| Lord Christian D'Elagante |
Would you be able to direct us to where they reside. Trade between them and us would be welcomed. I thank you for any information you you are willing to part with.
Christian smiles at the woman and continues with his words.
Perhaps we could trade as well. I find your sway over the area very impressive. May I inquire as to whom we have the privilege of speaking with?
Diplomacy: 1d20 + 16 ⇒ (17) + 16 = 33
| DM Vayelan |
Christian smiles at the woman and continues with his words.
Perhaps we could trade as well. I find your sway over the area very impressive. May I inquire as to whom we have the privilege of speaking with?
The old woman harrumphs.
"I'm surprised you haven't heard of me," she says, sarcastically. "Plenty of travelers spread stories of the Old Beldame who sold her soul to a devil and snatches away children for her cauldron."
A beat passes before she adds, "None of it's true, in case you're dense."
The old woman provides her real name, Elga Verniex. Although it's clear that she cares little for what other people think or the rumors they spread, Elga does make it clear to you, at least, that she is not some dangerous hag.
She's never visited the iruxi village herself, but she knows that its roughly located where the Murque River empties into the Candlemere Lake. When they make their infrequent visits, they seek out potions, remedies, and spellcasting from Elga. However, she reasons that they might also be keen on acquiring metalwork items since they can't produce such things themselves.
| Lord Christian D'Elagante |
Lade Verniex, tis a pleasure to meet you.
I knew a gentleman by the name of Theodore de Lasso, and he had this saying that stuck with me over the years. Be curious, not judgmental. Rumors are just that rumors. Some are false and some are true but, in the end, you should always understand their story before you judge a person.
Given the current situation, you have been incredible kind to strangers. I hope we can have a nice relationship going forward. I think we both have much to offer one another. What do you say? Would you like to give it a try. Trade could be beneficial to both of us.
| Lord Christian D'Elagante |
Christian smiles at the words.
I am certain we can come to some sort of an arrangement.
Christian tilts his head a bit to the side.
Black rattlecap mushrooms? I have no knowledge of those. Where do they grow? What do they look like? Are the poisonous?
| DM Vayelan |
Elga describes the black rattlecaps as roughly 8-inch-tall mushrooms that have hollow caps filled with tiny hard balls of spores and, when shaken, make an unusual rattling sound. She uses the sporepods inside the caps to brew a potent tea.
"There's a mud bowl across the lake from here, heated by the ground beneath, where the rattlecaps grow," she explains. "The iruxi won't go there. The rattlecaps themselves aren't poisonous, but they've told me that there's some kind of other dangerous plant around there."
| Lord Christian D'Elagante |
A dangerous plant is keeping them away...understand.
A look of concern crosses his face.
Christian pulls forth their maps and looks over them, hoping to find the location of this "Mud Bowl".
He steps closer to women and holds the maps out. He looks directly at her and speaks. Perception: 1d20 + 11 ⇒ (6) + 11 = 17
I wonder what this woman is?
Perhaps you can give us a general idea of the locations on our maps. It would save us time searching the whole area for the Iruxi and the mushrooms.
| DM Vayelan |
Elga points out the requested locations upon your map, with the Iruxi village located where the Murque River pours into the Candlemere, and the Mud Bowl located about 10 miles to the southeast, across the Tuskwater.
She also points out an old burial barrow located about 24 miles due east from your town.
Lastly, she also warns you about will-o-wisps that lurk around the island at the center of the Candlemere lake.
I've added the sites to the Greenbelt Map.
| Lord Christian D'Elagante |
Lady Verniex, I thank you for all that you have given us. We will search out these mushrooms and I hope that we are able to locate them for you. Would you be in need of any other supplies?
