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<blockquote data-quote="Destan" data-source="post: 1223119" data-attributes="member: 12157"><p>12th-16th Mirtul</p><p></p><p>The night, your first spent together as a ‘scouting party’ for Lord Crayke, passes uneventfully. </p><p></p><p>Lellard seems to approve the watch rotation, doubtless because he is not on it. The duty, as it is, becomes routine over the next few nights. Each day, from dawn to dusk, you push further into the swamplands, further away from Argos. Closer to the lands of Rhelm.</p><p></p><p>And each night, the six of you – two to a shift – share the watch.</p><p></p><p>By the end of the first full day of travel, you realize Lellard is not, nor ever will be, a good ‘Argosman.’ He stumbles through the muck like he stumbled through his earlier garrison duty – drunkenly and without purpose. Though the man never brought his promised provisions, he is not without a number of small flasks. Lellard’s collection of various spirits dwindles even as the swarms of insects increase.</p><p></p><p>By dusk on the 13th, your opinion of the man decreases further. You have no doubt that, should Lellard lose you, he would never find his way home. Around you the swamp, wreathed in mists and rippling with the heat of early summer, stretches limitlessly.</p><p></p><p>The 14th dawns to reveal a line of purpled clouds to the north. They sweep southward as you continue your easterly trek, finally pummeling you with rain and wind near noon. You would just as soon continue – though you remain ignorant of your final destination – but Lellard has met his match. The man cannot contend with both the gusting rain and the sucking bogs. He sits down heavily and orders camp with four hours of daylight yet remaining. </p><p></p><p>If it were not for the hunting skills of those in your party, notably Geron, you would have exhausted your meager provisions long ago. Mut proves immensely capable of locating fresh springs within the stagnant water - no mean feat - and thus your waterskins remain full.</p><p></p><p>The 15th is spent like is predecessors – in a maddeningly haphazard eastward trek. At least the storms no longer pour bucketfuls upon your head, but the water level is now deep enough to make travel a burdensome and wary process. One false step, and a man in armor could plunge beneath the muck.</p><p></p><p>Finally, as the 16th draws to a close, you feel it past time to challenge Lellard on his intent and destination. As a group, you confront the man. He claims that his orders were to march for half a tenday eastward, which you have done, then choose a spot from which to watch the eastern swamps.</p><p></p><p><span style="color: Cyan">Feel free to discuss your situation amongst yourselves and/or with Lellard. I’m unable to post more until I have your character sheets in hand (they’re at home)…yes, we’ll be rolling dice in the near future. Have great weekends!</span></p></blockquote><p></p>
[QUOTE="Destan, post: 1223119, member: 12157"] 12th-16th Mirtul The night, your first spent together as a ‘scouting party’ for Lord Crayke, passes uneventfully. Lellard seems to approve the watch rotation, doubtless because he is not on it. The duty, as it is, becomes routine over the next few nights. Each day, from dawn to dusk, you push further into the swamplands, further away from Argos. Closer to the lands of Rhelm. And each night, the six of you – two to a shift – share the watch. By the end of the first full day of travel, you realize Lellard is not, nor ever will be, a good ‘Argosman.’ He stumbles through the muck like he stumbled through his earlier garrison duty – drunkenly and without purpose. Though the man never brought his promised provisions, he is not without a number of small flasks. Lellard’s collection of various spirits dwindles even as the swarms of insects increase. By dusk on the 13th, your opinion of the man decreases further. You have no doubt that, should Lellard lose you, he would never find his way home. Around you the swamp, wreathed in mists and rippling with the heat of early summer, stretches limitlessly. The 14th dawns to reveal a line of purpled clouds to the north. They sweep southward as you continue your easterly trek, finally pummeling you with rain and wind near noon. You would just as soon continue – though you remain ignorant of your final destination – but Lellard has met his match. The man cannot contend with both the gusting rain and the sucking bogs. He sits down heavily and orders camp with four hours of daylight yet remaining. If it were not for the hunting skills of those in your party, notably Geron, you would have exhausted your meager provisions long ago. Mut proves immensely capable of locating fresh springs within the stagnant water - no mean feat - and thus your waterskins remain full. The 15th is spent like is predecessors – in a maddeningly haphazard eastward trek. At least the storms no longer pour bucketfuls upon your head, but the water level is now deep enough to make travel a burdensome and wary process. One false step, and a man in armor could plunge beneath the muck. Finally, as the 16th draws to a close, you feel it past time to challenge Lellard on his intent and destination. As a group, you confront the man. He claims that his orders were to march for half a tenday eastward, which you have done, then choose a spot from which to watch the eastern swamps. [COLOR=Cyan]Feel free to discuss your situation amongst yourselves and/or with Lellard. I’m unable to post more until I have your character sheets in hand (they’re at home)…yes, we’ll be rolling dice in the near future. Have great weekends![/COLOR] [/QUOTE]
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