Gotur believes in people's actions speaking for them, the grung surrendering and ceasing hostilities is enough for him, but he kept the lightning cracking near them just to drive home the point.
"I figure either they tell others and they ALL give us a wide berth... or, I guess they get all the backup they can, but hoping we swayed it to the former."
At some point if he and Phillip are foraging together or the like, he'll ask, "Umm, Phillip, I noticed that none of the grung have the same coloration that you do, there was something about the color's meaning certain things for the pecking order?"
Rollback Post to RevisionRollBack
DM:Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Phillip is happy to let the remaining Grungs go. He’s exhausted and slightly saddened, and tells them (in Grung), “Tell your tribes that The Exile lives… And, that him and his party are more powerful then they are, …and that we should be avoided at all costs”. He’s not interested in any of the ‘treasure’.
After the other Grungs have left, he wonders around the battlefield to retrieve some of his arrows (and restock back up to full with any arrows he finds on the Grungs). He has a basic look over the bodies (not really expecting to find anything of any use or value, but does it out of habit and respect). He closes the dead Grungs’ bulging-eyes, and lays them out in honourable positions, where possible.
He’s weak, but gladly forages before bed with Gotur. While foraging, and happily distracted, he responds to Gotur’s question about Grung colours with a slight misty-eyed look, saying, “When we hatch… … we’re all of us grey… … …Hmmm, I haven’t seen a baby Grung in decades. Nuh huh.… They’re tiny!! Yep yep yep…. And innocent, and helpless, and naive…. The colours come out years later… Hmmm Uh huh…“.
”When I showed an aptitude with magics, and started showing red on my back, the tribe was so happy. Uh huh. Uh huh…. But then I started showing green, and blue, and eventually gold too…. I was a ffffff- hmmm….. a.. f-ff-fffF-P’reak. Uh huh…. I didn’t fffff-P’it in, anywhere. Nuh huh….”.
”I was sentenced to death. Uh huh…. But by then, my magics had grown a-ways past what the tribe could do…. Yep. Uh huh… Hmmmm……. So I was ‘exiled’. Uh huh…. A fff-P’ate-worse-than-death in the jungle!! Yup. Uh huh”.
He trails off a bit, and continues foraging.
If Gotur asks more, he glosses over the gory details and simply says that’s when Syn’s party found him.
((happy with fast travel. Also, Phillip has passive perception (in jungle) of 18))
Alton retrieves his daggers, but agrees with the others that they should let the grungs go. For a short time, the poison severely inhibits his movement, and Alton trudges slowly across the battlefield. Even once the poison leaves his system, the small halfling still looks tired and worn out as he goes about his nightly tasks. Fast pace also works for him as long as the group gets a rest first!
((Alton would be able to make saves to overcome poison, yes? Even with it being a homebrewed poison application, he'd still be getting saves? (Since the grung variants by RAW are just upon skin contact?) Either way, Gotur would let the others know that he has the ability to purge them of poison in the future if needed.))
"I...I'm sorry to hear that, my friend."
Gotur carefully pats Phillip's shoulder.
"I know a bit of what it's like not to fit in. Folks tend to see the orc blood first. And if I tried to visit an orc tribe, they'd probably see the human blood first. The druid circle I joined didn't care about any of that though, all of nature's creatures have value, and when it comes down to it, it's their actions that show their truth. I don't think you're a freak, I think you're special in a way they just couldn't understand. I think you didn't fit in because the hole they wanted you to fill wasn't the right shape. Glad Syn found you, and gave you a chance to find the place that's the right shape."
Phillip stops in his tracks hearing Gotur’s words. He’s genuinely touched and a little choked. “That’s a nice way of thinking about it, Mister G’Tur…. Uh huh! Yep yep yep!…. … I’m glad to be on this mission with you!! Uh huh, uh huh!”.
“And that storm!! That was incredible! Uh huh, uh huh… yep yep!”.
Phillip is flagging. But thinks they’ve collected enough. And when Gotur is ready, heads back to camp for the evening.
Phillip, you find nothing else of interest on the dead grungs other than their weapons.
Regarding Phillip and Gotur's foraging - would that be for arrow parts as well as ingredients for insect salve/incense? Or for food? Please make survival checks.
Fast travelling in the jungle reduces everyone's passive perception by 5. Benefit being you travel double the speed, so the party will make it to the river after this day's travel, travelling 2 hexes vs. 1.
