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Just to be clear unless you write something else I am assuming that you are wearing the same disguises as when you entered the town.
Most of the dwarves ignore your gesture, the one ahead of the table properly their leader repays you gesture with a short nod before returning to his food. Alicia smiles and says: "Expect nothing more from them this morning. They are always like this, over a pint in the afternoon or evening is when they talk with you."
I believe anyone can assist, the goal is to get 10 or more I believe.
Looking over his shoulder a puzzled expression flashes over Odenkirk's face. "What?" he asks a little impatience can be heard in his voice. The man is clearly eager to get into the smaller boats and begin hunting. He smiles at Robert's question "Aye lad, they fetch a fine price."
"Morning," Bellam greets you a little tiered from the nights endeavours. "Find a seat and Alicia will see to you getting some breakfast," he continues. A woman looks towards you and smiles. She is currently serving ale to a table of eleven dwarfs but manages to look at you and smile. Once done the darkblond woman makes her way to your table. "What will it be? We have porridge on the stove and boiled water for tea, perhaps a thin ale?" she inquires leaving no uncertainties that this woman in her mid-forties have been in this business a long time and though friendly isn't in the mind set for any nonsense.
Zull made his way back silently in the night and sits and waits for you in the morning "Morning Master, did you sleep well? It certainly was long enough," it comments. "I did ask you asked and this boring frontier town slept like a baby. Nothing noteworthy. Those two idiots you met walked about, I didn't see anyone else. The fortress was a different tale, I lost count of the guards but many men guard the keep at least 12 during the night."
Nodding Odenkrik continues: "Good, then hunting it is. And topping off our water of course." Turning away from you he orders: "Reinar take us to the harbour on Seal Isle." obeying the order the Frosthammer turns starboard and closes in on the island. Once anchored up in the natural harbour Odenkirk sends some of his men off to find the water. He orders two smaller boats into the water and asks: "One for yourself?"
"A tap it is then," Bellam replies more than happy to be able to get back to sleep. He takes you to four smaller rooms each with a bed a small table and a battered wardrobe. The bed might leave something to be desired for but it is better than the Frosthammer's hard deck.
Unless anyone has any wishes I will move on to day 1
The sun once again raises over Talingarde and the town of Aldencross. Slowly awakening the sounds of animals and men alike can be heard and steadily increases in intensity.
Let me know how early you want to awake and your immediate plans.
It is another weeks sailing along the eastern coast of Talingarde before a small island comes into sight on your starboard site. Odenkrik walks determinately towards you. "We are a little low on fresh water I think. We passing Seal Isle and there is a stream that feeds into the bay there. We'll take on water there. I'll send a party to the shore. of course, that means we'll spend a day in some of the richest fur sela hunting grounds all along this coast. I'm of organising a hunting expedition. Interested?" he asks.
"It is the slow season, so four rooms I can manage," Bellam says continuing: "Alas miss I don't take on dancers, perhaps you could find a soldier to sponsor you. I will however as the night is upon us give you credit and not turn you away to night." He gestures to a staircase in the back of the common room and leads the way with a candle lit to illuminate your path. "Please follow me," he says.
keeping a few paces as distance the older ends the small procession through the sleeping town. You come to a stop in front of one of the larger timber framed houses a two storage building. The younger one knock hard on the wooden door. "Bellam. Bellam wake up I bring you customers," a few minuets passes and a sleepy barkeep open the door. A somewhat larger man in his late thirties early forties steps a side allowing you entrance. He nods to the two watchmen as they take of. "What can I tempt you with good Sirs, a bed perhaps?" he offers.
Nesting upon a small rock formation The Watchtower Balentyne is so much more. Improving upon the natural fortification of the chasm cut into the rock by river Tyburn Balentyne consists of fortifications on either side. A rather large keep with a single tower in the north east corner guards this riverbank. Walking along the edge of Aldencross, the sentries hail you: "Halt who goes there!" the light is focussed in your direction and they continue to close in.
The smile widens as Odenkirk focuses on the pearls. Quiet happy with his price he turns to the his men. "Anchor her up, Anders you stand watch," he orders before retreating to his bedroll and sleep.
The rest of the night passes uneventfully and when the sun raises so does the sailors and begin to set sail continuing along the coast north.
Please note if and what disguise you are using. Drogan I have seen your earlier post.
Day 0 This will be my way of keeping the time you have spend.
Continuing north along the shore towards the watchtower of Balentyne and the small town of Aldencross you move unhindered and uninterrupted. After two miles a dark begins to raise, closing in you see it is the watchtower, bridging the River Tyburn. At the foot of the rocks lies a dark Aldencross awaiting you arrival. Once you come closer you see movement, a light breaks the darkness swinging slowly left and right.
The night still tightly clutches the land quelling what light it can as you make you way towards Aldencross and the Watchwall. It is a fairly easy track along the shore of the lake. After walking perhaps a mile you hear the sound of hoofs on the ground. Shortly after you see two silhouettes approaching you, they move directly as if something or someone guides them towards you. Once close enough you recognise Tiadora in her guise of a noble woman, dressed in the diaphanous white gown she wore when you first visited the cardinal. She halts her horse a few yards away from you, "Greetings members of the Nessian knot, I bring you the newest member of your knot."
