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Midnight: A Lost Faith's Shadow. Book 1, The Awakening. Chapter 2, Flight
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<blockquote data-quote="Hrothgar" data-source="post: 2909507" data-attributes="member: 22226"><p>Peering through gaps in the crate slats, the Heroes see a heavy set Sarcosan, his long, greasy moustache adding to the sinister look on his face. The Sarcosan pokes around in the hold, his unwashed body odor hidden by the stink of smoked fish. Obviously disinterested in his job, the man grabs a smoked fish, takes a great bite, scratches himself, and proceeds up the steps out of the hold. <span style="color: Olive">Yer' hold stinks, gnome. Is it fish or gnome that reeks so bad?</span> Harsh laughter sounds outside. Bardin growls, <span style="color: Olive">Me thinks you smelled yourself in our tight hold.</span> The laughter outside becomes even more boisterous. Inspector Grul shouts, <span style="color: Red">Get your barge, outta' here, Bardin. Else I think you'll find a Sarcosan blade in your back.</span> Quickly the sounds change as the barge begins to drift south once more. During one stretch, even sound seems to be dulled and fear a tangible thing as the barge passes through the ruins of haunted Davindale. The apprehension quickly fades as the barge enters the great inland Sea of Pelluria. The Heroes drift in and out of restless sleep before the crate tops are lifted and they are able to stretch their limbs once more. Seeking fresh air above the hold, the Heroes relax on the barge's deck. The dark freshwater sea stretches in all directions to the horizon. Above, dark clouds pass above a brilliant blue sky, seeking to deny the sun's light to Aryth.</p><p></p><p>Bardin barks, <span style="color: Olive">The journey is a long one, my friends. Today is the 13th day of Halail. We will be well into the arc of Zimra when we reach Baden's Bluff, almost thirty days journey. We head straight across the sea to decrease our chances of encountering unwanted attention. Dangerous? Yes. But, least chance of prying eyes. And don't expect to relax too long. You'll be workin' for me now! Ha!</span></p><p></p><p>To the west, the light of the sun breaks through the clouds in spots, the long rays causing the Pelluria to sparkle and shine. Ahead to the south, the waters are dark, forboding, unreadable. An unknown fate awaits the Heroes of Caft. And what role, if any, does Aislinn play in the fate of Aryth? Answers supposedly lie in Baden's Bluff. Are they the answers the Heroes want to hear?</p><p></p><p></p><p></p><p>OOC: OK, none of the hotheads tried anything foolish. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p></p><p>Alight, everyone, here ends Chapter 2. Everyone's character has gained one level. Please update your characters as necessary. Kaela and Krug both carry covenant items that will reveal new powers during their next use. I will post a new thread for Chapter 3 once the characters have been updated!</p><p></p><p>Story experience awards:</p><p>1. Fend off worg/goblin riders follwoing from Caft.</p><p>2. Make allies of Svelgaut and his companions.</p><p>3. Free Aislinn of Caer Beris.</p><p>4. Make contact with gnomes of Blue Sky Traders.</p></blockquote><p></p>
[QUOTE="Hrothgar, post: 2909507, member: 22226"] Peering through gaps in the crate slats, the Heroes see a heavy set Sarcosan, his long, greasy moustache adding to the sinister look on his face. The Sarcosan pokes around in the hold, his unwashed body odor hidden by the stink of smoked fish. Obviously disinterested in his job, the man grabs a smoked fish, takes a great bite, scratches himself, and proceeds up the steps out of the hold. [COLOR=Olive]Yer' hold stinks, gnome. Is it fish or gnome that reeks so bad?[/COLOR] Harsh laughter sounds outside. Bardin growls, [COLOR=Olive]Me thinks you smelled yourself in our tight hold.[/COLOR] The laughter outside becomes even more boisterous. Inspector Grul shouts, [COLOR=Red]Get your barge, outta' here, Bardin. Else I think you'll find a Sarcosan blade in your back.[/COLOR] Quickly the sounds change as the barge begins to drift south once more. During one stretch, even sound seems to be dulled and fear a tangible thing as the barge passes through the ruins of haunted Davindale. The apprehension quickly fades as the barge enters the great inland Sea of Pelluria. The Heroes drift in and out of restless sleep before the crate tops are lifted and they are able to stretch their limbs once more. Seeking fresh air above the hold, the Heroes relax on the barge's deck. The dark freshwater sea stretches in all directions to the horizon. Above, dark clouds pass above a brilliant blue sky, seeking to deny the sun's light to Aryth. Bardin barks, [COLOR=Olive]The journey is a long one, my friends. Today is the 13th day of Halail. We will be well into the arc of Zimra when we reach Baden's Bluff, almost thirty days journey. We head straight across the sea to decrease our chances of encountering unwanted attention. Dangerous? Yes. But, least chance of prying eyes. And don't expect to relax too long. You'll be workin' for me now! Ha![/COLOR] To the west, the light of the sun breaks through the clouds in spots, the long rays causing the Pelluria to sparkle and shine. Ahead to the south, the waters are dark, forboding, unreadable. An unknown fate awaits the Heroes of Caft. And what role, if any, does Aislinn play in the fate of Aryth? Answers supposedly lie in Baden's Bluff. Are they the answers the Heroes want to hear? OOC: OK, none of the hotheads tried anything foolish. :] Alight, everyone, here ends Chapter 2. Everyone's character has gained one level. Please update your characters as necessary. Kaela and Krug both carry covenant items that will reveal new powers during their next use. I will post a new thread for Chapter 3 once the characters have been updated! Story experience awards: 1. Fend off worg/goblin riders follwoing from Caft. 2. Make allies of Svelgaut and his companions. 3. Free Aislinn of Caer Beris. 4. Make contact with gnomes of Blue Sky Traders. [/QUOTE]
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