Communicating with these whatevers in the marsh is fun! It's either this or d6 diplomacy. We may want to go out into the marsh and meet them at some point. Start a smokey fire, they'd definitely come.
This was under Istiel's survival check, it's a bit of what we're in for. She would disiminate her scouting to the group of course.
Marsh Madness:
The unschooled may think of this as one large swamp, but you realize it is actually mostly marsh. The marsh areas are largely occupied by grasses and reeds, and sport little to no trees or shrubs, except atop the hillocks that emerge helter-skelter from the waters. Even though they are sickly, the marsh grasses grow high, easily enough to provide concealment to predators. The relatively shallow water throughout the marshlands means that nimble watercraft are best to traverse them.
Closest to the Cheya, within a couple miles at least of the river, and often covering more area, is actual swamp, which at its core is simply flooded forest. Reeds and grasses bend, but trees and shrubs do not. They are immovable objects that create narrow channels spawning a labyrinth of twisting waterways, dead ends, and tight squeezes. The farther you get from the Cheya, small, nimble watercraft are best to travel.
Of course, when it comes to overland travel, the reverse is true; the further you are from the Cheya, the easier it would be for your people to walk.
Occasionally, you find a fen, a waterlogged area with a water table just at or below the surface. The flora and fauna are greater in these areas, though travel by watercraft is impossible.
There are many hazards, you recall Domhnall saying, to traveling in such areas. Marsh gas, coming from the bowels of the swamp, is easily combustible, as is peat, or decayed plant matter, which can burn seemingly indefinitely if the conditions are right, especially in drier areas.
Pluff mud, also known as quicksand, can ensnare an unwary walker. It would be best for your people to travel in groups, if they are walking.
Sinkholes are also a - thankfully rare - possibility. Much more common is sloughfoot, a condition caused by damp footware. Walking with this syndrome can be dangerous for the traveler, bringing great pain and fatigue.
You occasionally see cyprus trees on your scouting through the swampy area, hazardous as the knees of the trees can hide in flooded waters, causing injury to both boats and walkers. Much more commonly you find poison sumac, which releases a powerful concontion of oils known as urushiol as creatures brush against the plant, and irritates the skin.
While animals are rare, the bugs are plentiful; mosquitoes, but also ticks and midges hide within these waters. Drinking the waters - especially in the stagnant areas - may also be dangerous; you recall Domnhall talking of many sicknesses one could contact by doing so.
It is a beautiful post, GMBP. I've gone to respond a couple times and then stopped. Will try to put something together today, and just hope it does the scene justice.
Do we have guards or scouts watching the northern approach? I think it might be better to be safe than sorry given the First Flame's surprise attack abilities demonstrater at Shadeholme.
Right now, you have most soldiers training in the shieldroom. Hamfatten and his magistrates are with the supplies, and Sarre and her people are doing patrols. One of Antuk's teams is usually posted at the tower.
NG Female Human (Tooyah) Incanter 3/Expert 1 | HP 5/29 | AC 16 [T 12 FF 14] | CMB +0 | CMD 12 | F: +3 R: +4 W: +8 | Init: +2 | Perception +8, SM +8 | Spell Points 16/day | Active Conditions: none
If we're going to be here for any length of time, Nat will suggest that they consecrate a church - even a makeshift one - and have some sort of service.
Both in gratitude that they've survived, remembrance of the fallen, and some hope for the future.
Do we have guards or scouts watching the northern approach? I think it might be better to be safe than sorry given the First Flame's surprise attack abilities demonstrater at Shadeholme.
This is what I had planned on Istiel doing for the next week- prowling the area in search of any scouts that the Frozen might have sent after the Flight (and murdering them). Of course she would also be looking for other signs of danger as well. Maybe she'll bring Scree along. The two of them could take down a basic scouting party of Frozen.
Would be nice to run into Mother Hunger after the revelations we've had, but that chance seems slim.
After the first week (and hopefully plentiful hunting) I think we should post some serious guards.
I'm curious as to whether more study might indicate how to use the room, as well as what it does. I'm also curious as to whether it gives clues to why.
Just considered the thought of making some armor or weapons with Drazan's craft skill. I never truly knew how caddywampus the crafting rules were until now.
Yeah, the craft rules are pretty cray-cray. I *think* the ones in Unchained are better, but I can't recall off the top of my head. I'd say, go with whatever is the most favorable.
You can also craft capital, and make influence, labor, or magic. (Or goods, but you all have plenty of goods).
Regarding the spiral room, more study will uncover more things. Same with some of the other rooms.
So: Nat wants a church, Istiel will prowl, Drazan may be crafting, Imix may be studying the spiral room.
Oios will finish up in the library, aiming to have it all packed away by the weeks end also. I'm sure The Three Peoples know how to keep paper safe from water. Wax containers or something?
Not particularly. If it's not more useful than the map we got from the undead Engineer in Shadeholme then Oios will just shrug and move on. He really wants to know as much about the unknown lands they're heading into really.
Speaking of where we're heading, our goal at the moment is to find a place for the Three Peoples to settle down, and then we go search the capital city of the Darhom that was on Drazen's map for more information about the First Flame, correct?
We might as well start heading towards it- while it's a stretch we might even be able to inhabit it, if we're willing to kick out its current occupants.
In all seriousness, I was just trying to figure out what a low-level soldier would want to hide. It would either be something illicit or at least of questionable societal value. So, porn seemed perfect.
Istiel, question: you're hiding yourself by a tree or in some brush? So, you'll have some sort of blocked view? A tree against your back, or some such thing? Is your hiding place intended to take in a view of the whole of the mountain top, the tree, a specific approach, the view of the tower, or something else?
Not that I'm asking for any particular reason, just trying to better understand your positioning and methodology for the stakeout.
I was purposefully leaving it open to interpretation so you could set the scene/justify the taking 10/20, but on further review it looks like I'm trying to have her hide in a tree and bush simultaneously.
My first thought was to build a blind in a tree with brush, but that's stupid. This is a sentient being, not a deer, and that's pretty noticable.
So how about she sits with her back against a tree, covered in brush, with a clear view of the campsite/tree but nothing else. She doesn't know which direction the person is coming from, so it would be difficult to know which spot to pick to catch the person from behind. Let's say she's situated to the south?
Also, SUPER important question. Do female Darhom have beards? I've always thought proper dwarfs of both genders have beards.
Damn it BP, in one day you make me laugh at a mechanical dwarven porn box, and now you've actually made me gasp aloud at creepy words carved in a tree.
I was incredibly impressed with the... hang on, this sounds wrong.
The box was genius. Made the world seem more real. Retrospectively of course technology would be used for this.