Scene 1: "Yeah... you to..." Ambrose replied. After a quick pause, he added, "I uh, I don't know how you weren't terrified back there. I almost ran away like 10 times but seeing you not scared and charging right at those things held me in place. How'd you do that? Just charge right at that monster I mean..."
Kurstin bit back his first sarcastic remark, choosing kinder words in the hope that his animosity towards Ambrose might eventually end. "I was afraid, too...but I've spent a lot of time searching in dark and scary places over the years, and actually had to fight vicious men and their animals over the past month. I learned that courage isn't the absence of fear - it's controlling it and acting despite it. You were courageous today, Ambrose, and did the right thing even though it was was hard. Come on - let's check up on everyone else."
Scene 2: Kurstin looks around again and sees that everything is under control here, and decides it's time to look for his sister. Again. Hopefully she was alright and by the gates...
As Radgar passes through the gates he continues to grumble to himself about the fools in the Brigade always preferring rules over results and a hard headknocking over some simply problem solving.
Until he sees the people fleeing the city that is - and begins to piece together that the city has suffered another attack in his absence. He nods his thanks to the paymaster and gathers his gear off the wagons before setting off into the city to see if he can find any of his companions.
Fargrim shakes the cobwebs from his head and slaps himself across the face. He hops from one leg to the other pumping himself up and lets out a guttural shout. Bonus action Second Wind to heal 4 HP
"One of these idiots kept me around for a reason so I better live up to it." He swings his hammer with all of his might at the bearded devil. Attack: 5 Damage: 7 and completely misses almost knocking himself to the ground.
This post has potentially manipulated dice roll results.
Realizing that waiting for the guard's response would only distract him from more pressing matters, Danse's scimitar traced a curved sigil in the air as the devil's attack swung far too close for the performer's comfort - the shield rebuffs the attack long enough for Danse to regain his footing. "Alright, devil - your act has gone stale. If you're unwilling to help us end it, I'll do it myself."
Scene #2: Following his quick clean up, Kaisaras followed his father's words and set out for the newly formed Healer's Guild, seeking out Winry in particular. He made sure to detail what had occurred at the Magic Games, as well as the need for healers. He made sure to iron out the details of the commission for the guild, and introduce them to the High Marshal so they could better coordinate. Eventually, Kaisaras day ended with him acting as a representative to the Guard and the Brigade, making sure everyone was taken care of and those lost had their families informed.
In the three days following the 13th, Kaisaras had taken to assisting his family as best as he could. Primarily, he took to acting as his father's second, being in the places where he couldn't be due to time, or such causes. When he wasn't being asked for, Kai took to bringing Marcus to support Arcadia in securing the Land Borders, as well looking into the continued improvement of his own personal gear. He recalled suggesting that the High Marshal call forward the Harrowers to help deal with the trouble that the attack had caused, and had a feeling that he would need to better his equipment. The push to fight off the assassins had solidified Kaisaras' own disposition that he was far from the most skilled fighter, and sought to buff that area as the city seemed keen to devolve into conflict...or worse, war. The dead dignitaries were not a good omen for what was to come.
Scene #3: Come the morning of the 17th, as his family members were busy, Kaisaras was not surprised to find a messenger asking for him with a request to meet from Lady Kroft. Expecting that the request would be related to Harrower work, Kaisaras opted to don his less elegant gear, dressing himself in his street wear. Once he felt he was ready to go, he left a note to inform his family that he would be out for a time dealing with, "Matters of domestic strife." He then made his way down East High street, before crossing the High Bridge and approached the Citadel.
Scene 1 - Fargrim wakes up on the ground surrounded by people looking at him. He reached for his hammer and felt a quick sting and reflexively jerked his hand back. "Great, now my hammer is effed up."Fargrim reached down to help Danse up. "This is Danse and I'm Fargrim. We know your High Marshal already and I'd appreciate any pittance she deems appropriate to throw our way. Now, if you'll excuse me, I need to go check on my boat back there to see if she is still seaworthy after that crazy person summoned a fiend on it."
Scene 2 – Assuming the Captain was still gone, Fargrim would take the boat and using his old connections in the city, find someone to paint it and get purchase documents. He would offer up to 150 gold to one of his old contacts to get it done. He would rename it The Amber Dawn.