Willow Wisps....like a tree? I apologize for my ignorance but what is so bad about a willow tree?
| Brand Oluffson |
Brandt nods at the descriptions of the places provided to them, staying his distance from the woman, and marking them on the map. Right, mushrooms and then the lizardfolk, should be an easy walk in the swamps.... he mutters.
| DM Vayelan |
Evil creatures that feed on the strong psychic emanations of terrified creatures, will-o’-wisps delight in tempting gullible travelers into dangerous situations. In the wild lands where they’re most common, will-o’-wisps favor simple tactics like positioning themselves over cliffs or quicksand where they can easily be mistaken for lanterns (especially if they can set their traps near actual signal lanterns), allowing them to lure unwary travelers into perilous situations. On rare occasions, will-o’-wisps seeking easier pickings will move into a city and take up residence near gallows or follow along invisibly behind an army in order to harvest the fear of the dying men; why the vast majority choose to remain in the swamps where victims are scarce remains a mystery.
You can reach the lizardfolk village by marching through the swamp to the southwest. Getting to the mudbowl to collect the rattlecaps means finding a way to the other side of the Tuskwater or Candlemere.
| Brand Oluffson |
Brandt begins leading the group through the swamps toward the lizardfolk village, Its closer right? Let's start there, and we can maybe see about crossing the river and finding the mudbowl later on.
Knowledge, Nature: 1d20 + 9 ⇒ (11) + 9 = 20
Survival: 1d20 + 12 ⇒ (6) + 12 = 18
Corpse Candles can be very dangerous, they feed on fear somehow, and lurk in remote, swampy patches where they can lure the unwary to their deaths. We shouldn't follow lights into the wood - they may try to lure us to quicksand, or off a cliff, or into some sort of ambush. So lights at night where we don't expect them - or if they start moving, we should be careful indeed. he shares, recalling the lore his father imparted upon him about the dangers of the remote wildlands.
Fenrir ranges alongside the Ulfen man, tracking the pathways through the swamps, and repointing his companion as they trek through the endless mud...
Fenrir Survival, aid: 1d20 + 3 ⇒ (3) + 3 = 6
| Syretia |
"Agreed, the mushrooms will certainly make for a nice gesture, but they're not why we're here. Let's contact the Iruxi first."
| Lord Christian D'Elagante |
Survival: 1d20 + 10 ⇒ (4) + 10 = 14
Christian follows as the travel away from the old women.
Agree, we should make contact with the Iruxi before the other areas.
Remind me to talk to Sapphira about Elga Verniex. We need to find out all we can about her before we commit to any long term deals.
| DM Vayelan |
Reaching the Iruxi village means crossing roughly two dozen miles worth of swampy forest. Fortunately, with Brandt leading the way, you are able to make good time and avoid the natural hazards of the landscape.
Fenrir is too distracted by the strange, unfamiliar odors of the swamp, so the wolfdog is unable to provide much help - and he whimpers in dismay at this. Lord Christian makes up for this and watches the flanks whilst Brandt takes point. You find plentiful fresh water along the route, but you have to tuck into your travel supplies since it proves more difficult to find enough food along the route.
Brandt also knows that the cycle of seasons is on your side. Iruxi tend to be more active and aggressive in the spring and summer months; however, since it is Neth, the cooling temperatures of late autumn mean that they will be growing more sluggish. This also means that you will be less likely to encounter hunting parties or patrols ranging afield from the village.
After about two days' travel from Elga's hut, you reach the proscribed site.
A low, muddy hummock protrudes from the middle of the widening river, surrounded by a palisade of outward-facing, sharpened wooden stakes. Inside, tendrils of smoke rise from a handful of mounds clustered around a single larger mound. A simple wooden gate on the eastern side of the hummock seems to be the only entrance to the fortified island.
| Brand Oluffson |
Peaceful approach, right? Brandt asks the group. Assuming no objections he pulls a torch from his saddlebags and lights it, holding it high above himself and staying mounted. My father always told me, when approaching new folk by land or sea, make sure they can see you without deception and openly should you wish an open response. Let us see what they wish with us respecting them, and Lord Christian to work his velvet voice among these people.
| DM Vayelan |
You hail the iruxi of the village, and the pair of guards at the palisade gate take immediate notice. One retreats from view, and you can dimly hear a subdued commotion bubbling up from the village, although much of the sound is blurred out by the burble of the river swaddling the islet.
