)).
Morgan: You watch the interaction between the two. They seem friendly and honest enough, not an ambush. The man rubs his beard a bit while thinking. "Noone is goin to spe'k toyou in common tongue. So you got yourself lil'pickle 'a'puzzle. They dontdo much forfree to outsiders they don't know. But I tellyou wh't. I tr'nsl'te for you, 'n vouch for you... You did tell me bout Petey being ok 'fter 'n 'ttack. They likely to 'nswer one question of yours so make it good."
There's a bit more beard rubbing. "The le'der would know the most but they current not up to talk. 'ny of the others could 'nswer something."
Sim: The Rana woman interrupts as you go to speak. "Don't spe'k no common. 'N they dontdo much forfree. Now you tolme 'bout my husband 'nd the attack. Which two question youw'nt toknow?"
Sim listens as she speaks. “Thank you for your assistance...I’m sorry I didn’t catch your name. As for my two questions I’d like to know how whatever they can tell me about the big thing that scared off the hydra. And if any people were with it what did they look like?”
"Is there anything else of interest in this area? Beyond the hydra and the town, that is? Any local legends or the like about ancient forts or caves or such? Wherever our elusive raiders went, they had to fit a giant."
The Rana woman shakes her head while Sim stops to think of some questions. "Not much of pl'ces. Not much 'ncient. Some say there w's 'nother town in the sw'mp but I 'in't never seen it with my peepers. Tell you wh't though. Lots'o'ghost story. Things m'ke weird noises inthe night. Beyond that old hydr' and the r'zor cl'ws."
Hearing Sim say that he's ready, she returns her attention. Translating as best as possible between the two. "He s'id yes th'there were people with it. But m'de fuss of - are there people 'nd what they look like - bein two different thing. But big gi'nt in he'vy b'nds of metal 'rmor. Got helmet 'n everythin." she dusts off her hands and wipes them on the overalls. "Th't-be-th't." Hearing the question about her name she perks up a bit. "Me? Fie El'Thurun. Most call me Nine-Toe-Fie or Fie."
Morgan takes a deep breathe, and say to themself, "alright one shot, one opportunity, time to make big plays."
They turn to the man, "thank you friend. Not many people would do me a kindness after the deception I tried to pull. If we ever meet in a bar, I owe you a drink. The question I need to ask them is this, 'what to I need to do, so that you'll help me return crates 113, 114, and 116 to town?'"
The two discuss a few times, going back and forth with each other and a few times with Morgan on what the crates could be.
After a bit of a pause, the man shrugs. "S'id if you bring 'em the cr'tes, they c'n c'rry totown for you. Simple cost in coin or exotic goods. Silver per mile orso. But yougotta bring those numbered cr'tes here 'nd they still got tobehere too."
Morgan nobs, "that's very reasonable. Alright now I just have to secure said cargo. If you have any advice on fighting that giant you saw with the Hydra, if appreciate it. Technically not a question. Just pointing that out."
Morgan thanks them, and rejoins the team, "great news, I've secured transport for the crates, bad news is crates still need to be got. So let's track that giant down and see what's what."
If they are still in Fie's house, "assuming we're alive we'll be coming back through here, so make sure your Crocs are well behaved."
Abigail sits down and pops the cork off one of the jugs, thinking out loud to Wilson ((if he is my drinking buddy in this scene, otherwise just to herself)).
"So, the question at hand is this. Would a giant and his troop be in an established village, or try to lay low in a previously abandoned one? We do not know the politics of the area, so it could be that the village welcomes the giant and anyone following him; however, with a giant on your side, subjugating a village if they did not want you there in the first place would be a walk in the park either way. The tricky part about an established village though is that it would be more exposure to general travelers or individuals just passing by, which could mean more risk of your advisories knowing where you are staying." She pauses to take a shot.
"Staying in an abandoned village would be in line with pirates, thieves, or others who do not enjoy the exposure - giant or not - but their brazen attack on the fort seems to suggest that they are neither pirates nor thieves and more of a militia or militaristic organization." Turning back to Fie, Abigail asks, "Do the people of the fort and the Mortis Foundation have any enemies in these parts? Specifically, that village you mentioned on the other side of the marsh?"
Fie looks over at Abigail. "Enemies? No I don't rec'll enemies. Little squ'bbles and l'nd issues on who c'np'ss through 'n who should hunt n f'rm where. Themfolks in the Fort keep in the Fort. Few come 'round herenow 'n'gain. But we," she gestures over the stilt homes, "Got to set up shop withem. Possible 'nother family be je'lous but they not say nothing to us."
