Dain's little legs get him across the bridge a break neck speed, the rest of the party follows suit and everyone gets across without incident. Making your way back into the entrance hall where you faced the twig jacks, the portal lays 20' a head of you and back to the real world.
Dain and Yorikata make it though the Mehir and back out into the swamp. Ingrahild is camped just a bit away with a fire going. "By Torag's beard yer back. What did ye find in there?' She says moving towards the two who have come out.
Lanneth sees nothing but can hear the laughing of the fey
(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP44 DD+14
"Oh, the humanity! Do never go in there. It's horrible. Eveil fey behind every corner. Plants that want to swallow you whole, or suck your blood out. And all that for a few lousy weapons most of us can't use."
"Oh, and we found Ardashir. He's a nice guy. He had it even worse ending up in that place. Because we are back where we went in. He is still hundreds or thousands of miles away from where he came there."
Human Cavalier 3, Bard 1, Fighter 1 |HP 51/51| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 6/6
The ship will take me back to Bolt! Oh, how I miss her. He looks at Dain and shakes his head. "What kind of seeds are these again? Hallucinogens? Join us lady. Let's board that ship."
Ingrahild looks at the group then noods. The sun is starting to set and the noise in the swamp starts to get louder. "We can be headin' there tomorrow, ain't no reason ta be headin' through tonight."
Ingrahild looks at you like you're all a bit crazy, a bit of a twitch can be seen on her. You know that she could still lose it if battle comes but right now while things are calm you should be ok. [b]"I have secure this came for the 3 hours since you went in.
Int Check DC 10:
You could swear you were inside that place for just over a whole day
(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP44 DD+14
"It's a foul place. We just never ever go back in there." Yorikata comments. "The question is. Can they come out, or do they also need the lantern? Has anything besides us come out from there, since you set up camp here?" she asks Ingrahild.
Yorikata compares the places Dain and Ingrahild have chosen. She doesn't see much difference but the work Ingrahild has already put in. And as she is no big fan of manual labor the is fine with using the place the dwarf chose.
"Nottin' else has come out o' that there Mehir than the group o' you. Must be like yer said the Lantern or a passcode could be lettin' ye out." Ingrahild says sitting down and stirring the stew she has made. "There be food fer ye all."
Does someone want to tell her the boat is crewed by Orcs?
(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP44 DD+14
"Let's be accurate here - the ship has a crew which are all half-orc, but the coxswain, who is an orc woman. And so far none has tried to eat us. And as I worked in the galley I can tell they are also not hiding half humans in the pantry. Also no dwarves."
"If it weren't for the pointy ears you could just imagine those half orcs as constantly seasick humans."
Ingrahild twitches a bit at the mention of it being crewed by Orcs, a second twitch but less when you say they are half orcs and didn't attack you. "Aye well then I will be talkin' ta see if the Cap'in will take me on. I need ta be finding Umlo. Where are ye headed next?" Ingrahild eats some stew
Ingrahild's twitch starts a lot more but she is able to keep it in. "Aye then I will be goin' witcha. Them Orcs be takin' me brudder." Ingrahild says pulling out her hand axe and giving it a look before taking the sharpening stone to it.
Anyone want to do anything for the rest of the night?
M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16
Ok, how about watches?
Dain prays for the Alarm spell and sets it.
Alarm:
]Alarm creates a subtle ward on an area you select. Once the spell effect is in place, it thereafter sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible in nature.
Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.
In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm.
The group manages to make their way back to the edge of the swamp, it takes the better part of a day and as you get to the swamps edge you can see that the Keel boat is in the middle of the river.