| Vuloo |
Vuloo nods his thanks to Jasper, "Thank you sir. We will do as you advise. Please look me up if I can ever be of assistance. You may find me at the Pathfinder lodge."
| Sheila Heidmarch *NPC* |
Just be sure to annotate purchases somewhere for posterity
Assuming Mayor/Jasper/Canayven are closed, but if you want to flex time anything back at any of them, feel free
Path to the Lady's Light
Returning to the Pathfinder Lodge with your newfound information ... you find the building in a bit of a frenzy of activity. Sheila has apparently called members of the guard and any Pathfinders not on assignment. By listening in to various conversations and reviewing some of the charts posted, it looks like the Venture-Captain has taken point on arranging a full-scale clearing and documentation of the Crow. You note, with a sense of pride, that she has taken specific concerns to maintain the rights and sanctity of the mite tribe and their associated vermin, and even notes the possibility of building another entrance to help them get access to the Darklands should they desire.
You eventually find Sheila who waves you over to a desk filled with papers, ledgers, and various journals. Almost distractedly she gives you your options.
"Good to see you all, I've secured passage on the Wanton Ways for you to the Lady's Cape. They are enroute to Korvosa and Captain Yarnelle Fessender has agreed to take you along if you so desire. The ship launches in the morning, so if you miss it, you'll have to secure your own passage. Alternatively, if you're itching to go now, you'll have to trek it overland through the swamp. I do have canoes available if you wish to go that way ... although our maps of the Mushfens are terrible."
Sheila takes a moment to take a hard look at you. "Quickly now, decide and I'll set the logistics in motion."
| Vuloo |
Vuloo nods, "The Wanton Ways should be perfect. Thank you for your assistance, my lady."
He then turns to the others, "Let's stock up on provisions tonight and then be ready to head out at first light."
| DM Fflash |
Path to the Lady's Light
You let Sheila know you wish to travel by boat and she gives you a letter of introduction to provide to the Captain. You spend the rest of your day preparing for the trip.
Your next post needs to include any final purchases, changes to your memorized spells and/or any trips to monuments you wish to take (if any). 24 hour monument clock starts when you board the ship at 1200
That morning, you head down through the Dockway, past salt-blasted storefronts and cramped businesses that cater to the typically rough seafolk, while exotic inns and taverns are opening up to serve visitors from afar. First and foremost a trade city, Magnimar owes its prosperity to the countless foreign merchants who readily make use of the city’s reputedly safe and certainly free port. Enforcing no taxes on harborage or imports, the city welcomes business from all lands and makes the bounty of Varisia available for trade.
Passing through the Bazaar of Sails, bustling with activity this morning, you arrive at the extremely crowded docks and are able to find the Wanton Ways with a couple well-placed questions.
Captain Yarnelle Fessender commands a complement of 30 sailors. Yarnelle is polite and professional with the party, but she makes it clear she tolerates no shenanigans aboard her ship. The party can barely be squeezed onboard, as the shipis stuffed with Korvosa-bound cargo. Not an inch of extra space is left on the fat vessel.
As you settle in and find a place amongst the mountainous cargo, you eye the crew. Casual observation reveals that the captain’s first mate, Pockeye Sewel, is a rather brutal taskmaster and is strongly disliked
by the crew. His brother, Chebby Sewel, quiet and shifty, is his right hand man and, by all accounts, an instigator who enjoys goading the crew.
Just as the first mate is getting ready to pull up the gang plank, a dark-haired, angle-faced woman wearing a tricorne, blue cloak and well-oiled leather armor rushes on board, speaks with the Captain and then moves to the back of the ship.
The ship will set sail for the day ... let me know if you have anything you wish to do ... the Captain expects to drop you off just before dawn
| Relan* |
Relan comes back afar a full day of shopping a wearing completely new and updated wardrobe. You all figure he must have hired a consultant because this is not how Relan has been dressing to date. Its actually quite well done, even if the jewelry is a bit presumptuous. He indicated he is ready to go.
| Vuloo |
Vuloo boards the ship with a mix of trepidation and excitement. He introduces himself to the captain and the other crew, Captain, please let us know if there is anything we can do to assist. Otherwise, we will attempt to stay out of your way."