The Frosthammer passes within acceptable reach and Vank is able to use a boat hook to fish the floating body out of the water. It is a scaly finned humanoid, athletic build with flippers in stead of feet. It wears some sort of sea-shell breastplate. Tucked behind this is a necklace, a holy symbol to Mitra wrought in pearls. A finely crafted trident almost sink into the deep when the body is pulled onboard, but Vank manages to secure it.
I believe that you found some gold on the Frosthammer to raises your item level. 6000 in total, divided by 3 that is 2000. You will have the option of buying a few magic items, Aldencross has 3d4 minor and 1d6 medium items to offer.
Seth you can by equipment worth 2200gp and you will in addition receive a circlet.
Aura faint illusion; CL 1st
Slot head; Price 1,800 gp; Weight –
Finally you close in and as the Frosthammer picks up speed Robert and Thomas ends the existence of your chanting attacker. With the water breaking before the keel of the Frosthammer as it heads towards them and their leader dead the rest of you attackers dives below the surface and seeks refuges in the depths of the ocean.
Combat over unless you have other plans.
Nadine, you preserve your spell.
"A strange attack," Odenkirk remarks as he maintains control of the Frosthammer.
I could be a little while before we reach the drop off, so I will hold searching for a new player just yet. Are there any other wishes save a skill focussed character? I my self are leaning towards a human with and elf or a dwarf somewhat behind that, I am not at the moment inclined to allow other races.
I am missing Robert's post this turn.
Once the Frosthammer passes within a suitable range Thomas raises from behind his cover and lets a knife fly towards the chanting enemy. It gracefully flies by merely gracing the throat causing a considerable amount of blood to mingle into the water. Stanila's arrow though aided flies well above and beyound its intended target.
How long can Thomas throw?
While everyone is hunkered down by the railing waiting for the sailors to take you closer no bolts fly but the chanting starts once again.
I need a little time to read up on the next part, but it is storming Balentyne. Also I hope to include the fourth member soon.
You are close now. Just a few miles from here sits the watchtower of Balentyne – your goal. Already Sakkarot’s horde gathers and prepares to move. Within two weeks, they will be in a small valley north of the lake awaiting your signal. Fire the rocket into the air at just the right moment and you will take the first step towards claiming vengeance against Talingarde.
Destiny has taken you here. Destiny has given you a mission. There is no doubt that the future of this green and pleasant land lies in your hands. You could go to that town right now and warn them of the plots of the sinister Cardinal Thorn. You could give yourself up and face the justice you deserve. You could turn back from the horror and the slaughter that you are going to inflict upon these Mitran sheep. This is that moment. This is the turning point. After this, there is no going back. Any one eager for redemption?
I thought not. Come, my friends. We have work to do. We must burn Balentyne.
Strength: 4d6 ⇒ (3, 1, 2, 1) = 7 6
Certainly a pause for thoughts, properly considering a bard, sorcerer or warlock
Both Robert's and Stanislav's aims are true, striking just below the waterline both attacks dig into the chest of the chanter. The impact knows the air out of him disrupting what divine ritual he was performing.
With only a single standing target the crossbow bolt all fly towards a single target, Vank. While the railing catches one and another flies over him, two slams into his back piercing armour and skin alike.
Vank 10 damage
17 damage dealt to caster.
Attacking Vank: 1d20 + 4 ⇒ (19) + 4 = 23
Attacking Vank: 1d20 + 4 ⇒ (16) + 4 = 20
Attacking Vank: 1d20 + 4 ⇒ (15) + 4 = 19
Attacking Vank: 1d20 + 4 ⇒ (20) + 4 = 24
Confirming crit: 1d20 + 4 ⇒ (2) + 4 = 6
Confirming crit: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 2d10 + 2 ⇒ (1, 7) + 2 = 10
The blood of the departed sailors soaks into the wood of the Frosthammer colouring the deck a dark red. Zull quickly takes flight searching the silent lake for any trace of witnesses, later returning having found none. Going over the corpses Erodin finds little of interest save a complex iron key. Once he continues to the rests of the crew he finds a heavy lock box. The fits perfectly and the lock springs open. Lifting the lid he finds a small fortune in gold. A little further away he discovers the seal skin stacked beneath a sheet of canvas. Among the food he finds a small crate labelled "Rations" in side is however six bottles of fine whiskey. Working to securing the treasures Erodin stacks them upon the rocky beach. Feeling comfortable Drogan lights the cursed ship and as an ancient Norse funeral pyre the ships silently rests on the dark lake, for a time piercing the night before sinking near the shore.
Loot: The rest of the seal skinns, 6000gp and 6 fine bottles of whiskey (6x10gp)
Like trees in a storm the sailors tumble. Randu deals a vicious wound to the last one in front of him, the man is barely standing. Drogan cracks several rips on his last opponent, he falls clutching his chest which moves disproportionally. Three quick steps and he comes up behind Erodin's engagement, Zull is however quicker and a well placed sting causes the sailor to bleed and shortly after move uneasily. This steals just enough of his attention for Erodin to sewer his head from his body. The blade continues its path and buries itself deeply into the lefter upper arm of the sailor remaining before him. Seeing the battle is lost the wounded sailor lets his sword fall to the deck and clutches his bleeding arm. "Mercy!" he pleads. The one in front of Randu glances over with disgust at his surrendering mate, he senses there are some truth to the decision and awaits what the result of the plead is.
Saving against Zull's poison: 1d20 ⇒ 4