Abigail slumps back into her chair a little, before reaching forward and taking another shot.
"So, no enemies, necessarily, means they would be unlikely to be wanting to pick a fight with the fort on principle. Makes a war band unlikely to be welcome in the village as a matter of standing. From what you say, Fie, I doubt the village would have had the capacity to build these mechanical beasts prior to someone moving in and adding those sorts of capabilities."
Sinking back into her chair, Abigail muses, "So, village or chasing ghost tales... Your forces were not strong enough to just overrun the fort, so you would likely not want the fort's forces to come after you. If you had someone on the inside that could let you know that they were coming for you, then you could take up residence in either location without fear. In that case, the village, with its already established resources would probably be a better place to garrison. By the looks of the region, I doubt that there would be too many other players that could come and remove you. Then, I suppose the larger question is, which one makes the most sense for us to visit first..."
Abigail stands up, taking a last shot. "Well, chasing ghosts and ruins past a hydra would seem to make the least amount of sense, higher risk of danger for us - and if we chose wrong then we are not going to gain any additional insight. If we head to the village, even if we chose wrong, there might still be individuals there that could have noticed things in the coming and going. Let's round everyone up, we have intruded on Fie's hospitality long enough, and should push on."
Wilson, you look over the container. Sticking a whick, or a rope into the wax seal would certainly assist in making it into some kind of flamable device. More like a moltolve cocktail than some kind of actual bomb. Probably take a little bit of time to make one, once you get a bit of time to sit down and do it properly.
Fie, looking at Abigail and Sim gives a nod. Giving some loose directions on how to navigate the swamp and bog before coming to a sot called 'the point'. "You miss it, you dumb," her words on what does it look like.
Saying goodbye and getting back on your feet, the group once again sets out. Navigating around the bog and the swamp. It's a few hours of a walk to reach the point, and Fie was certainly right. A large rock that sticks out of the swamp. Like a arrow pointing further away. If everything is correct, a few days of travel in the direction that rock points should reach the road and the town. There aren't any signs of the giant. Movement through the trees and the swamp; crocodiles. Birds. Snakes. More and more bugs as the beginning of the evening slowly sets in. A few sounds off in the distance; clicks and high pitch nearly bird like throat calls. Something.. hunting along the swamp trees.
Morgan, the humidity of the swamp has begun to get to you. Sweat beginning to form along your brow and a slight tightening of the throat. But nothing too severe. Glancing over along the bog, down in the water you do notice a few bodies. Faint outlines as the moss and decaying plant matter of the bog has enveloped them, but, they are there. And then... something in the water. A bit of movement that's from the corner of your eye before it's gone.
The giant's footprints are nowhere to be seen. It's highly unlikely that the massive creature came this way a few hours ago. You're all leaving a trail in the mossy earth that pops up; let along a creature of giant proportions.
The group stops to take some inventory, checking on rations and supplies. After all, town is a likely 4 days travel from where you are at the moment. Darkness is going to be approaching in a few hours. You could attempt to take these extra bits of daylight to make sure you have a solid camp, knowing that the water isn't very drinkable and spending some time to get hammocks up in trees, or those that bought some of the lizard oil could waterproof some sleeping gear. (This would also give you all a Long Rest.)
Or, take the small break to make sure you're all prepared, before spending the last bit of daylight heading towards the town. (This would give you all a Short Rest.)
What do you do?
((If doing Long Rest, Sim & Morgan need to give me a CON save. And post what your actions are / hanging up a hammock / if you're using lizard oil on anything / etc. No need for another survival roll; the 18 is just fine to get to a good camp spot that's along the route. Turning the jar into stored / ready to go moltolv cocktail... Tinker's Tools + INT roll))
Sim recommends they take the time to make a proper camp and properly recover from the various fighting they have done. He takes some time to set up his hammock. During the late waning evening light he’ll take an hour to inspect the casket gem. And then head to bed to get some rest.
Morgan tries to read the foreign language the man said to the others just to make sure it was along the lines of "Gather the boys we're going to jump this person" insight 15
Morgan's eyes go wide, "were you there when the giant attacked the hydra? what did it look like?"
Morgan nods towards the travelers, "okay, friend, I'm going to try my hand at talking to them, I don't want to be rude, and we've both just saw how badly I handle first impressions. Do you know them well? who should I talk to, and how should I go about it?"
Morgan goes to talk to the travelers ((unless they found out it's an ambush and then they'll stall for time)).