Eventually, a single iruxi rises atop the walkway behind the palisade. He is bedecked in ornaments of shells and teeth, as well as a pair of beaten gold armbands, and he clutches a mighty trident as both a weapon and symbol of power. A crown carved from coral and embedded with blue stones sits upon his head.
He calls out in a deep, rumbling voice that carries across the water.
| Brand Oluffson |
Brandt sits astride Hrimfaxi impassively as the Iruxi calls out whatever challenge he wishes. The torch in the Ulfen's hand gutters a moment but continues to burn. His hands don't stray from the torch or saddlehorn as he mutters to his companions, Was that them inviting us in for dinner, or them making us into dinner? Hope someone speaks whatever that was. My introductions tend to provoke war, so can one of you say hi for us? he grins slightly as he turns his head to the others, seeing what reaction they have to the iruxi's words.
| Bydar |
Bydar translates to Brandt and the others who do not know Draconic what the fellow just said, then adds, "'Other war parties'?"
A glance to Christian at that, "How do you wish to approach this? They seem to assume we've sent war parties against them. An idea we need to dispel I believe."
| Lord Christian D'Elagante |
We try to say our peace and see what we can do to show we are not the enemy.
He looks to the water for a moment.
survival: 1d20 + 10 ⇒ (11) + 10 = 21
I wonder if we can ride over to the island.
| DM Vayelan |
Lord Christian spots some shallows leading towards the island, offering places where your mounts could ford the river with the water only reaching their flanks. Of course, it seems very likely that approaching unbidden is certain to invite a volley of javelins and other missiles.
The "other war parties" may be either the Whitehollows, who clashed with the iruxi but failed to drive these native inhabitants from their home, or it may have been Galtans fleeing the Taldan invasion, falling to the iruxi due to misunderstandings. Of course, it may have also just been unfortunate run ins with local hunters.
The iruxi leader still stands upon the palisade walkway, impatiently awaiting a response.
| Brand Oluffson |
We still being nice? the Ulfen asks form astride his mount. The torch smokes some, but he's unwavering in not moving at this moment, keeping his hands from straying too close to a weapon and definitely not making any sudden movements. Bydar, you want to try and get this into a good space?
| Bydar |
Bydar nods, then speaks up in Draconic. His time with the kobolds has improved his vocabulary , or so he hopes.
Diplomacy Roll 1d20 + 15 ⇒ (1) + 15 = 16
He then translates to his friends what he said.
| Syretia |
| 1 person marked this as a favorite. |
Syretia winces at Bydar's pronunciation of some of the words, but it's not like she's ever been good at talking to strangers.
| Lord Christian D'Elagante |
Christian looks to the lizardmen across the way. He then looks to Bydar as he talks, a look of hope spread acrost his face.
The look on Syretia gives him pause as he continues to listen.
Reaching into his backpack, he pulls forth one of the white rags he uses to clean his weapons. While still somewhat white, it will have to do for a signal of parlay.
I know this is not a good idea but there is not much of a choice in this matter. I truly hope this will work.
Perception: 1d20 + 11 ⇒ (8) + 11 = 19
I hope this goes my way, if not I am a pincushion. Where are all the archers.
Do not return fire unless I say so. If I need to flee, I will fall into the water and float downstream.
He urges his horse forward into the water. The makeshift flag waving in the air as he closes the distance between them and the palisade.
Repeat my words as I say them.
When the mercenary reaches the middle of the stream, he stops his horse.
King Vesket, we are from the city of Charis. We come not to make war but to talk of trade and peace between our two people. We know nothing of these war parties. I think I know who they may be and if so...we have much to discuss.
I am at your mercy mighty King Vesket. If you feel my words are false, then strike me down but if my words ring true then there is a chance for prosperity between our two kingdoms. Mutual protection and trade are some of the things we are looking for.
He holds up the flag as his weapon remains on his hip.
What say you King Vesket, may we come across to your door and talk?