He would then return, once again, to the Boar and Bear and continue to work as a cook. In his free time, he would study his hammer. It was no longer the gaudy thing he had purchased himself when all was well. It had a few scars and stains from battle and was now darker. The new runes had appeared as well. He was no master of the arcane but even he knew that there was now a magical essence to it. Maybe next time he saw that kid, Kurstin, he could ask him to look. That other dwarf may even be of help.
Scene 3 – Fargrim was up early quietly checking on the dried meats and sausages that Grandol had taught him to make. They had come out well. He would tweak the recipe to add more flavor than just salt and smoke. He began grinding some chilies with a mortar and pestle to add to his curing salts when the messenger arrived summoning him to the Citadel on Harrower Business.
Fargrim washed his face and shaved the stubble that had reappeared. He then slung on his chainmail, grabbed his hammer, shield, and a sausage and headed to the meeting.
(No special actions =) On your tracker, know that Kurstin's 2 infusions are GHOST (homonculus servant) and a bag of holding. Also, he used the pinch of Dust of Dryness (with water stored) on the crowd as they moved to the castle.)
Hahaha love it! The boat is indeed still there after you wake up and you're more than welcome to try and take it :). Since you're not trained in Sea Vehicles though, if Fargrim wants to try and move it, you're going to have to roll for it - or find someone(s) to help you commandeer it! (cue evil DM laughter!) You could also risk leaving the boat where it is till you're able to properly disguise it (and see if anyone tries to come back and claim it...)
If you want to try and steer it, give me (3)d20 + either your WIS or INT modifier (your choice)
If you want to try and find help moving it, let me know your plan.
If you want to leave it where it is and take your chances, roll (2)d100
For reference, the boat is currently docked in the Old Dock portion of Old Korvosa. If Fargrim intended to move the ship, he would bring it South towards the West Dock in the Midland District (where most of your old contacts are located)
Kaisaras:
Anything in particular you are looking buy/ improve?
(Healing potions, anti-toxin, and if he can, improve his moon touched rapier.)
Due to your connections with the Healer's Guild, you're able to purchase both items at their regular price (50gp each) instead of at the surge price happening due to demand and the latest incident to hit the city. Let me know how much you purchase and feel free to add them to your sheet.
For the rapier, 3 days probably wouldn't be enough time to improve it unless you wanted to leave it behind for a bit. If you have any thoughts on what you want improved about it, I can let you know how much that would cost.
Shoot - somehow my whole post dropped. Short version while I retype the longer?
Radgar works to help with the healing, exhausting himself each day through a combination of magic and skill to bend the broken bodies and spirits in the wake of the attack.
He comes home at the end of one of those long days to find a messenger waiting to take him to the High Marshall. Grumpy as always, he makes the messenger wait while he cleans himself, prays, eats and then eventually gathers his gear and follows the messenger back to the High Marshall.
Scene 1- Radgar hurries off to join with the other healers pulled from across the city. Mumbling to himself and using every ounce of energy and skill available to him he mends skin, heals bones and pulls souls back into the forge of the world. Saving his divine powers for the worst off, the dwarf does as much with his hands as he can. The roughly calloused hands from years of shaping iron work on delicate bone and soft skin with equal skill.
Scene 2 - Exhausted from his efforts, Radgar stumbles back to the small room he's called home, collapsing on the cot in the corner and immediately passing out. He spends the next few days doing much the same, working from sun-up to sundown checking in on the injured, offering whatever help we can as they recover, and consoling those who passed beyond the edge of this world and into the next.
Scene 3 - Stumbling back after an impossibly long day of mending the broken bodies and souls of those left in the wake of the attack, Radgar finds an offical looking young man standing outside of his small rented room. 'Oy, there, I'm afraid I'm done for the day. Whatever you need it'll 'ave to wait until the morning.'
Of course, there was no arguing with a summons from the High Marshall herself. Sighing, the dwarf responded 'Gimme a minute to wash the blood and grime off me and I'll follow ye back up to the Citadel.'
Scene 1 - Fargrim wakes up on the ground surrounded by people looking at him. He reached for his hammer and felt a quick sting and reflexively jerked his hand back. "Great, now my hammer is effed up."Fargrim reached down to help Danse up. "This is Danse and I'm Fargrim. We know your High Marshal already and I'd appreciate any pittance she deems appropriate to throw our way. Now, if you'll excuse me, I need to go check on my boat back there to see if she is still seaworthy after that crazy person summoned a fiend on it."
