Solo Expedition part 3: Journey to the Lizardfolk Camp
Lord Carenhald gives a sharp whistle to a nearby guardsman.
You're directed to a squat stone cottage just outside the keep's south gate, past a storage yard where peat bricks dry on stacked racks. The air here is damp and heavy with moss and woodsmoke. The guards leave you at the gate with the warning:
You knock once, and after a long pause, the door creaks open.
A wiry, leathery man stands inside, cloaked in a patchwork of faded gray and green oilskin. His left eye is clouded, but his right gleams sharp as a hawk's. He's barefoot, holding a long, curved bone knife and chewing on a root.
"If Carenhald sent you, it ain't for a dinner invitation.
What d'you want?"
The paladin speaks clearly and honorably, explaining the group's mission, their encounter near the old willow tree, the owl they tried to heal, and their interest in the Reed Bandits. He holds himself with the noble bearing of his station…
…but Orvid's brow furrows, his mouth tightens, and his stance grows more defensive.
"Words. Just words. Same as them templars who thought they could hunt in the marsh with books and banners.
You want my help, you earn it. Swamp don't care for titles or shining armor."
He turns back inside and motions as if to close the door, though he hasn't quite slammed it yet.
As Orvid begins to shut the door, the paladin calmly but firmly steps forward.
"Name your price, Orvid. We understand your time—and knowledge—are valuable. We're not here to waste either."
That gives the old man pause.
He doesn't turn around right away, but you hear the door creak back open an inch or two. A moment of silence, then:
"Coin, is it? Hmph. Most come with silver and leave with less than they came. Still… not fool enough to turn it down."
(He turns, looking the party over with squinting eyes.)
"You want answers about the Reed Bandits, you'll pay 50 silver up front. I tell you what I know, and not a word more until I see it."
The paladin reaches into his pouch and counts out 500 copper pieces, placing them in a small cloth bag and offering it forward.
Orvid's eyes flick to the bag, then to the paladin's face.
"Copper, eh? You folk really do come with the long way around."
He snatches the pouch, weighing it in his hand with an experienced feel. A nod.
"Alright then. You paid, you get the truth. Or what passes for it in this swamp."
He motions for the party to step inside the shack. The interior is dim, cluttered with swamp tools, wooden charms, bundles of dried herbs, and worn maps. He clears off a stool with a grunt and gestures toward a crude reed-drawn map nailed to the wall.
❖ The Reed Bandits' Territory:
"They move through the Green Sigh—a patch of thick fog and slow-moving water out past the ash cypresses. The fog there never lifts, not even at noon."
❖ Their Sign:
"You'll know you're near when you see reeds tied in a double loop—like an eye closed in sleep. Sometimes left floating, sometimes tied to trees."
❖ Rumors of a Leader:
"There's talk of a man—some call him Whist. Others just say the Piper. Claims he can charm birds and beasts with a flute made of bone. Nonsense maybe, but folk gone missing claim to have heard music in the fog…"
❖ The Owl and the Reeds:
"An owl near the Green Sigh? Strange thing. They say the bandits mark creatures with reeds when they take 'em as scouts or spies. If it had reeds, it might have seen something... or been seen."
He finishes and leans back in his creaking chair.
Village Mood: Calm. Children chase dogs between carts; the blacksmith's forge clanks rhythmically; the tavern lanterns are already being lit.
The party books a night at the local inn, paying the modest fee (2 silver per person for a clean bed and meal, 1 silver for a shared room and simple stew). They eat a hot meal of stewed root vegetables, smoked fish, and dark bread.
The second day dawns dim and damp, with a steady cold rain falling from a slate-gray sky. Puddles ripple under each drop, and villagers move under cloaks and wide hats, muttering about the weather.
The druid, wrapped in a damp cloak, squelches through the mud back toward the animal handler's shelter at the edge of the village. Chickens huddle under awnings, and steam curls from the stable roofs into the rain-heavy air.