Slow travelling allows the party to not be surprised and also allows them to surprise any potential encounters. It also halves the distance if you're in a canoe or anything else that travels more than one hex.
DAY 7 - 8:00 AM
1. Direction = NE
2. Speed = Fast
3. Navigator = Phillip, no check required due to feature, everyone gets -5 to passive perception (not to worry, it will not applicable for the upcoming encounter)
Ok, there is one encounter for this day. It happens in the afternoon, around 2:00PM. Passive perception not applicable as what comes up is not trying to be quiet.
The party will ultimately decide how this all goes down.
First - if you recall from Port Nyanzaru, there is a mercenary company called the Flaming Fist. The Flaming Fist is a mercenary company headquartered in Baldur’s Gate. The Fist maintains a permanent stronghold in Chult at Fort Beluarian. Fort Beluarian is on the Chult map, north of Port Nyanzaru.
So, throughout your travels so far, Eku and Azaka would've told you all about this group and their fort.
Remember there will be bits of info that I'll drop as we go if it comes up, and we can assume these conversations took place during the travelling downtimes. I am only doing this as encounters come up to avoid a huge info dump all at once.
So, Eku and Azaka would've told you all this info. Please read!
Fort Beluarian is located north of Port Nyanzaru. The fort is garrisoned by Flaming Fist mercenaries. Immense wealth passes through Fort Beluarian — enough to make the nobles and merchants of Baldur’s Gate rich beyond the dreams of avarice.
Commanding Fort Beluarian is a Flaming Fist blaze (major) named Liara Portyr, who answers directly to Grand Duke Ulder Ravengard of Baldur’s Gate.
Anyhow - Baldur’s Gate lays claim to everything east of the Mistcliff and north of Kitcher’s Inlet, and now that Mezro is picked clean (all locations on the map!), it’s trying to extend its claim south to Refuge Bay. No one, including the merchant princes of Port Nyanzaru, has the force in Chult to dispute this claim.
It's likely why the princes didn't tell you about this group.
So within its territory, the Flaming Fist does as it pleases, including demanding that explorers buy charters. A charter grants permission to the holder to explore Chult and plunder its riches, but half of an expedition’s proceeds and discoveries must be turned over to the Flaming Fist. The charter costs 50 gp, which is treated as a down payment on the split of profits.
If you do not pay, the patrol will try and confiscate your critical gear (anything that might look like something that was found or could be treasure) and advise you to replace it at Fort Beluarian — and to obtain a proper charter while you're at it.
So, regardless of your claim to be saving Chult from the death curse (lots of travelers claim to be 'saving the world' and never do!), they are DEMANDING the 50gp for the charter which they happen to have a copy of on them which they will give if you pay.
You'll then also have to come back to the fort when you're done your mission, to give half of your treasure. They'll be happy to just take your word for that piece that you'll return to the fort.
Eku and Azaka would likely try and explain the severity of the mission that the party is on, but like I said, they've heard that story a hundred times before, and so they don't believe you and are demanding the payment.
What will you do?! Pay the 50gp and be done with it (for now)?
Or... something else?
Oh... the patrol consists of 1 knight, 1 scout, 2 acolytes, 13 guards and 4 deinonychuses. All of these can be found on the 'Bestiary tab'.
((Foraging was mostly just to talk to Phillip alone, but sure! Survival: 9 Looking for interesting plants. He'll spend an hour prepping potion stuff when they camp too.))
When the topic of the Flaming Fist came up earlier...
"I can't say I'm too keen on getting shook down by that lot, but I'm also not sure we want to tangle with a whole mercenary company. Might be ways around the fifty percent thing, I'm sure they're expecting people aren't going to readily hand over what they find. But ultimately, treasure we find is somewhat secondary to the mission. It's spoony, but might be worth the loss of coin just to save the hassle?"
Rollback Post to RevisionRollBack
DM:Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
I think Gotur found no ingredients for his salves, but Phillip found materials for arrows. He finds shafts, feathers and tips. He finds enough for 3 arrows. (although not crafted yet).
It is 50gp total which gets you one charter which covers the entire group.
((Phillip is a big one for ‘when in Rome do as the Romans do’, and ‘tow the line for an easy life’. He also doesn’t place a lot of value in coin and he also feels like we could chug a potion and lose 50gp. He’s not bothered by the fee, and will chip in or endorse using party funds)).
