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haldir

Brinewall Legacy

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The sheriff (before he goes) says

 

"that'll be fine Father Zanthus will be pleased to hear that." he says to you Anthril.

 

Everyone that beats a DC 10 on local knowledge knows that there is a fairly new sign off to the side of the road that points the New Fishing Trail off the Lost Coast Road.

 

Yoshi

 

You take your horse to the stables, a young man is brushing a horse as you enter. The man says.

 

"Yup, that'll cover yah for the week. Don't worry if you don't come back before the week is up, we won't throw your horse out on the street. I'll just take the fee out of whatever you owe when you come pick him up. Good luck!" he says as you hand him the gold. You see the horses in the stable are well taken care of so you don't have to worry about your horse.

 

Is there anything the party wants to do before leaving?

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Eisen

You visit the local weapon shop, Savah's Armory. You see a woman inside, no doubt Savah's herself. She is a muscular Shoanti. Unlike allot of her folk, she wears her red hair long but only on one side. She shaves the other side.

 

As you look around & find the repeater bolts. She notices your crossbow & say.

 

"Nice 'bow you got there. Gonna go hunt some gobs?"

 

You talk with her for a bit before purchasing the ammo & head back down to the meeting area.

 

The Party

 

The Party gathers around 11 am or so at the southern bridge. It crosses the slow moving Turandarok River before joining the Lost Coast Road. Couple of guards are standing at the far end of the bridge. They don't say anything to the party but watch as you guys disappear from sight.

 

The Lost Coast Road moves inland & near a small range of hills & mountains before following the base of them back towards the coastline. As you get near the coastline, you come to a lare promontory, called the Pyre. Ancient Varisian tribes use to use the place in rituals & such but have not used the place since Sandpoint founding some 50 years ago.

 

The road moves back inland as it follows the the coastline, you leave the mountains behind & come to a bridge that crosses Cougar Creek. As you clear the small coastal range, off in the distance toward the NE is a large plateau called The Devil's Platter. Legends say that a foul beast called the Sandpoint Devil lives somewhere inside the large plateau. It was birthed by a woman cursed by Lamashtu (A evil goddess. The mother of misshapen & malformed monsters) Made up of a large skeletal horse with large bat wings & a maw of razor sharp teeth. The creature is said to walk upright on it's hind legs, breathing fire like a dragon while causing fear to all that see it. No one has seen the creature, at least lived to tell about it.

 

There is very little travel along the road as the party crosses into the Ashen Moor. The lands are grey in color, giving rise to the name of the moor. The Lost Coast Road turns away from the coast as it moves in land. As you come over a rise in the land, you catch a glimpse of the Brinestump Marsh as it comes into view. The patch of land is no more then 2 miles wide at it's farthest points. Along the southern side is a rise of land. Your not exactly sure how high it is but it's more then 30 feet. The Marsh itself is comprised of trees, bushes & other vegetation. You can barely make out any details when the swamp, as it's so dense. There is also a light fog the caps the tops. The fog grows denser as it gets closer to the coastline.

 

You make your way down the road, when you see a couple of men in a small wagon pulled by a mule. By the dress & the gear they have, these men are fishermen. Inside the wagon are some bags which you can see some ice & occasionally a fish tail. Leaning in the corners of the wagon are simple fishing poles.

 

When you get a better look at the two, you see it's a father & teenaged son.

 

"Greet'ns strangers. What brings you this way?"

 

The father says to the party as he chews on a piece of twig. The son stays silent.

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Anthril speaks to the fisherman, "Greetings travelers. The blessing of Shelyn on you today. We are looking for the Old Fisherman's Trail. Perhaps you gentlemen could point us in the right direction?"

 

Diplomacy (13+7)

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Ayras looks and gestures to Mange, to quietly and quickly scout around the immediate area for any possible threats while he stays and watches the interactions with the fishers.

 

Mange - Stealth 10 + 3 = 13 Perception 8 + 13 = 21

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Lexx will stay quiet, not stepping in to the conversation begun by Anthril but looks a bit more at the surroundings and back down the trail we have just walked.

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Eisen will pay close attention to the mannerisms of the two individuals and their way of speaking, intent on discovering any treachery early. (sense motive 16+10=26)

 

He will also scan his surroundings and listen for suspicious movements or suspicious silence in the area. (perception 11+9=20)

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Yoshi will nod to the fisherman and his son, and stand at the ready behind the party.

 

(Perception: 11)

 

(OOC:He's mostly keeping an eye on the wilderness to the sides of the road. Just for clarification. Not taking an agressive stance at a boy and his father.)

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The little fox trots off into the brush with his nose to the ground & ears & eyes alert for anything out the ordinary.

 

 

The fisherman says, "Well Desna blessed my son & I this morning. Good fishin this morning. Our pockets will be jingling later on once we get to Sandpoint."

 

He makes a gesture at the fish loaded in the cart.

 

"Well you don't want the Old Fisherman's Trail, that trail will just lead you no where fast. You want the New Fisherman Trail. You shouldn't have a problem finding the trail, even if you never have been on it. Which just looking atcha I can tell you haven't. There a big sign on the side of the road."

 

"Well we better get these fish to market before the ice melts completely." he says

 

"Yip, Yah! Come on Joe!" he slaps the reigns on the mule & he starts up. As they are about the leave, the son finally says a word to the party.

 

"Beware the Soggy River Monster!!"

 

He is about say something else, but the father hushes him as they trot off up the road.

 

 

At about this time Mange comes back & signals that nothing is out of place, thou he did see a frog that he though about chasing but felt it best not too.

Anyone scanning the area, doesn't see anything out of place & even see the sign up the road the fisherman was talking about, there is a big arrow point to the marsh.

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Anthril turns to the rest of the group, "Well, what think you all? The Sheriff said Old Fisherman's Trail if I remember correctly. I think we should take his advice, but I will follow the consensus of the group."

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"I doubt the sheriff spends as much time out here as those people do. But, at the same time, the new trail may not take us to the 'warden'. We should see him about a map. The lack of one may delay us from getting this done effectively. I say old."

 

(OOC: Ha, regretting not asking about the Warden.)

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