We can remain outside your gates if you so desire.
Diplomacy: 1d20 + 16 ⇒ (10) + 16 = 26
| Lord Christian D'Elagante |
Christian waves for the others to follow as he continues across.
Well at least if battle breaks out, we are on solid ground...with little options for retreat.
Christian looks around as he rides to see what the best way would to flee if the need arises.
We need an exit strategy.
Perception: 1d20 + 11 ⇒ (8) + 11 = 19
| Lord Christian D'Elagante |
As the others join him, Christian starts the small talk.
Greetings your majesty. I am Lord Christian. I do hope our meeting will be taking better than your last encounter. If I may ask do you know anything about those that assaulted, you and your people?
| DM Vayelan |
Lord Christian makes note of the handful of shallows that riddle this stretch of the river, offering the only safe escape from the shores of the small island. As defenders, the iruxi would really have the terrain advantage here, so it's little wonder even the Whitehollows couldn't dislodge them.
King Vesket, in Draconic, announces that the ancestral spirits have confided in him the desires of the softskins that have harassed their hunters and failed to breach their walls. He adds that they have the protection of the spirit of a great hero of their people, and warns that their foes will have their bones made as offerings to this protector spirit. Most worryingly, the king hints that their guardian spirit has suggested that the time of a campaign of vengeance may be at hand.
Anyone who speaks Draconic can get a +4 bonus on the following Knowledge check since you can better pick up on nuances in King Vesket's speech.
Whatever the nature of this "ancestor spirit," it may be deceiving the iruxi and steering them down a dangerous path.
| Brand Oluffson |
Brandt shifts in his saddle, glancing at the guttering torch, and hoping it stays lit through the introduction and negotiations. Worst case, it gives him something to throw against the fort should it get bad. What's that Bydar? They have a protector spirit and champion - think if we defeat that we can exert claim over the tribe? Too much to hope for yes? And probably ill of intent to try, but a place to think from? Oh vengeance? Now we're starting to speak my language, I think I can pick off the king from here if we want.... But let's wait until we exhaust the talky parts first? the Ulfen begins considering distance, wind speed, and the humidity in the air, and how it would affect a pair of arrows speeding toward the king's chest.
| Bydar |
Bydar listens "There maybe more to it than that, Brandt..." He considers the language the message is delivered in..
Knowledge Religion: 1d20 + 11 ⇒ (7) + 11 = 18 (+4 as he speaks draconic)
He hides a frown and speaks to his friends in Taldan/Common quietly, "I don't like this... traditionally, the 'spirits' tribes like these worship aren't as omnipresent as this one seems to be. Nor do they encourage their kin to rash aggression. The Iruxi are being pushed down a bad path by this 'spirit' whatever it is. It's concerning."
In Draconic, he asks the King how the spirit is addressed, by what name if it maybe shared?
| Lord Christian D'Elagante |
Christian nods to Brand and looks at the shallows.
That is our exit strategy.
He listens to Bydar.
F&@&. Just what we need another Razmiran.
He sighs out loud.
Ok let us see what they want first. We can see what they know about the child afterwards. I want to see what they want.
He looks to his friends and then back to the King and urges them to translate.
What is it that you and your tribe desire? What may we bring as trade for you?
| DM Vayelan |
According to King Vesket, it is the spirit of one his forebears, the great lizard king warrior Stisshak, who looks over his tribe and guides it from beyond. This is apparently a topic that King Vesket is proud about, so he speaks very freely.
Vesket frequently comes to a hut given over to the spirit of Stisshak to talk with his ancestor about history, strategy, or any other problems he is having. Most times, the spirit of Stisshak remains silent, but occasionally it responds, appearing to Vesket as a floating lizardfolk skull surrounded by a pulsing greenish glow. Regardless of whether or not the spirit speaks, it has appeared at all of the tribe’s major battles, a fact that quashed any doubts among the other iruxi about whether Vesket actually communicates with the spirits of the honored dead.
