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Six From Gate Pass - Chapter 3: Shelter From The Storm

Lars laugh along good-naturedly, and pats the man on the back. Then he leans forward and says, sotto voce, "Listen up, you snot-brained retard. You see my friends and I? We just walked half a continent from a war zone. We killed several Ragesian soldiers on our way, not to mention we destroyed several undead, and even sent some devils on their way back to Hell. I'm not about to let a freaking Carpenter call me a Mummer, and stop me from getting to my desired goal, and gouge me while he's at it. So, you and your little friends get busy, and build us three solid, waterproof, dependable boats, and make it damned fast, or else, I will return here and make life a living Hell. Am I making myself clear? I'll come back and check up on you in the morning." Lars leans back and lets out another good-natured laugh and starts walking away.
 

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At listening to the carpenter name his ascorbant price with the air of a man who thinks he'll get what he wants Alric's face darkens. Resisting the temptation to hit the arrogant tradesman he opens his mouth to retort then hesitates listening to Lars' reply.

Stifling a laugh but taking his cue, Alric walks up behind and beside Lars in plain view to the boat maker, and cracks his mailed knuckles as Lars intones 'Living Hell'.

"Just last week we walked through the ever-burning forest, so trust my friend's perspective on 'living hell' boatman."
 

Leto's face drains of colour as he hears Lars' words. He turns his eyes to the blades on the young rogue's belt and then towards the armor and other weapons carried by his comrades. He notices the travel worn boots, the weather stained clothes, the scars on arms and faces and finally the steely gaze of a man who obviously grew up on the rough streets of a major city.

"Ah yes my lord, forgive me!" stammers Leto, "your price...was...uh...more than generous. No need to come back tomorrow. I have boats finished now. Finest quality." He turns to his staff of men, clapping his hands: "Rufus, Mihael, run outside and secure the mule and cart. You other six, pick up oars and poles and three boats and begin carrying them to the edge of the swamp. Now damn you, I don't pay you to stare and drool!"

The men snap into action, making sure you bring you your belongings out of the cart with care. Your three wooden boats begin heading down the road, born on the backs of the carpenter's staff.

"Have a safe travel my lords, and thank you for your patronage. If you begin walking now, you should reach the edge of the swamp by dusk. There is an old hunter's cabin there, it should provide excellent shelter tonight against the rains. Again, one hundred thanks!" Leto bows a number of times, collects his payment from Lars and goes back to work in his shop.

Torrents looks at Lars as the business is suddenly conducted briskly and cheaply. Smiling as she doles out her now much smaller share of the gold, she says: "Not sure you what said to that man Lars, but you obviously have a way with words. Well, lets start walking, this town makes me sick." With that, she trudges down the road after the men carrying the boats.

GM: Torrent happily hands over 100 pieces of gold towards the price. The rest of you can figure out who paid what for the rest of the 80gp.
 
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Lars stops walking and turns around, with a half-smile. "I knew we could get along."

Lars starts following the carpenters, but after a few moments, he reconsiders. "I think I will walk ahead. If I was a highwayman, this would be a good spot for an ambush." Lars starts trotting a hundred yards or so ahead of the boats.
 

The party walks out of Vidor, ahead and behind the laborers that carry your new boats. When you set out the road is fairly tame. The path is about five feet wide, shored up in places with small stone bridges when the ground dips. Going more than twenty feet off the path will obviously land a person in knee-deep muck.

After 15 miles, a run down shack sits at the side of the road, its surface covered in moss and its roof has clearly toppled inward from rot. Nearby trees have been cleared, and a few abandoned, half-made rafts litter the area, none of them structurally stable. Its clear that beyond this point, travel will have to be by boat as a seemingly endless bayou stretches out before you.

The labourers drop your boats, poles and oars and begin their long, hunch-backed walk to Vidor. The sky begins to darken and the drizzle continues to fall. Diashan, after quickly inspecting the rotten cabin, suggests that camp be made on the dry road and he sets off to find usable tinder for a fire.