((Also, sorry again, did I miss it, or what is it we’re seeing here? A ‘roadblock’, a camp, a permanent static structure or castle? Did we stumble on them or did they approach us? Are the listed soldiers everyone that are here or just the ones we can see? Thanks))
This is a travelling patrol. You were travelling fast, but they weren't hiding or anything. Essentially you just came up on them and didn't really have the opportunity to sneak up on them 1. because of travel speed and 2. the number of them and how spread out they are vs. the size of the party.
The soldiers of the Flaming Fist know the dangers of Chult better than most, and they don’t take the wilderness lightly. They are proficient out here in the jungles.
There are no other soldiers that you can see other than the ones I've listed!
Alright, I'll push this forward - so the party gets a fancy charter of exploration from the Flaming Fist! The knight and the 2 acolytes bid the party farewell and reminds them that any treasure they find in the jungles must be split with the Flaming Fist back at Fort Beluarian whenever you can get back there.
Would the 50gp come out of this lot?: (2,000 cp, 730 sp, 15 gp) They don't care if you pay in copper.
Someone can add that charter to your character sheet. Custom item I imagine!
There are no other encounters on this day. So, with the fast travel, you make it the 2 hexes to the river Soshenstar! I have updated the map marker to display our current location.
DAY 8 - 8:00 AM
1. Direction = W on the river
2. Speed = Eku suggests the party travels fast again. There were no issues last time (other than the annoying Flaming Fist), and at this rate the party may arrive at Mbala within a week! She feels very confident in the group. Travel speed of fast on the river will get you 3 hexes with the passive perception reduction (-5).
3. Navigator = Phillip, no check required due to feature. Actually, we said that when on rivers like this there is no navigation checks required as you're just following the river. The tributaries that the party sees when travelling on the river aren't big enough to get lost in.
4. 14 (32) 16 (21) 12 (5)
Also, during the camp last night, Eku would've told the party everything she knows about Camp Righteous, which the party will be paddling by in a day or two and will have the option of checking out should they desire more adventure! Eku has never actually explored the camp. She's never felt confident enough with the teams she's travelled with before. She just knows about it. Azaka has heard of it but doesn't know much else more than Eku would. Eku would be ok with exploring it or skipping it. Same with Azaka.
(we won't reach it until the next day of travel, just thought I'd get it on the radar now.)
It is an old abandoned riverside camp.
When the Order of the Gauntlet (info in the 'Factions' tab) first brought its war against undead to Chult, its members established this base camp around an ancient Chultan shrine, which local guides call the House of the Crocodile. The shrine wasn’t the focus of the order’s activity, but it was an object of intense curiosity. Despite being in ruins, some of the shrine’s traps were still active, and they overcame the order’s attempts to reach the heart of the shrine.
The overconfident visitors neglected to build defenses around the camp, believing that their own strong arms were sufficient protection. Maybe a year or so ago, they were proved tragically wrong when hundreds of undead swarmed out of the jungle and overran the camp. Only a handful of warriors escaped from that slaughter. No bodies remain in the camp; the remains of everyone who died defending it have either been buried by subsequent travelers or dragged away by jungle scavengers.
She hasn't been there since this has happened, she's just heard all of this.
When the party gets close to the camp, I will give you more details about what you see, and then you can make the decision if you want to check it out or not.
I will put the results of Day 8 encounter rolls in the next post, might be later today depending on what the results are and if maps are required, etc.
In the meantime, please let me know if anyone was against fast travel, and we will go normal (or slow). Eku wants fast, but is content at normal. She would be a bit annoyed at slow.
Azaka doesn't care. She's so happy still about her mask :D
***no encounters! I will still pause here for any RP if desired or questions, otherwise I'll push ahead to day 9, move the marker 3, and get you the visual for the camp righteous as you paddle by it.
Gotur believes in people's actions speaking for them, the grung surrendering and ceasing hostilities is enough for him, but he kept the lightning cracking near them just to drive home the point.
"I figure either they tell others and they ALL give us a wide berth... or, I guess they get all the backup they can, but hoping we swayed it to the former."
At some point if he and Phillip are foraging together or the like, he'll ask, "Umm, Phillip, I noticed that none of the grung have the same coloration that you do, there was something about the color's meaning certain things for the pecking order?"