Inside the roughly built lean-to, the smells of wet fur and hay dominate. The animal handler, a wiry man in a patched leather vest, looks up from feeding a pair of goats and nods at the druid.
As the druid murmurs the incantation, rain dripping from the eaves in a steady rhythm, the glow of natural energy flows into the wounded owl. The bird shifts, feathers settling more smoothly, and it clicks its beak softly — the clearest sign of awareness since its injury.
The animal handler's brows lift, impressed.
The druid promises to provide additional healing when he returns from the swamps.
The animal handler nods respectfully as the druid makes his promise.
The druid leaves scrap in the care of the animal handler until his return.
The rain continues to drizzle as the druid pulls his cloak tighter and makes his way through the muddied streets of the village. The faint clop of hooves and distant hammering at the smithy echo through the misty morning air.
He soon arrives at the inn, where the rest of the group is finishing breakfast and checking their gear.
Your party is now regrouped and rested. The storm still looms, and the road ahead leads toward the swamp — and whatever trouble the Reed Bandits have stirred up.
Pushing aside some bushes the party comes straight into contact with Catoblepas
Sevrin the mage steps aside and orders the men at arms to advance
Fajor the Druid urges every one to try not to kill the creature it should flee if it realises it is out numbered against a superior foe
MaA #2 - Does the same (Spear Skill -5 = 7, Rolled 13 miss)
MaA #3 - moves to get into a better position for next round
Rubert the Paladin moves up next to the beast
Flint goes down from the sudden loss of water from his muscles
Sevarin begins to concentrate on a foolishness spell (cast at start of next turn)
Fajor moves over to flint so he can attempt to heal him in 2 turns.
MaA #2 - Stabs with +2 due to it laying prone now (Skill 14 - Rolled 12, Enemy Dodge + PD -2 prone = 6, Rolled 9) (damaged roll 1d6+2 = 6 -3 DR = 3 x2 impaling = 6 damage)
MaA #3 - Stabs with +2 due to it laying prone now (Skill 14 - Rolled 12, Enemy Dodge + PD -2 prone = 6, Rolled 10) (damaged roll 1d6+2 = 3 -3 DR = 0 damage)
Rubert Makes himself look as big and as imposing as he can roaring and beating the handle of his sword against his armor in attempt to scare the creature away
The Catoblepas turns to leave the aggression completely gone. Fajor urges the rest of the party to let it leave it in peace.
The Group decides to find a safer location under an outcropping of trees to allow flint some time to rest, drink some water to begin the process of rehydrating before heading on.
As the party pushes through knee-deep muck and reeds under the dripping canopy, movement is spotted ahead: several cloaked figures are traveling along a narrow causeway of packed earth and broken stone — the remnants of an old trade path. Their lantern glows a faint green in the foggy mid-morning light.
As the rain patters steadily on the swamp canopy and mist hangs low over the brackish trail, your party comes across a small band of travelers slogging through the muck from the opposite direction.
There are four of them:
A haggard-looking human man in traveling robes with a staff strapped to his back.
A dwarven woman in scale armor carrying a heavy pack and a longspear.
Two younger men — likely laborers — each hauling a cart loaded with crates and reed-wrapped bundles.
The paladin raises a hand and calls out, his voice calm and clear despite the rain. "Well met, travelers. We mean you no harm — may we share words before continuing on?"
The robed man steps forward slightly, squinting at the party through the drizzle. "You've the look of adventurers. Not bandits, then? Good. This swamp has been less than welcoming lately."
He gestures to his companions, who relax slightly. "Name's Brenno. We've just come from the southern mire — the trails are passable, but be cautious. Something's stirring in the deeper reeds. More than just gnats and gators."
The paladin asks if they know anything about the location of the lizard folk tribe
Brenno wipes water from his brow and glances toward the eastern haze where thick reeds and drowned cypress begin to dominate the landscape.
Rubert wishes them well and begins to head on
Brenno nods and offers a rough but respectful salute.