Scene 2 – Assuming the Captain was still gone, Fargrim would take the boat and using his old connections in the city, find someone to paint it and get purchase documents. He would offer up to 150 gold to one of his old contacts to get it done. He would rename it The Amber Dawn.
He would then return, once again, to the Boar and Bear and continue to work as a cook. In his free time, he would study his hammer. It was no longer the gaudy thing he had purchased himself when all was well. It had a few scars and stains from battle and was now darker. The new runes had appeared as well. He was no master of the arcane but even he knew that there was now a magical essence to it. Maybe next time he saw that kid, Kurstin, he could ask him to look. That other dwarf may even be of help.
Scene 3 – Fargrim was up early quietly checking on the dried meats and sausages that Grandol had taught him to make. They had come out well. He would tweak the recipe to add more flavor than just salt and smoke. He began grinding some chilies with a mortar and pestle to add to his curing salts when the messenger arrived summoning him to the Citadel on Harrower Business.
Fargrim washed his face and shaved the stubble that had reappeared. He then slung on his chainmail, grabbed his hammer, shield, and a sausage and headed to the meeting.
Finding the boat unguarded, Fargrim's initial attempts to commandeer the vessel did not go as smoothly as he would've hoped. While he did get the sails unfurled and the anchor raised, he had more than a little trouble catching the wind properly to launch the boat out cleanly into the Jeggare River. Instead, he found, the ship quickly angling towards one of the many adjacent ships docked along it! As a small group who had followed the dwarf watched on from the pier, Fargrim could only wince as his vessel painfully scrapped against an adjacent ship. Luckily for him though, the folks from the crowd shouted out the errors he had made - and with a few quick adjustments - Fargrim managed to gain control of vessel and begin to gently steer it south down the Jeggare towards the West Dock.
Learning from his mistakes the first time around, docking the boat into an empty space along the port went much smoother than his previous attempt to leave one, and he managed to do so relatively easy. When Fargrim eventually reached out to his old contact, another drawf just - if not more - surly than himself, he huffed and gruffed about the sorry condition of the vessel and the position he would be forced to put himself in, but the jingling bag of gold being dangled in front of him greased the wheels as always and he eventually relented. "Give me a couple weeks and I should have something for you!" he called out as he walked away from the vessel. "Though if I do this, know that this boat - The Amber Dawn - will become a regular - and legal - ship from now on. Meaning that you'll have to pay taxes on it like everyone else!" He then began to cackle in laughter as he continued to walk away down the pier and out of sight.
Congrats, you now have a boat (for the cheap price of 150gp)!! The DC to successfully keep it afloat and workable were... high, but that Nat 20 & 17 definitely saved you! :)
The ship, while relatively small, is big enough to be able to leave the river and skirt up and down the coast of the continent! There's one main cabin with a small bed and desk attached to the wall of the room/ ship and a second cabin with enough hammocks to fit 6 people. There is also a medium sized cargo hold below deck as well. The only weapon of note on board is a small ballista-like weapon at the bow of the ship.
"Yeah, yeah, I can't wait to which one of his rejects Garrick Tann sends out to get his money. I'll pay no problem. Just make sure the paperwork is solid or I'll be back for a refund."
Scene 3 - "Look, I don't mind helping you do your job but I learned a long time ago not to do any favors without getting something in return. Now, as I see it, me and Danse here already saved your guards from that snake devil or whatever it was on the docks. Your Squad Leader promised a reward from you for saving them. You just did a lot of asking but not much offering. Don't get me wrong, I'm willing to help but I want to make sure we get started on the right foot."
Scene 4 - Fargrim clapped his hands together in excitement at the offer of becoming a bounty collector- "Now we're talking! Although, I gotta call you out again on your terrible business sense. I understand that you don't do this often so I'm going to work with you on this. Let's get this straight. You want us to take on a guard who is obviously seasoned and effective enough to inspire a group of other guards to betray their oaths and turn their back on their sworn duty. You want us to track him, deal with his soldiers, capture him alive, and transport him back here for 600 gold with no payment for the other members of his crew? After we pay our guild fees, we'll each walk away with 100 gold. Is that how little you value our expertise? That's not gonna fly with me. Here's my counter offer. 600 for Vancorksoaker alive and 200 each for his party, dead or alive. I can tell you from experience that if you don't completely wipe out all traces of insurrection, it will continue to bubble below the surface until it hits you out of nowhere. Your team here is already hanging on by a thread. If word gets out that your authority is also being challenged by soldiers in your own ranks, it could be big trouble for the whole city. I truly want to help you keep that from happening."
Kurstin nods his agreement at helping out the Marshall and the city. But as Fargrim jumps in to 'negotiate', the young man's dark eyes follow the conversation while GHOST hovers above and slightly behind him. You can hear a slight humming from whatever magical artifice keeps the small construct in the air - otherwise, the pair is silent.
Radgar's exhaustion was painted clearly across his face as they walked into the High Marshall's presence. As the beardless dwarf began negotiating, the cleric pulled his hammer from his belt and planted it on the ground in front of him. Folding both hands across the top of the haft, the dwarf leans forward, glaring at the High Marshall directly.
"Aye, happy to help, but seems we're doing lots of heavy lifting and can't even get the fools at the gate to listen, or decent supplies for the healers.'
Scene 5
As Fargrim chimes in to negotiate specifics, Radgar reaches over and clasps the dwarf on the shoulder. 'He speaks with passion and wisdom' Guidance.
Rollback Post to RevisionRollBack
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Scene 1: "Yeah... you to..." Ambrose replied. After a quick pause, he added, "I uh, I don't know how you weren't terrified back there. I almost ran away like 10 times but seeing you not scared and charging right at those things held me in place. How'd you do that? Just charge right at that monster I mean..."
Kurstin bit back his first sarcastic remark, choosing kinder words in the hope that his animosity towards Ambrose might eventually end. "I was afraid, too...but I've spent a lot of time searching in dark and scary places over the years, and actually had to fight vicious men and their animals over the past month. I learned that courage isn't the absence of fear - it's controlling it and acting despite it. You were courageous today, Ambrose, and did the right thing even though it was was hard. Come on - let's check up on everyone else."
Scene 2: Kurstin looks around again and sees that everything is under control here, and decides it's time to look for his sister. Again. Hopefully she was alright and by the gates...
Love God. Love Others. Any Questions?
As Radgar passes through the gates he continues to grumble to himself about the fools in the Brigade always preferring rules over results and a hard headknocking over some simply problem solving.
Until he sees the people fleeing the city that is - and begins to piece together that the city has suffered another attack in his absence. He nods his thanks to the paymaster and gathers his gear off the wagons before setting off into the city to see if he can find any of his companions.
Fargrim shakes the cobwebs from his head and slaps himself across the face. He hops from one leg to the other pumping himself up and lets out a guttural shout. Bonus action Second Wind to heal 4 HP
"One of these idiots kept me around for a reason so I better live up to it." He swings his hammer with all of his might at the bearded devil. Attack: 5 Damage: 7 and completely misses almost knocking himself to the ground.
Realizing that waiting for the guard's response would only distract him from more pressing matters, Danse's scimitar traced a curved sigil in the air as the devil's attack swung far too close for the performer's comfort - the shield rebuffs the attack long enough for Danse to regain his footing. "Alright, devil - your act has gone stale. If you're unwilling to help us end it, I'll do it myself."
Scimitar Attack: 23 Damage: 7
Bonus Action: Scimitar Attack: 18 Damage: 4
Zoldier's Curse of the Crimson Throne
Chapter 67: Prelude
Reference Docs & Info
Zoldier’s Curse of the Crimson Throne: DM/ Redii || Zoldier's Strange Aeon's: DM
Scene #2:
Following his quick clean up, Kaisaras followed his father's words and set out for the newly formed Healer's Guild, seeking out Winry in particular. He made sure to detail what had occurred at the Magic Games, as well as the need for healers. He made sure to iron out the details of the commission for the guild, and introduce them to the High Marshal so they could better coordinate. Eventually, Kaisaras day ended with him acting as a representative to the Guard and the Brigade, making sure everyone was taken care of and those lost had their families informed.
In the three days following the 13th, Kaisaras had taken to assisting his family as best as he could. Primarily, he took to acting as his father's second, being in the places where he couldn't be due to time, or such causes. When he wasn't being asked for, Kai took to bringing Marcus to support Arcadia in securing the Land Borders, as well looking into the continued improvement of his own personal gear. He recalled suggesting that the High Marshal call forward the Harrowers to help deal with the trouble that the attack had caused, and had a feeling that he would need to better his equipment. The push to fight off the assassins had solidified Kaisaras' own disposition that he was far from the most skilled fighter, and sought to buff that area as the city seemed keen to devolve into conflict...or worse, war. The dead dignitaries were not a good omen for what was to come.
Scene #3:
Come the morning of the 17th, as his family members were busy, Kaisaras was not surprised to find a messenger asking for him with a request to meet from Lady Kroft. Expecting that the request would be related to Harrower work, Kaisaras opted to don his less elegant gear, dressing himself in his street wear. Once he felt he was ready to go, he left a note to inform his family that he would be out for a time dealing with, "Matters of domestic strife." He then made his way down East High street, before crossing the High Bridge and approached the Citadel.
Scene 1 - Fargrim wakes up on the ground surrounded by people looking at him. He reached for his hammer and felt a quick sting and reflexively jerked his hand back. "Great, now my hammer is effed up." Fargrim reached down to help Danse up. "This is Danse and I'm Fargrim. We know your High Marshal already and I'd appreciate any pittance she deems appropriate to throw our way. Now, if you'll excuse me, I need to go check on my boat back there to see if she is still seaworthy after that crazy person summoned a fiend on it."
Scene 2 – Assuming the Captain was still gone, Fargrim would take the boat and using his old connections in the city, find someone to paint it and get purchase documents. He would offer up to 150 gold to one of his old contacts to get it done. He would rename it The Amber Dawn.
He would then return, once again, to the Boar and Bear and continue to work as a cook. In his free time, he would study his hammer. It was no longer the gaudy thing he had purchased himself when all was well. It had a few scars and stains from battle and was now darker. The new runes had appeared as well. He was no master of the arcane but even he knew that there was now a magical essence to it. Maybe next time he saw that kid, Kurstin, he could ask him to look. That other dwarf may even be of help.
Scene 3 – Fargrim was up early quietly checking on the dried meats and sausages that Grandol had taught him to make. They had come out well. He would tweak the recipe to add more flavor than just salt and smoke. He began grinding some chilies with a mortar and pestle to add to his curing salts when the messenger arrived summoning him to the Citadel on Harrower Business.
Fargrim washed his face and shaved the stubble that had reappeared. He then slung on his chainmail, grabbed his hammer, shield, and a sausage and headed to the meeting.
(No special actions =) On your tracker, know that Kurstin's 2 infusions are GHOST (homonculus servant) and a bag of holding. Also, he used the pinch of Dust of Dryness (with water stored) on the crowd as they moved to the castle.)
Love God. Love Others. Any Questions?
Fargrim:
Scene #1 & 2
Hahaha love it! The boat is indeed still there after you wake up and you're more than welcome to try and take it :). Since you're not trained in Sea Vehicles though, if Fargrim wants to try and move it, you're going to have to roll for it - or find someone(s) to help you commandeer it! (cue evil DM laughter!) You could also risk leaving the boat where it is till you're able to properly disguise it (and see if anyone tries to come back and claim it...)
For reference, the boat is currently docked in the Old Dock portion of Old Korvosa. If Fargrim intended to move the ship, he would bring it South towards the West Dock in the Midland District (where most of your old contacts are located)
Kaisaras:
Anything in particular you are looking buy/ improve?
Kurstin:
Noted and adjusted for the next update :)
Reference Docs & Info
Zoldier’s Curse of the Crimson Throne: DM/ Redii || Zoldier's Strange Aeon's: DM
(Healing potions, anti-toxin, and if he can, improve his moon touched rapier.)
Due to your connections with the Healer's Guild, you're able to purchase both items at their regular price (50gp each) instead of at the surge price happening due to demand and the latest incident to hit the city. Let me know how much you purchase and feel free to add them to your sheet.
For the rapier, 3 days probably wouldn't be enough time to improve it unless you wanted to leave it behind for a bit. If you have any thoughts on what you want improved about it, I can let you know how much that would cost.
Zoldier’s Curse of the Crimson Throne: DM/ Redii || Zoldier's Strange Aeon's: DM
(will buy one of each for 100 GP)
(Kai would leave it behind then. As it currently is, he wants to make it a +1 rapier if he can)
Shoot - somehow my whole post dropped. Short version while I retype the longer?
Radgar works to help with the healing, exhausting himself each day through a combination of magic and skill to bend the broken bodies and spirits in the wake of the attack.
He comes home at the end of one of those long days to find a messenger waiting to take him to the High Marshall. Grumpy as always, he makes the messenger wait while he cleans himself, prays, eats and then eventually gathers his gear and follows the messenger back to the High Marshall.