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
Phillip is happy to let the remaining Grungs go. He’s exhausted and slightly saddened, and tells them (in Grung), “Tell your tribes that The Exile lives… And, that him and his party are more powerful then they are, …and that we should be avoided at all costs”. He’s not interested in any of the ‘treasure’.
After the other Grungs have left, he wonders around the battlefield to retrieve some of his arrows (and restock back up to full with any arrows he finds on the Grungs). He has a basic look over the bodies (not really expecting to find anything of any use or value, but does it out of habit and respect). He closes the dead Grungs’ bulging-eyes, and lays them out in honourable positions, where possible.
He’s weak, but gladly forages before bed with Gotur. While foraging, and happily distracted, he responds to Gotur’s question about Grung colours with a slight misty-eyed look, saying, “When we hatch… … we’re all of us grey… … …Hmmm, I haven’t seen a baby Grung in decades. Nuh huh.… They’re tiny!! Yep yep yep…. And innocent, and helpless, and naive…. The colours come out years later… Hmmm Uh huh…“.
”When I showed an aptitude with magics, and started showing red on my back, the tribe was so happy. Uh huh. Uh huh…. But then I started showing green, and blue, and eventually gold too…. I was a ffffff- hmmm….. a.. f-ff-fffF-P’reak. Uh huh…. I didn’t fffff-P’it in, anywhere. Nuh huh….”.
”I was sentenced to death. Uh huh…. But by then, my magics had grown a-ways past what the tribe could do…. Yep. Uh huh… Hmmmm……. So I was ‘exiled’. Uh huh…. A fff-P’ate-worse-than-death in the jungle!! Yup. Uh huh”.
He trails off a bit, and continues foraging.
If Gotur asks more, he glosses over the gory details and simply says that’s when Syn’s party found him.
((happy with fast travel. Also, Phillip has passive perception (in jungle) of 18))
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss
Alton retrieves his daggers, but agrees with the others that they should let the grungs go. For a short time, the poison severely inhibits his movement, and Alton trudges slowly across the battlefield. Even once the poison leaves his system, the small halfling still looks tired and worn out as he goes about his nightly tasks. Fast pace also works for him as long as the group gets a rest first!
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
((Alton would be able to make saves to overcome poison, yes? Even with it being a homebrewed poison application, he'd still be getting saves? (Since the grung variants by RAW are just upon skin contact?) Either way, Gotur would let the others know that he has the ability to purge them of poison in the future if needed.))
"I...I'm sorry to hear that, my friend."
Gotur carefully pats Phillip's shoulder.
"I know a bit of what it's like not to fit in. Folks tend to see the orc blood first. And if I tried to visit an orc tribe, they'd probably see the human blood first. The druid circle I joined didn't care about any of that though, all of nature's creatures have value, and when it comes down to it, it's their actions that show their truth. I don't think you're a freak, I think you're special in a way they just couldn't understand. I think you didn't fit in because the hole they wanted you to fill wasn't the right shape. Glad Syn found you, and gave you a chance to find the place that's the right shape."
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
Phillip stops in his tracks hearing Gotur’s words. He’s genuinely touched and a little choked. “That’s a nice way of thinking about it, Mister G’Tur…. Uh huh! Yep yep yep!…. … I’m glad to be on this mission with you!! Uh huh, uh huh!”.
“And that storm!! That was incredible! Uh huh, uh huh… yep yep!”.
Phillip is flagging. But thinks they’ve collected enough. And when Gotur is ready, heads back to camp for the evening.
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss
Phillip, you find nothing else of interest on the dead grungs other than their weapons.
Regarding Phillip and Gotur's foraging - would that be for arrow parts as well as ingredients for insect salve/incense? Or for food? Please make survival checks.
Fast travelling in the jungle reduces everyone's passive perception by 5. Benefit being you travel double the speed, so the party will make it to the river after this day's travel, travelling 2 hexes vs. 1.
Slow travelling allows the party to not be surprised and also allows them to surprise any potential encounters. It also halves the distance if you're in a canoe or anything else that travels more than one hex.
DAY 7 - 8:00 AM
1. Direction = NE
2. Speed = Fast
3. Navigator = Phillip, no check required due to feature, everyone gets -5 to passive perception (not to worry, it will not applicable for the upcoming encounter)
4. 10 (30) / 19 (26) / 6 (9) - all previously rolled.