Morgan: You watch the interaction between the two. They seem friendly and honest enough, not an ambush. The man rubs his beard a bit while thinking. "Noone is goin to spe'k toyou in common tongue. So you got yourself lil'pickle 'a'puzzle. They dontdo much forfree to outsiders they don't know. But I tellyou wh't. I tr'nsl'te for you, 'n vouch for you... You did tell me bout Petey being ok 'fter 'n 'ttack. They likely to 'nswer one question of yours so make it good."
There's a bit more beard rubbing. "The le'der would know the most but they current not up to talk. 'ny of the others could 'nswer something."
Sim: The Rana woman interrupts as you go to speak. "Don't spe'k no common. 'N they dontdo much forfree. Now you tolme 'bout my husband 'nd the attack. Which two question youw'nt toknow?"
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Sim listens as she speaks. “Thank you for your assistance...I’m sorry I didn’t catch your name. As for my two questions I’d like to know how whatever they can tell me about the big thing that scared off the hydra. And if any people were with it what did they look like?”
Abigail buys three jugs.
"Is there anything else of interest in this area? Beyond the hydra and the town, that is? Any local legends or the like about ancient forts or caves or such? Wherever our elusive raiders went, they had to fit a giant."
The Rana woman shakes her head while Sim stops to think of some questions. "Not much of pl'ces. Not much 'ncient. Some say there w's 'nother town in the sw'mp but I 'in't never seen it with my peepers. Tell you wh't though. Lots'o'ghost story. Things m'ke weird noises inthe night. Beyond that old hydr' and the r'zor cl'ws."
Hearing Sim say that he's ready, she returns her attention. Translating as best as possible between the two. "He s'id yes th'there were people with it. But m'de fuss of - are there people 'nd what they look like - bein two different thing. But big gi'nt in he'vy b'nds of metal 'rmor. Got helmet 'n everythin." she dusts off her hands and wipes them on the overalls. "Th't-be-th't." Hearing the question about her name she perks up a bit. "Me? Fie El'Thurun. Most call me Nine-Toe-Fie or Fie."
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Morgan takes a deep breathe, and say to themself, "alright one shot, one opportunity, time to make big plays."
They turn to the man, "thank you friend. Not many people would do me a kindness after the deception I tried to pull. If we ever meet in a bar, I owe you a drink. The question I need to ask them is this, 'what to I need to do, so that you'll help me return crates 113, 114, and 116 to town?'"
The two discuss a few times, going back and forth with each other and a few times with Morgan on what the crates could be.
After a bit of a pause, the man shrugs. "S'id if you bring 'em the cr'tes, they c'n c'rry totown for you. Simple cost in coin or exotic goods. Silver per mile orso. But yougotta bring those numbered cr'tes here 'nd they still got tobehere too."
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Morgan nobs, "that's very reasonable. Alright now I just have to secure said cargo. If you have any advice on fighting that giant you saw with the Hydra, if appreciate it. Technically not a question. Just pointing that out."
Morgan thanks them, and rejoins the team, "great news, I've secured transport for the crates, bad news is crates still need to be got. So let's track that giant down and see what's what."
If they are still in Fie's house, "assuming we're alive we'll be coming back through here, so make sure your Crocs are well behaved."
Abigail sits down and pops the cork off one of the jugs, thinking out loud to Wilson ((if he is my drinking buddy in this scene, otherwise just to herself)).
"So, the question at hand is this. Would a giant and his troop be in an established village, or try to lay low in a previously abandoned one? We do not know the politics of the area, so it could be that the village welcomes the giant and anyone following him; however, with a giant on your side, subjugating a village if they did not want you there in the first place would be a walk in the park either way. The tricky part about an established village though is that it would be more exposure to general travelers or individuals just passing by, which could mean more risk of your advisories knowing where you are staying." She pauses to take a shot.
"Staying in an abandoned village would be in line with pirates, thieves, or others who do not enjoy the exposure - giant or not - but their brazen attack on the fort seems to suggest that they are neither pirates nor thieves and more of a militia or militaristic organization." Turning back to Fie, Abigail asks, "Do the people of the fort and the Mortis Foundation have any enemies in these parts? Specifically, that village you mentioned on the other side of the marsh?"
Fie looks over at Abigail. "Enemies? No I don't rec'll enemies. Little squ'bbles and l'nd issues on who c'np'ss through 'n who should hunt n f'rm where. Themfolks in the Fort keep in the Fort. Few come 'round herenow 'n'gain. But we," she gestures over the stilt homes, "Got to set up shop withem. Possible 'nother family be je'lous but they not say nothing to us."
