ziltmilt |
The lady's face turns a deep red. She offers both palms out for a brief second, a ritual common to Erastil worshipers. "Forgive me if I give offense. May those that died find peace."
After saying their goodbyes, the other party continues south. Before the day's end, you reach Turtleback Ferry. Everyone is tired and longs for a comfortable bed with mattresses stuffed with fresh straw and resting on taut ropes.
There's but a single inn in town, 'Turtle's Parlor', just a street up from Claybottom Lake, and near the center of the small village. An evening drizzle has started up again and there's precious little traffic in the streets.
Next door to the inn, you spy 'Bottom's Up', the very place where Lleidr's cousin recently worked.
ziltmilt |
Here's a bird's eye view of the town. See the eastern most dock on the map? On the block just north of it, that building is Turtle's Parlor. Bottom's Up is directly north of it, being the 2nd building straight north from the same dock.
Lleidr |
Once we're away from the other group, Lleidr will voice the thought he had earlier about the boat sinking relating to the harvest of greed referenced in the letter we found.
Lleidr |
At the inn, Lleidr is eager to get out of the rain and into a nice tall mug of ale, though not before making sure Malfall is stabled and fed, of course. If there's any sort of crowd in the common room of the inn, Lleidr will buy a few drinks and try friendly conversation to gather information about Lucy and the sinking of the Paradise.
Diplomacy: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
ziltmilt |
However many rooms you want, the dour innkeep names his price as 5 gp per room per night. There's a distinct lack of cutomers in this place.
The food is simple fare, though hearty enough. And a dry roof over your heads is a welcome respite from the past week. There are several locals gathered for dinner, which is fortunate given that there doesn't seem to be any out of towner's present. You come across these tidbits of info
- Black Magga, the monster of the Storval Deep, doesn’t stay in that lake. Underwater tunnels connect it to Claybottom Lake, and she comes down here to eat fishermen now and then! I’m sure that’s what happened
to the Paradise: Black Magga came down and gobbled up all those filthy sinners!
NOTE - The Storval Deep is another lake formed from an ancient dam north of town. It drains into the Skull River, and then into Claybottom. I can't remember if the map you've seen lays all that out or not.
- It’s been weeks since we’ve had a visit from the Black Arrows. I’ll be the first to admit they’re not a friendly lot, but they do a good job keeping the ogres and critters in the woods and hills under control. Hope nothing has happened to them!
Upon hearing this, Shelalu grimaces and whispers to just your group. "We dare not linger in this place. We should get to the fort as soon as possible."
- People been disappearin’ lately. And not just them who’s been going into the deep woods. I’m talkin’ fishermen, travelers, people just out on the roads. My money’s on them Grauls—that family’s got ogre blood in them, and once you get ogre blood in you... you just ain’t right!
- Sadly, all accounts indicate that Lucy died along with several dozen patrons of the Paradise.
Nicholae Szabo |
Nicolae pays the 5 gold without comment - Iomadae will reward each according to their good in her own time and besides... its wet outside.
He turns to Shelalu. No point at running our horses in the dark and through the rain - its a good way to maim a horse when you don't know the way ahead but I do agree we need to move as soon as possible. First light - we should leave then.
He then circulates to understand more about these 'Grauls' and offers a gold coin for more information.
Diplomacy: 1d20 + 9 ⇒ (12) + 9 = 21
Selia D`Averam |
Selia whistle low at the cost of the room. "I expect they must be nice..." she says, as she pays.
Selia suggests that they have a good meal, and turn in for the night. "Morning will come soon enough, boys, and I aim to leave at first light."
ziltmilt |
The Grauls have a notorious reputation in these parts. That family has many labels, typically variations on 'half-breeds' and 'ogre-kin'. Word is that they hunt villagers down for food and sport. With no word on the Black Arrows, there's been an increase in sightings outside the village lately. They're said to live in the hills, just west and a bit north of Claybottom. If you're headed in that direction, be wary!
ziltmilt |
Next day, Shelalu leads you on the road forward. The most direct route, she explains, is to follow a narrow trail leading up along the banks of the Skull River, north of Turtleback. Despite the chill from wind sweeping off the mountains and from a light shower of rain, you make decent progress.
After a few miles, you see the road crossing an old wooden bridge to the western shore of Skull River, before heading north again.
Lleidr |
"It's probably nothing, but I'll take a look."
Forgetting that we have two rangers with us out here in the wilderness, Lleidr will slip off his mount and move off as quietly as possible towards where he thinks the sound came from, keeping his eyes and ears open.
Stealth: 1d20 + 16 ⇒ (18) + 16 = 34
Perception: 1d20 + 13 ⇒ (5) + 13 = 18
+2 to both of them, I think, if Lleidr's within range of Ned
ziltmilt |
About 100' west of the party and off the trail, within thick woods, Lleidr can see a firepelt cougar looking behind then turning to look ahead, then back again. It's trying to move, but something grey colored has ahold of a hind leg, which is bleeding.
The great cat hisses at whatever holds it with great teeth, then tugs again, crying out in pain.
From much farther west comes a more distant sound, that of several baying hounds. Upon hearing this noise, the cougar tugs again at its leg several more times, but with no success.
Lleidr |
One more pet and Lleidr is officially a druid! Much as I want to get to the Androcles moment, Lleidr will have Arg appear and keep an eye out from a safe place while Lleidr hustles back to tell the group what's up.
Nicholae Szabo |
What? A great cat caught in a snare? Why don't we leave it there - clearly it was made to catch dangerous wildlife. Hmmmm. A mercy killing may be the right thing to do.
Lleidr |
"I'm mostly bothered by traps. If you're gonna hunt, give your prey a fair chance. I'd like to set it loose, and then it and the dogs can figure it out."
Selia D`Averam |
"I have an affinity for animals as well, so I say we at least try and make it suffer less. Lead on, Lleidr, and let's see what this is all about. If we need to, I can summon something for the dogs to chase instead."
Selia D`Averam |
"I don't think this is a wild cat terrorizing locals... I believe this creature is a friend of a ranger or druid. The question is, friend to us or not? In any case, I think we need to protect it."
Selia casts a summoning spell to summon a cheetah to lead the dogs off in another direction.
Lleidr |
Hola all! Hope everyone's having as good a Supermegab-dayarama as I am, however your respective culture and creed interpret it.
If you need it again before I sober up, Lleidr's Disable Device is +16, +2 if using his MW lock picks.
Iechyd da!
ziltmilt |
Your summoned cat vanishes into the deep woods and after several moments, the hounds' barking begins to recede until the commotion disappears.
The firepelt cougar you've rescued seems agitated even after your ministrations. It nibbles at Ned's cloak, tugging it. Then it steps forward into the woods, towards the west. After a few stops, it stops and looks backward at you, waiting.
ziltmilt |
The cougar leads to a half-overgrown path. The narrow trail winds into the wooded hills about half a mile, and up ahead, you can see a clearing with a couple of buildings. The trees approaching the land are decorated with several hanging cornhusk-and-leather humanoid shaped
fetishes.
The site ahead looks to be a sickly farm. A tangled field of corn and other diseased plants grows in the eastern section of their land, while
to the north slump two sagging buildings: a barn and a farmhouse. Both have had their windows boarded over, and moss and fungus grow heavy on the shaded sides of the decrepit structures.