Ok, there is one encounter for this day. It happens in the afternoon, around 2:00PM. Passive perception not applicable as what comes up is not trying to be quiet.
The party will ultimately decide how this all goes down.
First - if you recall from Port Nyanzaru, there is a mercenary company called the Flaming Fist. The Flaming Fist is a mercenary company headquartered in Baldur’s Gate. The Fist maintains a permanent stronghold in Chult at Fort Beluarian. Fort Beluarian is on the Chult map, north of Port Nyanzaru.
So, throughout your travels so far, Eku and Azaka would've told you all about this group and their fort.
Remember there will be bits of info that I'll drop as we go if it comes up, and we can assume these conversations took place during the travelling downtimes. I am only doing this as encounters come up to avoid a huge info dump all at once.
So, Eku and Azaka would've told you all this info. Please read!
Fort Beluarian is located north of Port Nyanzaru. The fort is garrisoned by Flaming Fist mercenaries. Immense wealth passes through Fort Beluarian — enough to make the nobles and merchants of Baldur’s Gate rich beyond the dreams of avarice.
Commanding Fort Beluarian is a Flaming Fist blaze (major) named Liara Portyr, who answers directly to Grand Duke Ulder Ravengard of Baldur’s Gate.
Anyhow - Baldur’s Gate lays claim to everything east of the Mistcliff and north of Kitcher’s Inlet, and now that Mezro is picked clean (all locations on the map!), it’s trying to extend its claim south to Refuge Bay. No one, including the merchant princes of Port Nyanzaru, has the force in Chult to dispute this claim.
It's likely why the princes didn't tell you about this group.
So within its territory, the Flaming Fist does as it pleases, including demanding that explorers buy charters. A charter grants permission to the holder to explore Chult and plunder its riches, but half of an expedition’s proceeds and discoveries must be turned over to the Flaming Fist. The charter costs 50 gp, which is treated as a down payment on the split of profits.
If you do not pay, the patrol will try and confiscate your critical gear (anything that might look like something that was found or could be treasure) and advise you to replace it at Fort Beluarian — and to obtain a proper charter while you're at it.
So, regardless of your claim to be saving Chult from the death curse (lots of travelers claim to be 'saving the world' and never do!), they are DEMANDING the 50gp for the charter which they happen to have a copy of on them which they will give if you pay.
You'll then also have to come back to the fort when you're done your mission, to give half of your treasure. They'll be happy to just take your word for that piece that you'll return to the fort.
Eku and Azaka would likely try and explain the severity of the mission that the party is on, but like I said, they've heard that story a hundred times before, and so they don't believe you and are demanding the payment.
What will you do?! Pay the 50gp and be done with it (for now)?
Or... something else?
Oh... the patrol consists of 1 knight, 1 scout, 2 acolytes, 13 guards and 4 deinonychuses. All of these can be found on the 'Bestiary tab'.
Evo just rubs his forehead then tries to get a read on the mood of his group.
"Got nothing against the Fist but aye ain't one that takes well to being extorted either."
((Foraging was mostly just to talk to Phillip alone, but sure! Survival: 9 Looking for interesting plants. He'll spend an hour prepping potion stuff when they camp too.))
When the topic of the Flaming Fist came up earlier...
"I can't say I'm too keen on getting shook down by that lot, but I'm also not sure we want to tangle with a whole mercenary company. Might be ways around the fifty percent thing, I'm sure they're expecting people aren't going to readily hand over what they find. But ultimately, treasure we find is somewhat secondary to the mission. It's spoony, but might be worth the loss of coin just to save the hassle?"
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
((OOC: might have missed this but is it 50gp each or per party?))
Survival (jungle) for foraging: 18
((foraging was just for RP originally. Happy with whatever you think we find))
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss
I think Gotur found no ingredients for his salves, but Phillip found materials for arrows. He finds shafts, feathers and tips. He finds enough for 3 arrows. (although not crafted yet).
It is 50gp total which gets you one charter which covers the entire group.
Visual coming up...
((Phillip is a big one for ‘when in Rome do as the Romans do’, and ‘tow the line for an easy life’. He also doesn’t place a lot of value in coin and he also feels like we could chug a potion and lose 50gp. He’s not bothered by the fee, and will chip in or endorse using party funds)).
