Apr 18, 2021 5:54 pm
The discovery that a hitherto unknown colony of lizard men is in close proximity to the town of Saltmarsh, and is engaged in the purchase of weaponry which is sophisticated by lizard man standards, has thrown the Town Council into dismay and alarm. Greatly troubled and filled with apprehension, they had called an emergency Council meeting which you attended.
From the crude map found aboard the smugglers’ vessel and from information provided by the aquatic elf, Oceanus, it seems likely that the lizard men are preparing for war. The Town Council members devoutly hope that their townspeople are not the intended victims, but greatly fear this possibility.
The site of the lizard men’s colony has been tentatively identified as a coastal promontory adjacent to a small river, the Dunwater, some ten miles southwest of Saltmarsh. The Council considers it essential that a scouting party be sent to reconnoiter the area to ascertain the strength and size of this colony and the intentions of the lizard men. This would then enable the citizens of Saltmarsh to undertake proper precautions. It was put to you that, on the basis of your past success, you are well suited to undertake this mission. A reward of 1,000 gold pieces has been offered for your troubles (in addition to anything that you might scavenge along the way, of course).
It is a dreary day when you set out, with light rain falling and a thick fog blanketing the coast. Will and Tom Stoutly have agreed to convey you to the site and await your return, and Oceanus has agreed to accompany you.The journey by sea takes only six hours, with some time lost due to the fog. The lizard men's lair is located beneath a promontory running out from the marshlands into the sea. This takes the form of a mound-like hill or dun which rises up abruptly from the surrounding countryside. The entire area is boggy, wet, and --to all outward appearances-- devoid of intelligent life. Vegetation consists mainly of tall grasses and reeds, some low-lying shrubs, and a few trees of willow and thorn acacia. However, the height and density of this vegetation is sufficient to provide adequate cover, when using reasonable caution, to approach unobserved.
The marsh abounds with sea birds and marsh fowl and many varieties of small, harmless lizards; there are also large numbers of butterflies, dragonflies, blackflies, and mosquitos, while normal fish and frogs can be seen in the many streams and pools. There are many pools and meres of varying depth within the marshes, mostly shallow though a few are deep, and small streams run between and connect these together. None of these, nor the marshes themselves, are of a sufficient depth or magnitude upon which to sail the cutter. The mouth of the river Dunwater is blocked by a delta which is impassable by any boat.
As your boat approaches the promontory, you are able to make out a trackway leading from the coast to the marshland interior. As you draw closer to the promontory's northern coastline, you are also able to see another trackway running up to the middle heights of the promontory to disappear behind a clump of tall grasses and shrubs. You also note a sea cave entrance some 15 feet wide by six feet high, on the northeastern tip of the promontory. You may readily row the cutter into this area if you first let down your mast.
The marsh trackways are all approximately five feet wide. It is late afternoon, coming into evening.
From the crude map found aboard the smugglers’ vessel and from information provided by the aquatic elf, Oceanus, it seems likely that the lizard men are preparing for war. The Town Council members devoutly hope that their townspeople are not the intended victims, but greatly fear this possibility.
The site of the lizard men’s colony has been tentatively identified as a coastal promontory adjacent to a small river, the Dunwater, some ten miles southwest of Saltmarsh. The Council considers it essential that a scouting party be sent to reconnoiter the area to ascertain the strength and size of this colony and the intentions of the lizard men. This would then enable the citizens of Saltmarsh to undertake proper precautions. It was put to you that, on the basis of your past success, you are well suited to undertake this mission. A reward of 1,000 gold pieces has been offered for your troubles (in addition to anything that you might scavenge along the way, of course).
It is a dreary day when you set out, with light rain falling and a thick fog blanketing the coast. Will and Tom Stoutly have agreed to convey you to the site and await your return, and Oceanus has agreed to accompany you.
OOC:
It appears that we have lost Clayde, and if this proves to be the case, I will add Natassia to the party to provide the benefits of a thief.The marsh abounds with sea birds and marsh fowl and many varieties of small, harmless lizards; there are also large numbers of butterflies, dragonflies, blackflies, and mosquitos, while normal fish and frogs can be seen in the many streams and pools. There are many pools and meres of varying depth within the marshes, mostly shallow though a few are deep, and small streams run between and connect these together. None of these, nor the marshes themselves, are of a sufficient depth or magnitude upon which to sail the cutter. The mouth of the river Dunwater is blocked by a delta which is impassable by any boat.
As your boat approaches the promontory, you are able to make out a trackway leading from the coast to the marshland interior. As you draw closer to the promontory's northern coastline, you are also able to see another trackway running up to the middle heights of the promontory to disappear behind a clump of tall grasses and shrubs. You also note a sea cave entrance some 15 feet wide by six feet high, on the northeastern tip of the promontory. You may readily row the cutter into this area if you first let down your mast.
The marsh trackways are all approximately five feet wide. It is late afternoon, coming into evening.