Diplomacy: 1d20 + 10 ⇒ (18) + 10 = 28
| DM Fflash |
The Wanton Ways
Once you're all secured aboard, there is a flurry of activity as the ship pushes away from the dock and navigates the deepwater harbor, one of the crowning commerce points of Magnimar's ability to trade.
Once out in the open sea, however ... things get smooth and easy and the party feels less under foot.
The extra passenger keeps to the back of the boat and to herself, settling in for the sail by sitting down, knees up and resting her head on top of them, arms wrapped around the front.
The Captain replies to Vuloo curtly, "Nothing needed, just be sure you all are ready to go in the morning once we're ready send the away boat. I won't be navigating the shoals to get to the coast and I'd rather lose as little time as I can for your excursion. You'll be on your own to get back ... unless you want to catch me on the return in 28 days, for the right price of course."
Any more activities for the day? If not, what's your plan for the evening. You have three rooms with 2 beds each for the night. Each has a deadbolt. They are all next to each other
| Vuloo |
Vuloo will sit down next to the woman passenger and will try to befriend her, "Greetings, I'm Vuloo. My friends and I seek the Lady's Light within the Mushfens. Who are you and where are you headed?"
Diplomacy: 1d20 + 10 ⇒ (9) + 10 = 19
| Relan* |
Relan, looking quite dapper, will try to join in the conversation. Well met Miss Marteme, I am Relan, a lore warden of Magnimar. If I can be of any service to a lady such as yourself on this voyage, it would be my please and my duty to do so.
He wonders about her name and face, trying to place either.
Knowledge(local): 1d20 + 5 ⇒ (17) + 5 = 22
| Relan* |
Relan sits along side the woman, obviously intent on continuing the conversation, but not so close as to invade her space or make her think he has any intentions towards her. Your accent. he notes. Kaer Maga? I have not traveled to that fabled city before. I hear such tales of it though. Do trolls really walk the streets?
| DM Fflash |
If there's nothing else ...
The day passes without significant incident, as the ship moves along in a south by west direction, always keeping the swampy coast in sight until night settles and the ship continues to move along, navigating by stars.
Your plans for the evening/night? Again you have 3 rooms next to each other
| DMFflash |
With nothing approaching entertainment on this ship, you all turn in foe the evening. Vuloo studies up on the Mushfens reviewing the map notes that Jasper gave you, along with annotating your likely drop off point the next morning.
The current Roll 20 map shows the Mushfens, location of the Lady's Light, the Witch Maroux's home, and a token to make the party's drop off point in the morning
-Posted with Wayfinder
| DMFflash |
Ok, pressing on without the others' rolls
You slumber peacefully through the night and are awoken early by the Captain, who seems a bit disheveled and irritable this morning.
"We're here. I'll run a dinghy to the shore. Casts off in 15 mins, gather your things."
You gather your party together and get above deck where you quickly learn that some time during the night, your guest passenger took one of the other dinghies and headed out for reasons unknown.
Assuming nothing else, but you're welcome to interact here in flex time.
The first mate rows you to shore dropping you off on the swampy coast without a word and leaves you there.
See Roll 20 map, you are where the party token is. Plan from here?
-Posted with Wayfinder
| Vuloo |
Vuloo surveys the swamp with a mixture of disdain and apprehension, "I had hoped we would be dropped off a little closure. Well, we may as well get on with it then. Andel, your knowledge of the the local geography is better than mine. Do you think you can guide us to the Lady's Light?"
| Relan* |
Perhaps too late, but did not matter. I was away for the week last week, but thought I could post at least some. Never had the chance. Sorry.
Perception: 1d20 + 10 ⇒ (3) + 10 = 13
Captain, it seems that one of your dinghies is missing. Relan comments in the morning. Might I ask when your other passenger left?
| DM Fflash |
The Wanton Ways
The Captain grimaces at Relan's observation. "Yeah, looks like she absconded some time in the middle of the night. Second mate over there was supposed to be watching, but apparently got something mixed up on the watch schedule and no one was above decks last night.", she thumbs her hand over her shoulder at Chebby Sewell, irritation obvious.