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss
"If it avoids an unneeded fight, sure. We pay it in coppers though!"
((Also, sorry again, did I miss it, or what is it we’re seeing here? A ‘roadblock’, a camp, a permanent static structure or castle? Did we stumble on them or did they approach us? Are the listed soldiers everyone that are here or just the ones we can see? Thanks))
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss
This is a travelling patrol. You were travelling fast, but they weren't hiding or anything. Essentially you just came up on them and didn't really have the opportunity to sneak up on them 1. because of travel speed and 2. the number of them and how spread out they are vs. the size of the party.
The soldiers of the Flaming Fist know the dangers of Chult better than most, and they don’t take the wilderness lightly. They are proficient out here in the jungles.
There are no other soldiers that you can see other than the ones I've listed!
Alright, I'll push this forward - so the party gets a fancy charter of exploration from the Flaming Fist! The knight and the 2 acolytes bid the party farewell and reminds them that any treasure they find in the jungles must be split with the Flaming Fist back at Fort Beluarian whenever you can get back there.
Would the 50gp come out of this lot?: (2,000 cp, 730 sp, 15 gp) They don't care if you pay in copper.
Someone can add that charter to your character sheet. Custom item I imagine!
There are no other encounters on this day. So, with the fast travel, you make it the 2 hexes to the river Soshenstar! I have updated the map marker to display our current location.
DAY 8 - 8:00 AM
1. Direction = W on the river
2. Speed = Eku suggests the party travels fast again. There were no issues last time (other than the annoying Flaming Fist), and at this rate the party may arrive at Mbala within a week! She feels very confident in the group. Travel speed of fast on the river will get you 3 hexes with the passive perception reduction (-5).
3. Navigator = Phillip, no check required due to feature. Actually, we said that when on rivers like this there is no navigation checks required as you're just following the river. The tributaries that the party sees when travelling on the river aren't big enough to get lost in.
4. 14 (32) 16 (21) 12 (5)
Also, during the camp last night, Eku would've told the party everything she knows about Camp Righteous, which the party will be paddling by in a day or two and will have the option of checking out should they desire more adventure! Eku has never actually explored the camp. She's never felt confident enough with the teams she's travelled with before. She just knows about it. Azaka has heard of it but doesn't know much else more than Eku would. Eku would be ok with exploring it or skipping it. Same with Azaka.
(we won't reach it until the next day of travel, just thought I'd get it on the radar now.)
It is an old abandoned riverside camp.
When the Order of the Gauntlet (info in the 'Factions' tab) first brought its war against undead to Chult, its members established this base camp around an ancient Chultan shrine, which local guides call the House of the Crocodile. The shrine wasn’t the focus of the order’s activity, but it was an object of intense curiosity. Despite being in ruins, some of the shrine’s traps were still active, and they overcame the order’s attempts to reach the heart of the shrine.
The overconfident visitors neglected to build defenses around the camp, believing that their own strong arms were sufficient protection. Maybe a year or so ago, they were proved tragically wrong when hundreds of undead swarmed out of the jungle and overran the camp. Only a handful of warriors escaped from that slaughter. No bodies remain in the camp; the remains of everyone who died defending it have either been buried by subsequent travelers or dragged away by jungle scavengers.
She hasn't been there since this has happened, she's just heard all of this.
When the party gets close to the camp, I will give you more details about what you see, and then you can make the decision if you want to check it out or not.
I will put the results of Day 8 encounter rolls in the next post, might be later today depending on what the results are and if maps are required, etc.
In the meantime, please let me know if anyone was against fast travel, and we will go normal (or slow). Eku wants fast, but is content at normal. She would be a bit annoyed at slow.
Azaka doesn't care. She's so happy still about her mask :D
***no encounters! I will still pause here for any RP if desired or questions, otherwise I'll push ahead to day 9, move the marker 3, and get you the visual for the camp righteous as you paddle by it.
((I'm okay with fast, and would be down to check out the camp.))
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
((Ya, the 50 go would come from the found loot, they are definitely getting all the coppers!))
Evo is good for fast travel and about checking the camp,
"Why not? Might give us some idea what's driving the undead."
Phillip is fine travelling fast for now, and happy to take a look at the camp too.
He would probably suggest a slower speed as we approach the site of the camp though so we can see anything moving nearby?
Perception (jungle) on the camp approach (if needed): 23
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss