Once the hubbub dies down, Plut and Grom get to work on the wagon and Barrad gets to work tending his horses and complaining (not necessarily in that order).
"They's people in the water! He says to anyone who'll listen. I seen 'em. Three or four of em, messing about with my horses, calling it with a song, like, to come deeper into the water. Foul bastards. Why they'd want to kill an innocent beast, eh? Never done nothing. But I scared 'em off right quick."
After Finnick's explanation.
"Nixies, eh? Charmed, eh? Never heard of none of that round my parts. Time will come her Ladyship will drive all unnatural things from these lands and they'll be safe again for decent folk."
And there's more of the same for some time, until it fades to a constant background drone. The only respite is when he's talking to the horses, during which time the content of his speech doesn't change, but the tone is soft and soothing.
The charmed horse eventually stops trying to get back in the water, but she does remain difficult and jumpy and unhappy. Barrad tries to soothe her, but she ignores him. He tries to hide it, but his feelings are clearly hurt.
Plut and Grom are as good as their word, and in about two hours they have the wheel repaired and replaced, and the traces more-or-less fixed.
"We woul'n want none to pull too hard nor fast," Plut says, "But she'll serve for walkin' well enough."
And with that, they get underway once more.
It's been a hard day. The wagon, repaired though it may be, is now uneven and wobbles as it moves, which irritates the already jumpy horses (especially Dorbrun). It's all Barrad can do to keep them moving in a straight line. Getting them around the many holes and rocks and impediments is slow, frustrating work.
Several times, the keen-eyed spy rabbits gamboling in the tall grass. They are quick. Very quick. So quick they almost seem to be teleporting...
About four hours of this and the sky is just starting to darken.
Just ahead, next to the road, is a large, grey, smooth, triangular stone. It is covered in runes and writing, of varying age and language. One line, in a common script similar to that used in the Eastern Empire, reads "Pilgrims, all, welcome to the Duchy of Almiraj. The Keep lies ahead."
Around the stone are many tracks and signs of movement.
OOC: Pacing wise, I don't like going from rest to rest, but sometimes that's how it goes.
Survival DC 14
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Kobolds. Lots and lots of little clawed three-toed kobold tracks. Plus at least one set of Gnoll tracks. And then some that look like a rat tracks. But much, much larger than normal rats.
Language: Dwarven
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The stone says, in an very old (and lower, unskilled working caste dialect) "Pilgrims of Stonehollow, you are come to Almiraj Keep. Be safe. Be welcome."
Language: Elven
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The stone says, in a script used now only by several small, mostly nomadic clans of Elves: "Lords of Mystcaern Hall, Almiraj welcomes you. May the sun light the road that leads you here and warm the hearts of those who meet you."
Language: Primordial
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There's some old Aquan here, so old it's worn to almost nothing. All you can make out is the word are the words "beware" and "devil fish."
History DC16 (Glinsael can roll with Advantage)
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There are several older, less familiar scripts here. One of them seems to be in Giant. Another looks like Undercommon of all things. Both are among the oldest runes and age and erosion have worn them almost smooth.
This message was last edited by the GM at 18:40, Mon 27 Mar 2023.