Naozar:
A small group of Turami adventurers arrive, and Rhiann identifies them as Pale agents that are destined for the desert. As you prepare to leave, Morena hands you a small pouch filled with coin and a hefty gem (
150 gold and a diamond worth 50 gp). You take a chartered boat out of
Eglar for
The Tower of the Fallen, then journey on foot through
The Desert of the Lost before entering the
Trackless Barren.
The adventurers are experienced desert travelers and you pick up the basics for surviving in the harsh terrain; they also teach you some advanced tricks and techniques (
you now have Advantage on any Survival checks related to the desert). Under their guidance, you arrive at the camp without encounter.
The first thing you notice about the camp is that it is set within the cliff walls of large mesa, with small portals covered in rock-colored canvas leading to chambers carved from the very rock. This camp is clearly camouflaged not only from casual sight on the ground, but also from the air. All fires for heat and cooking are inside and use a top-down method of wood and kindling to minimize smoke.
The second thing you notice is that the permanent residents are goblins. You see and meet a few humans, half-elves, and even a goliath wandering about, but like your escort they are adventurers that work for the Pale and their presence is temporary.
The goblins do speak a halting and stilted Common, but once they realize you speak Goblin they flood you with questions about the outside world and foist you with the finest goblin cuisine (as per goblinoid standards, that is). You learn that these goblins are a tribe that embrace peace and try to live off the land through sustainability and avoiding the larger and more-aggressive clans.
They are led by an old goblin named
Caraw-Chuwk, who unfortunately isn't there; he led a scavenging party into the desert and did not return with them. Those that did return say that they came upon a raided caravan and were grabbing leftover material and supplies (they came home with many pieces of wood and canvas) when a group of tall people came with weapons. Caraw-Chuwk intervened and negotiated a means for the goblins to leave safely, but he himself had to stay with the tall ones to do "something."
While the camp waits for the return of their leader, you are given odd jobs to occupy your time. The goblins ask you to clean, help keep watch, and (most often) translate for the other tall folk in the camp. You are also asked to not wander about the desert, as there are numerous dangers from desert beasts and dog-men. Otherwise, the goblins busy themselves with maintaining the camp, cooking, and tending to small gardens.
One last thing. If anyone comes by looking for a Dwiz Valeft, you need to find Caraw-Chuwk.
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