OOC: No, not really. The zombies and wight aren't carrying anything of note. They came from Falea, you can tell that, but everything else just points to generic "people"...at one point.
And yeah, lighting things on fire on a ship makes sense -- if we can'y go to shore then dumping them overboard and hoping they don't reanimate seems like the best idea. Balm's fought undead before as part of a military unit -- I'm assuming she'd know how best to dispose of them.
OOC: @BunniRabbi - Oh yeah, it's DEFINITELY sailor superstition...it might have some, far-off basis in fact, but if it does, it's in the distant past. That said, you ALSO know that it's pretty well ingrained that sailors are highly superstitious. :)
"Aye, we made. Would suspect crew, but crew-type spy, no crew-kill, yes?"
If she can, she's going to surreptitiously damage the ankles on each body while she helps prepare them for a burial at sea. At least if they get animated, they shouldn't be very mobile.
OOC: Given how quickly we had a player duck out, I'm just going to say that you were expecting another member of the party to show up on the boat, and continue on.
The crew grumbles some thanks at the healing of their more injured members, then they split up. About 60% of the survivors concentrate on making sure that the ship doesn't run aground or flounder, and the rest prepare the bodies for burial on the water. The party gets a few glares from the crew, blaming them for the deaths of their friends, but no one says anything.
After about an hour or two, an older woman steps up, and pronounces a blessing over the dead, consigning them back to the water, and may they find justice in Kelemvor's Realm. As she finishes, the dead are slid down in to the water from wooden planks, splashing and then dropping as the stones pull them under.
The long boat drops you all off on the bank, and then starts to turn around. The crewman who seems like he's taken charge after the slaughter pauses, and then tosses a small bag to the shore, "It ain't much, but that's some local coin. Lady Luck keep you all and hopefully ya can turn this around."
The party will be able to make pretty decent progress, takes about 4-5 days on foot, instead of the 1.5 days left via ship, but you're able to get the lay of the land (It's bleak...very bleak. There are some farms, but they're not in great shape, and you see a LOT of homemade graves dug near the homesteads.) Looking at this from the outside, you'd say it's a kingdom that looks close to collapse, not one that's blocking you from trade routes.
(Can we consider the hour or two on the boat a short rest?)
Balm nods in silent thanks at the crew, having already made peace with their losses. "Life is more of an anomaly, at this point," she says to herself. "Well, let's go be anomalous, and fight against the mundane!" She kicks a rotten pumpkin she sees on the side of the road and sets off down the road. "It's a long walk to... wherever we're headed, so let's not dally. Has-a-tooth is expecting us, so we don't want to be late."
The way she says it is not exactly joyful, but it's also not morbid.
The party approaches the outskirts of Neria along a dusty, moderately used road. The flow of people is...light going in and almost non-existent coming out. The sun's low in the sky, probably only a couple hours of daylight left. There's a guard house on either side of the gate, with a couple of bored looking guards sitting inside it, drinking out of a flagon. They barely glance at the people going in either direction.
Inside, the city feels...quiet, subdued like. There's some street traffic, but only a few vendors selling wares along the roads, and about 30% of the shops are boarded up. From the main street, you can see another ring of wall, one that looks MUCH better taken care of, as well as a castle behind it on a hill, lit up by a mix of torches and magical lights. The general populace appears to try and ignore it at all times.
You meander your way through the city, only stopping to ask for the Crown and Thorn Tavern once, before you find it. It's a nondescript kind of place, not upper, not lower class, completely forgettable. The door opens smoothly, revealing a warmly lit interior, polished wood bar, and a few patrons, eating and drinking in small groups.
Balm looks at the bartender to see if they seem friendly. She whispers to the party, "let's grab a table, and I'll try to befriend the barkeep, maybe ask about this Polin person."
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(Makes sense.) Any sign of identifying things on the two belowdecks?
OOC: No, not really. The zombies and wight aren't carrying anything of note. They came from Falea, you can tell that, but everything else just points to generic "people"...at one point.
Intelligence check to see if what the sailors are saying is an established bit of theology or a local superstition: 17
And yeah, lighting things on fire on a ship makes sense -- if we can'y go to shore then dumping them overboard and hoping they don't reanimate seems like the best idea. Balm's fought undead before as part of a military unit -- I'm assuming she'd know how best to dispose of them.
Hilliard finds a quiet place to say his own prayers for the dead, and for their part in the weave.