Torrent pitches her tent and begins to pour over the maps she purchased back in town. She notes that you have about 30 miles of swamp to cross, before a final 5 miles of another marsh road that leads to the tip of the peninsula where Seaquen lies.

GM: Feel free to post whatever you like, including any business you conducted before leaving town. Please also let me know, now that you're out and abroad again, what the watch order will be overnight.
 

Bannock chuckles at Lars and Alric's show of force, and pitches in 20 gp towards the price of the boats. At the end of the 15 mile march, he still feels fairly fresh, and volunteers for first watch. He looks at the morass beyond the path with trepidation, and hugs his weapons close, afraid of losing his heavy steel to the murky bog.

"I hate swamps! Maybe if I keep watch all night, I can sleep on the boats and you can wake me in Seaquen,", he remarks, only a bit sarcastically.
 

Hrimr reaches into his pouch and pulls out 20 gp as well.

When the party reaches the swamp Hrimr takes in the scents and surveys the area. He joins Torrent and has a look at the maps as well.

"I will take the first watch. Maybe I can meet some of the creatures that live here."

Hrimr then takes a good look around to see if he spots any creatures.
 

Lars volunteers for the midnight watch.

He gets himself some lunch and he eats it as he walks around the camp. He spends a good amount of time staring at the bayou water, fascinated. He plays at skipping stones, sending them on unnaturally long trajectories.
 

Alric throws in 20gp while grumbling that he's throwing away a veritable fortune on boats, BOATS!

After the long 15mile trek Alric seems to be setting with the sun. He digs in and sets up his tent, stows his gear and prepares to get whatever sleep he can in this infernally humid place.

"I will take last watch. Please keep the fire going, mine eyes are not so good in the gloom."
 

Time to dust off those dice ye adventurers!

Despite the constant drizzle, Diashan manages to scavenge enough fuel for a fire. Broken branches, gnarled roots and dry patches of moss make for a smoky greasy fire but it sheds warmth and light.

Throughout the first watch Hrimr and Bannock chat idly while slapping away the mosquitoes that are now as constant as the rain. The fire crackles gently and the sounds of birds and frogs fill the night. Towards midnight, as the first shift is coming to an end, Hrimr and Bannock move to wake Lars and Diashan who elected to watch the camp during the twilight hours.

As the four of you stand around by the fire preparing to trade shifts, some of you become aware that you are not alone and trouble is lurking in the darkness beyond the camp fire light. Suddenly, two small arrows come flying into the camp in the direction of Hrimr, but strike the damp ground at his feet.

[sblock="for Hrimr"]Hrimr, through your darkvision, you suddenly notice that a number of humanoids are attempting to stealthily approach your camp from various directions. These humanoids vary in size and girth, but each has distinct lizard-like features: scaly skin, wedge-shaped heads filled with sharp teeth, claws and spiked tails. You can make out seven targets. From the bayou (south), still dripping water, come four man-sized creatures wielding clubs and large shields made from tortoise shells. From the west, near the rotten shack, are two smaller creatures with short bows that have noticed that you have spotted them. In response they fire arrows from their bows in your direction. From the east, near the road, stands a large lizard man. He looms about 8 feet in height and you figure his scales are matte black. It wields a massive spiked club.

You figure the targets are all about 50 feet away from the camp fire, which keeps them just on the edge of the darkness. Those with lowlight (the elves) will be able to see them, but the humans in the party are all but blind to them.

Diashan appears to see and hear what you do.[/sblock]

[sblock="for Lars"]Lars, you don't hear or see anything and are thus surprised by what takes place. However, once the arrows strike the ground, you are on alert.[/sblock]

[sblock="for Bannock"]Bannock, you hear a large twig snap in the darkness and then hear one or two heavy footfalls in distant puddles. You are blind to what is out there, but the sound puts you on alert. You are therefore not surprised when the attack comes.[/sblock]

GM: Arnir and Kirio, not sure of your status so you can be awake or asleep when this takes place. I imagine you're both asleep given your need to memorize spells.
 
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