The Mushfens
Andel pulls out his spectacles reading the map and noting Jasper's comments, "I think our best bet is to hug the coast, south by south east and the cut southwest, skirting north of Lake Ghaulos and then head around the peninsula to the Lady's Light. I'm thinking it's about 6 miles all told, although the terrain may cause it to be a bit longer. Shall we stop and hail Jasper's witch friend on the way and see if we can get some of the current local lore?"
| Vuloo |
Vuloo nods, "That sounds like a wise plan Andel. Yes, let's visit Lady Maroux. Her insight into the local denizens may prove valuable."
Vuloo studies Jasper's map before following Andel into the marsh.
| DM Fflash |
The Mushfens
The going is tough, slugging through the marshy bits or moving around uncrossable bodies of water, you wind around slowly, taking over 3 hours to travel a mile as the crow flies. Eventually you make your way to a rickety-looking bridge crossing the water to a small island. The bridge leading to the isle is decorated with bleached humanoid skulls with weird sigils painted on them in crusty, reddish-brown dried blood.
A hut sits at the center of the small island, a mossy wooden shack with a sagging roof sitting in the shade of a few moss-draped willows. A plume of smoke wafts from a chimney, and cooking smells pervade the
area, though the odor is not altogether pleasant.
Actions?
Wanton Ways
I'll leave this discussion open if Relan (or anyone else) has anything else he wishes to say in response
| Relan* |
Wanton Ways
Well captain, what would you have us do if we run into the young lady? Any idea about where she might have headed? [/b]
The Mushfens
Leading the way Relan quickly finds the trail and after a while comes to the bridge. He sees the humanoid skills but is unsure of their origins. Seeing the writing he comments No language I know.
Survival: 1d20 + 9 ⇒ (8) + 9 = 17
Knowledge Nature: 1d20 + 5 ⇒ (5) + 5 = 10
| DM Fflash |
Wanton Ways
She ponders for a moment then sighs, "Really I'm just out a boat, she'd paid for her way to Korvosa already. Probably even on cash, but it's irritating to be without the second dinghy. Nothing to do if you see her, really. Thanks for the offer."
She hails to you as you hop in the boat and ride off, "Sure you don't need a pickup on the way back?"
| Vuloo |
Vuloo nods at Braelex's suggestion and then approaches the hut, "Greetings, Lady Maroux! Jasper has sent us to you. We seek your advice."
| DM Fflash |
Mushfens
As Vuloo crosses the bridge, a raven swoops down and alights on the far end, cawing loudly and ruffling its feathers as it cocks its head and stares at the halfling.
Shortly thereafter the door to the cottage bangs open and a green-skinned half-orc woman with stringy black hair streaked through with shots of gray, shakes her staff when she spies you, obviously with only one good eye, the other being clouded with cataracts, “Who be you fools? I’ve always room in my stew pot for more meat, you know. Unless you want to join the turnips in my soup, get off my island! I haven't seen Jasper in years. You not be knowing him!”
Image uploaded to Roll 20
| Vuloo |
Vuloo suppresses his fear and attempts to look friendly, "Lady Maroux, we encountered Jasper back at Magnimar. He said that you may be able to assist us. We seek any information you can provide on the Lady's Light or the creatures inhabiting these marshes. We will pay you for the information or assist you in anyway we can."
Diplomacy: 1d20 + 11 ⇒ (1) + 11 = 12
| Relan* |
Unsure what to say to this unfriendly half orc Relan notes And we could share some city food with you and news of Magnamar, if you are interested.
Aid to Diplomacy: 1d20 - 2 ⇒ (14) - 2 = 12
| DM Fflash |
Aidon and Fulmen aid as well
Andel stammers out as well, "We're not friendly with the local boggards or troglodytes either, and can keep it that way given your desire to keep them away," he states as he nods at her sign and skulls on the bridge.
The old witch snorts and then gets a sly look, "Bah, you'll probably get killed by one of them any how, but just in case you live long enough to be useful, why don't you find me some kelpie's hair from the area near the shipwreck on the island to the west of me. It's on the northern coast. Come back with enough for me to make a soup and I may let you speak some more."
She turns back and limps into her house, waving her hand at the raven, who crows once sharply and then with a flutter of black wings, glides in behind her.