Paladin - warforged - orange
OOC: @BunniRabbi - Oh yeah, it's DEFINITELY sailor superstition...it might have some, far-off basis in fact, but if it does, it's in the distant past. That said, you ALSO know that it's pretty well ingrained that sailors are highly superstitious. :)
(Believe I sort of glossed over Hilliard's arrival, apologies. Were we expecting another to join the mission or are we RPing a recruitment...)
"So King Havertooth knew how to find us, and that we're coming. Doesn't bode well for subterfuge!"
"Aye, we made. Would suspect crew, but crew-type spy, no crew-kill, yes?"
If she can, she's going to surreptitiously damage the ankles on each body while she helps prepare them for a burial at sea. At least if they get animated, they shouldn't be very mobile.
OOC: Given how quickly we had a player duck out, I'm just going to say that you were expecting another member of the party to show up on the boat, and continue on.
The crew grumbles some thanks at the healing of their more injured members, then they split up. About 60% of the survivors concentrate on making sure that the ship doesn't run aground or flounder, and the rest prepare the bodies for burial on the water. The party gets a few glares from the crew, blaming them for the deaths of their friends, but no one says anything.
After about an hour or two, an older woman steps up, and pronounces a blessing over the dead, consigning them back to the water, and may they find justice in Kelemvor's Realm. As she finishes, the dead are slid down in to the water from wooden planks, splashing and then dropping as the stones pull them under.
"If the Dark Lord knew us on ship, he know off. Quickly landly."
Figure if we push fora fast pace, with minimal rests, just sort of in that first exhaustion level region, we should make good time.
Balm nods at the suggestion of a quick pace. She does attempt to patch things up with the crew a bit, if possible.
Hilliard disembarks, and starts after Balm and Brick
Paladin - warforged - orange
Whitley disembarks the ship, not particularly looking forward to traveling fast because of his little legs, but ready and able nonetheless.
The long boat drops you all off on the bank, and then starts to turn around. The crewman who seems like he's taken charge after the slaughter pauses, and then tosses a small bag to the shore, "It ain't much, but that's some local coin. Lady Luck keep you all and hopefully ya can turn this around."
The party will be able to make pretty decent progress, takes about 4-5 days on foot, instead of the 1.5 days left via ship, but you're able to get the lay of the land (It's bleak...very bleak. There are some farms, but they're not in great shape, and you see a LOT of homemade graves dug near the homesteads.) Looking at this from the outside, you'd say it's a kingdom that looks close to collapse, not one that's blocking you from trade routes.
Any chance Hilliard could find stuff for Find Familiar on the way?
Paladin - warforged - orange
(Can we consider the hour or two on the boat a short rest?)
Balm nods in silent thanks at the crew, having already made peace with their losses. "Life is more of an anomaly, at this point," she says to herself. "Well, let's go be anomalous, and fight against the mundane!" She kicks a rotten pumpkin she sees on the side of the road and sets off down the road. "It's a long walk to... wherever we're headed, so let's not dally. Has-a-tooth is expecting us, so we don't want to be late."
The way she says it is not exactly joyful, but it's also not morbid.
Hilliard nods along, just watching to get a feel for the strangers for now.
Paladin - warforged - orange
Biri nods. "For Anomolous!" and hoists her pack.
@nschrock - Yeah, given the time you'll have, you'll be able to scavenge enough for a new Find Familiar spell
@rkmobius - Yes, it was a short rest on the boat, and you've had a long rest since then during the travelling.
OOC: It's Family Time starting today, so I'll get one more post in, and then we'll be off until Monday the 30th, just fair warning. :)
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The party approaches the outskirts of Neria along a dusty, moderately used road. The flow of people is...light going in and almost non-existent coming out. The sun's low in the sky, probably only a couple hours of daylight left. There's a guard house on either side of the gate, with a couple of bored looking guards sitting inside it, drinking out of a flagon. They barely glance at the people going in either direction.
Inside, the city feels...quiet, subdued like. There's some street traffic, but only a few vendors selling wares along the roads, and about 30% of the shops are boarded up. From the main street, you can see another ring of wall, one that looks MUCH better taken care of, as well as a castle behind it on a hill, lit up by a mix of torches and magical lights. The general populace appears to try and ignore it at all times.
You meander your way through the city, only stopping to ask for the Crown and Thorn Tavern once, before you find it. It's a nondescript kind of place, not upper, not lower class, completely forgettable. The door opens smoothly, revealing a warmly lit interior, polished wood bar, and a few patrons, eating and drinking in small groups.
Balm looks at the bartender to see if they seem friendly. She whispers to the party, "let's grab a table, and I'll try to befriend the barkeep, maybe ask about this Polin person."