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Wilson buys the other 3
He stands by Abigail just watching her drink appreciating her livers obvious strength.
Listening to the others but not interjecting just yet he begins to examine the hugs to see if there is an obvious way to add a fuse to them
Abigail slumps back into her chair a little, before reaching forward and taking another shot.
"So, no enemies, necessarily, means they would be unlikely to be wanting to pick a fight with the fort on principle. Makes a war band unlikely to be welcome in the village as a matter of standing. From what you say, Fie, I doubt the village would have had the capacity to build these mechanical beasts prior to someone moving in and adding those sorts of capabilities."
Sinking back into her chair, Abigail muses, "So, village or chasing ghost tales... Your forces were not strong enough to just overrun the fort, so you would likely not want the fort's forces to come after you. If you had someone on the inside that could let you know that they were coming for you, then you could take up residence in either location without fear. In that case, the village, with its already established resources would probably be a better place to garrison. By the looks of the region, I doubt that there would be too many other players that could come and remove you. Then, I suppose the larger question is, which one makes the most sense for us to visit first..."
Abigail stands up, taking a last shot. "Well, chasing ghosts and ruins past a hydra would seem to make the least amount of sense, higher risk of danger for us - and if we chose wrong then we are not going to gain any additional insight. If we head to the village, even if we chose wrong, there might still be individuals there that could have noticed things in the coming and going. Let's round everyone up, we have intruded on Fie's hospitality long enough, and should push on."
Sim agrees with Abigail but first “Fie...can you do me a favor and point us in the direction of the town?”
Whenever we leave Sim will be up front with Lafetha assisting her.
Morgan makes their way to the giant trail, making sure they don't wander into another ambush perception 22
Lafetha follows Morgan Dow the trail, survival 18
Wilson, you look over the container. Sticking a whick, or a rope into the wax seal would certainly assist in making it into some kind of flamable device. More like a moltolve cocktail than some kind of actual bomb. Probably take a little bit of time to make one, once you get a bit of time to sit down and do it properly.
Fie, looking at Abigail and Sim gives a nod. Giving some loose directions on how to navigate the swamp and bog before coming to a sot called 'the point'. "You miss it, you dumb," her words on what does it look like.
Saying goodbye and getting back on your feet, the group once again sets out. Navigating around the bog and the swamp. It's a few hours of a walk to reach the point, and Fie was certainly right. A large rock that sticks out of the swamp. Like a arrow pointing further away. If everything is correct, a few days of travel in the direction that rock points should reach the road and the town. There aren't any signs of the giant. Movement through the trees and the swamp; crocodiles. Birds. Snakes. More and more bugs as the beginning of the evening slowly sets in. A few sounds off in the distance; clicks and high pitch nearly bird like throat calls. Something.. hunting along the swamp trees.
Morgan, the humidity of the swamp has begun to get to you. Sweat beginning to form along your brow and a slight tightening of the throat. But nothing too severe. Glancing over along the bog, down in the water you do notice a few bodies. Faint outlines as the moss and decaying plant matter of the bog has enveloped them, but, they are there. And then... something in the water. A bit of movement that's from the corner of your eye before it's gone.
The giant's footprints are nowhere to be seen. It's highly unlikely that the massive creature came this way a few hours ago. You're all leaving a trail in the mossy earth that pops up; let along a creature of giant proportions.
The group stops to take some inventory, checking on rations and supplies. After all, town is a likely 4 days travel from where you are at the moment. Darkness is going to be approaching in a few hours. You could attempt to take these extra bits of daylight to make sure you have a solid camp, knowing that the water isn't very drinkable and spending some time to get hammocks up in trees, or those that bought some of the lizard oil could waterproof some sleeping gear. (This would also give you all a Long Rest.)
Or, take the small break to make sure you're all prepared, before spending the last bit of daylight heading towards the town. (This would give you all a Short Rest.)
What do you do?
((If doing Long Rest, Sim & Morgan need to give me a CON save. And post what your actions are / hanging up a hammock / if you're using lizard oil on anything / etc. No need for another survival roll; the 18 is just fine to get to a good camp spot that's along the route. Turning the jar into stored / ready to go moltolv cocktail... Tinker's Tools + INT roll))
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Sim recommends they take the time to make a proper camp and properly recover from the various fighting they have done. He takes some time to set up his hammock. During the late waning evening light he’ll take an hour to inspect the casket gem. And then head to bed to get some rest.
Con Save 7
Tinkers tools + int
4
Con Save 6