Ssyk-ssyk's mouth falls agape and his tongue darts in and out.
He seems a bit spooked by the rising landform, but he manages to keep his cool for now.
OOC:
I think that's right. As I understand it, the plan is this:
1. Lizardfolk canoes in front of you to lead the way to the human village. His Vigilance is only YG, so one of you may want to go in the canoe with him to keep an eye out for danger, rolling versus a
Hard difficulty (PPP)+BB, with the boosts for his razorwings scouting ahead). Or Nekurr could augment his Willpower to give him YGG+BB.
2. Nekurr and Bruv work together to guide the land spirit, with the horses and cart walking on it. You also have half a crate of wine on the cart since Ssyk-ssyk took half and stashed it in his hideout. Let's call it an
Average Discipline check, upgraded with a Story Point. The pair of you together roll
YYGG+RP+KK (2 setbacks for the fact that the land is going to have a lot of stuff on top of it and may "buck.")
3. Someone guides the horses using Riding. (I'm open to an Agility-based use of the skill if you're literally driving them like normal, or a Cunning-based use of the skill if you're walking in front and keeping them calm). Keeping both horses calm while walking through a dangerous swamp on top of a living piece of land is going to be tough. Let's call it
Daunting, upgraded (RPPP+K). Up to two other PCs can offer assistance, for
+BB. Setback is because the horses have to pull the cart, too. Failure doesn't necessarily mean you don't get to the destination, but it does mean it takes a lot longer, as the horses keep rearing, spooking, etc.