Seawell is a small but prosperous trading town on the coast. To the south is a long peninsula that features mostly swamplike terrain and is home to some lizardfolk. A large reef extends the entire length of the peninsula on the side away from Seawell. This great wall of coral is a favorite site for fishermen, but it has always presented a serious hazard to ships approaching from that direction. About 45 years ago, the people of Seawell built a lighthouse on a small promontory near the reef, about 200 yards from the shoreline to ensure that ships could easily steer clear of the reef.
Your party has been in Seawell for a few days and learnt that two problems plague the town at present: the increased hostility from the local lizardfolk and the continued absence of all merchant ships expected from the south. The local militia has been able to repulse the attacks from the lizardfolk but it has kept them fairly busy. Having heard that you are adventurers the mayor has approached you and offered you 50 gp each, plus all the treasure you find, to find out what happened to the ships and resolve the problem. He has suggested you start by speaking to the lighthouse keeper.
The lighthouse is 42 miles to the east of Seawell.
Traveling on foot you can cover 18 miles a day through the swamps (without getting lost) if you stick to the game trails.
Some of the local fishermen are willing to transport you there in their sail boats at a cost of 17 gp for the whole party. The sail boats can cover 24 miles a day.
Horses can be purchased for 75 gp each and can cover 32 miles a day. The townsfolk however do not recommend taking horses into the swamp as they usually fall prey to hungry panthers at night.
You can hire a guide to take you through the swamp for 1 sp per day. There is also a lone adventurer that has offered his services as a guide for an equal share of any treasure.
Your actions please.
OOC: You have 79 gp among you taking average starting gold less the cost of your equipment.
Your party has been in Seawell for a few days and learnt that two problems plague the town at present: the increased hostility from the local lizardfolk and the continued absence of all merchant ships expected from the south. The local militia has been able to repulse the attacks from the lizardfolk but it has kept them fairly busy. Having heard that you are adventurers the mayor has approached you and offered you 50 gp each, plus all the treasure you find, to find out what happened to the ships and resolve the problem. He has suggested you start by speaking to the lighthouse keeper.
The lighthouse is 42 miles to the east of Seawell.
Traveling on foot you can cover 18 miles a day through the swamps (without getting lost) if you stick to the game trails.
Some of the local fishermen are willing to transport you there in their sail boats at a cost of 17 gp for the whole party. The sail boats can cover 24 miles a day.
Horses can be purchased for 75 gp each and can cover 32 miles a day. The townsfolk however do not recommend taking horses into the swamp as they usually fall prey to hungry panthers at night.
You can hire a guide to take you through the swamp for 1 sp per day. There is also a lone adventurer that has offered his services as a guide for an equal share of any treasure.
Your actions please.
OOC: You have 79 gp among you taking average starting gold less the cost of your equipment.