They desire, according to Vesket, glory in battle and teaching their tribe's enemies to fear their might. In regards to trade, they seek metal weapons and tools that they cannot produce themselves. They also seek venison and other meat, since wild game has been steering further from their territory than in seasons past. Even if this point is lost on King Vesket, this detail casts further suspicion on this so-called Spirit of Stisshak, since it seems its presence is spooking the local wildlife.
| Lord Christian D'Elagante |
Christian looks to the others.
What do you think about this spirit. Could it actually be just that, a spirit of his ancestor?
Weapons, food, and tools. About what I would have expected.
He looks to the king and waits as the Bydar prepares to translate.
Food and tools can be had easily enough. With enemies within the region, there will be plenty of opportunities for glory, but weapons will be a little harder to come by. This we can do depending on the time frame, type of weapon, quantity and one other requirement that is nonnegotiable.
He looks to the tribe as a whole, to the river and back to the king.
First, we seek the bounty of your lands...fresh fish, scallops, oysters, Black Rattlecap Mushrooms, fang berries, moon radishes and such. Second, knowledge of the region and what lies around your lands. Third, and this is what we desire above anything else...it is what we need to make a proper deal for weapons. A young boy wondered away from home and his parents are wanting him found. Help us find this boy and we will make good on a trade for all the metal weapons you desire. Enough to make your enemies submit to your power. Enough to make you king over several tribes.
Diplomacy : 1d20 + 16 ⇒ (2) + 16 = 18
He stands back looking at the king for clues.
If you have any knowledge of the boy's whereabouts, that will help us to bring about a trade for weapons. Find him today and we will bring back weapons tomorrow.
Perception: 1d20 + 11 ⇒ (7) + 11 = 18
| Bydar |
Christian looks to the others.
What do you think about this spirit. Could it actually be just that, a spirit of his ancestor?
Bydar looks doubtful that it is, "Doesn't seem to fit what I know of what I've heard of them, but I am hardly an expert to be fair."
| Lord Christian D'Elagante |
He looks to the king and waits as the Bydar prepares to translate.
Food and tools can be had easily enough. With enemies within the region, there will be plenty of opportunities for glory, but weapons will be a little harder to come by. This we can do depending on the time frame, type of weapon and quantity.
He looks to the tribe as a whole, to the river and back to the king.
First, we seek the bounty of your lands...fresh fish, scallops, oysters, Black Rattlecap Mushrooms, fang berries, moon radishes and such. Second, knowledge of the region and what lies around your lands.
| DM Vayelan |
| 1 person marked this as a favorite. |
King Vesket seems very tempted by the promise of lucrative trade.
However, he adds, in Draconic, "We have found a boy. He is fortunate beyond what softskins deserve. Stisshak's spirit speaks with him, asks for him to be brought to Stisshak's dwelling."
Unless there are objections, I think I'll include the missing boy side quest as a bit of a retcon.
| DM Vayelan |
King Vesket seems quite vexed by the request, and he mulls it for a few moments before declaring that he must consult Stisshak for permission to bring the boy before you.
After their king departs momentarily, you notice some of the other iruxi guards swapping nervous glances. They are not good at disguising their emotions, and you get the sense that the subject of the missing boy leaves them very uneasy.
While the king is away, you can attempt Diplomacy or Intimidate with the other lizardfolk to learn more about what's going on.
| Bydar |
Bydar watches Vesket go, and fights a frown. He wonders if it would be the risk of one of them sneaking after ... but no. Besides, however ODD this felt, he was supposed to respect spirital private moments.
Instead he focused on one of the Iruxi guards, speaking in Draconic,
Diplomacy attempt 1d20 + 15 ⇒ (11) + 15 = 26
| Lord Christian D'Elagante |
Seeing the frown on Bydar's face brings concern to Christian's own face.
I also share your concerns. We need to be prepared to fight or flee if talking does not work.
| Syretia |
Religion: 1d20 + 12 + 4 ⇒ (4) + 12 + 4 = 20
Syretia frowns, considering all she has learned in her studies. "I have to agree with Bydar, something smells wrong about this spirit."