With that, your party pushes forward into the deepening swamp, guided southeast along the black cypress ridge. The rains persist, soaking cloaks and muffling the sounds of movement. Strange bird calls echo across the marsh, and tangled undergrowth gives way to pools of murky water and floating mats of moss.
After a few more hours of travel, visibility drops as fog coils between the reeds and drips from overhanging branches.
You press on, moving deeper into the heart of the swamp.
The ground grows treacherous, with deep sucking mud and hidden pools beneath mats of vegetation. Each step forward risks a stumble or worse, but your group presses on cautiously.
Let me know if you want to change it, but I'll assume something like:
Middle: Druid and any ranged/support characters
Rear: Rogue or scout-type (if applicable), watching for threats behind
After about another hour of careful travel, the terrain begins to change subtly — the reeds part more frequently to reveal waterlogged trails, and carved stakes begin to appear, sunk deep into the mud. Some bear crude totemic decorations: skulls of frogs, feathers, and what may be alligator teeth tied with wet twine.
This is lizardfolk territory.
Ahead, through the fog and vines, you spot a rise of land slightly above the waterline. Crude wooden palisades form a semi-circle around a series of reed huts and a central mound that may be ceremonial or defensive.
Figures can be seen — tall, scaled humanoids with thick tails and wide mouths, some bearing spears, others dragging nets or hauling fish.
You haven't been spotted yet. You estimate about a dozen visible lizardfolk, but that may not be all of them.
The paladin steps forward from the group, emerging from the misty reeds into view with his hands open and clearly away from his weapon.
He advances slowly, deliberately, his armor glinting dully in the swampy light, a symbol of peace and strength.
The lizardfolk spot him quickly.
A trio of warriors immediately move to intercept — tall, thick-scaled, and alert. One bears a bone-plated breastpiece and steps ahead, raising a clawed hand for the paladin to halt. They speak in a hissing dialect that the paladin does not understand, but the tone is unmistakably cautious — not yet hostile, but tense.
The lead lizardfolk gestures for the paladin to wait and turns to bark something toward the encampment. Moments later, a shorter, older lizardfolk female approaches, wearing reed-woven sashes, carrying a long, curved staff. Her manner is less aggressive — more curious than confrontational.
She stops a few feet away from the paladin and speaks in broken Common:
The paladin bows his head slightly in deference, speaking calmly and clearly:
The lizardfolk elder narrows her eyes, studying him carefully.
Her posture softens.
She looks back at the three warriors and waves them to lower their weapons.
"Come. Speak near the fire, but no tricks. You are watched."
The party is cautiously invited into the edge of the lizardfolk encampment — a half-sunken collection of reed huts, wooden walkways, and murky fire pits built around a partially drained pond.
The paladin, maintaining a respectful tone, asks:
The lizardfolk elder's eyes darken, and a low hiss escapes her throat.
She gestures to one of the warriors, who slaps the butt of his spear against the muck and growls.
She pauses, then adds more quietly:
The paladin lowers his voice, sensing the weight behind the elder's final words.
The lizardfolk elder's crest flattens slightly, and a shiver runs down her scaled neck. Even the nearby warriors seem uneasy.
One of the younger lizardfolk spits into the swamp and mutters a warding phrase in Draconic.
"Some say the slavers serve it. Others say it uses them, like puppets with bones full of smoke."
She narrows her eyes.
"If you go east, guard your mind. The Hollow Eye does not bleed, but it can kill you just the same."
The paladin's voice rings with righteous purpose:
The elder looks at the others. There is a long silence, broken only by the splash of distant frogs and the soft hiss of rain. Finally, she speaks.
She rises slightly, supported by a carved staff of driftwood and bone.
"We cannot send all our warriors. The tribe must be protected. But I will give you three hunters, skilled in swampcraft, javelin, and tooth. They will guide you, strike with you — and watch for the Hollow Eye."
The lizardfolk behind her nod solemnly. One steps forward — a tall, green-scaled warrior with gator-hide bracers and a wicked barbed spear. His name is Vasthik.
the group is invited in to stay for the night and will begin again the next morning.
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