Scene 1- Radgar hurries off to join with the other healers pulled from across the city. Mumbling to himself and using every ounce of energy and skill available to him he mends skin, heals bones and pulls souls back into the forge of the world. Saving his divine powers for the worst off, the dwarf does as much with his hands as he can. The roughly calloused hands from years of shaping iron work on delicate bone and soft skin with equal skill.
Scene 2 - Exhausted from his efforts, Radgar stumbles back to the small room he's called home, collapsing on the cot in the corner and immediately passing out. He spends the next few days doing much the same, working from sun-up to sundown checking in on the injured, offering whatever help we can as they recover, and consoling those who passed beyond the edge of this world and into the next.
Scene 3 - Stumbling back after an impossibly long day of mending the broken bodies and souls of those left in the wake of the attack, Radgar finds an offical looking young man standing outside of his small rented room. 'Oy, there, I'm afraid I'm done for the day. Whatever you need it'll 'ave to wait until the morning.'
Of course, there was no arguing with a summons from the High Marshall herself. Sighing, the dwarf responded 'Gimme a minute to wash the blood and grime off me and I'll follow ye back up to the Citadel.'
Rolling 3D20 to try to move it himself.
13
17
8
Finding the boat unguarded, Fargrim's initial attempts to commandeer the vessel did not go as smoothly as he would've hoped. While he did get the sails unfurled and the anchor raised, he had more than a little trouble catching the wind properly to launch the boat out cleanly into the Jeggare River. Instead, he found, the ship quickly angling towards one of the many adjacent ships docked along it! As a small group who had followed the dwarf watched on from the pier, Fargrim could only wince as his vessel painfully scrapped against an adjacent ship. Luckily for him though, the folks from the crowd shouted out the errors he had made - and with a few quick adjustments - Fargrim managed to gain control of vessel and begin to gently steer it south down the Jeggare towards the West Dock.
Learning from his mistakes the first time around, docking the boat into an empty space along the port went much smoother than his previous attempt to leave one, and he managed to do so relatively easy. When Fargrim eventually reached out to his old contact, another drawf just - if not more - surly than himself, he huffed and gruffed about the sorry condition of the vessel and the position he would be forced to put himself in, but the jingling bag of gold being dangled in front of him greased the wheels as always and he eventually relented. "Give me a couple weeks and I should have something for you!" he called out as he walked away from the vessel. "Though if I do this, know that this boat - The Amber Dawn - will become a regular - and legal - ship from now on. Meaning that you'll have to pay taxes on it like everyone else!" He then began to cackle in laughter as he continued to walk away down the pier and out of sight.
Congrats, you now have a boat (for the cheap price of 150gp)!! The DC to successfully keep it afloat and workable were... high, but that Nat 20 & 17 definitely saved you! :)
The ship, while relatively small, is big enough to be able to leave the river and skirt up and down the coast of the continent! There's one main cabin with a small bed and desk attached to the wall of the room/ ship and a second cabin with enough hammocks to fit 6 people. There is also a medium sized cargo hold below deck as well. The only weapon of note on board is a small ballista-like weapon at the bow of the ship.
Zoldier’s Curse of the Crimson Throne: DM/ Redii || Zoldier's Strange Aeon's: DM
"Yeah, yeah, I can't wait to which one of his rejects Garrick Tann sends out to get his money. I'll pay no problem. Just make sure the paperwork is solid or I'll be back for a refund."
Zoldier's Curse of the Crimson Throne
Chapter 68: The Amber Dawn
Reference Docs & Info
Zoldier’s Curse of the Crimson Throne: DM/ Redii || Zoldier's Strange Aeon's: DM
Scene 3 - "Look, I don't mind helping you do your job but I learned a long time ago not to do any favors without getting something in return. Now, as I see it, me and Danse here already saved your guards from that snake devil or whatever it was on the docks. Your Squad Leader promised a reward from you for saving them. You just did a lot of asking but not much offering. Don't get me wrong, I'm willing to help but I want to make sure we get started on the right foot."
Scene 4 - Fargrim clapped his hands together in excitement at the offer of becoming a bounty collector- "Now we're talking! Although, I gotta call you out again on your terrible business sense. I understand that you don't do this often so I'm going to work with you on this. Let's get this straight. You want us to take on a guard who is obviously seasoned and effective enough to inspire a group of other guards to betray their oaths and turn their back on their sworn duty. You want us to track him, deal with his soldiers, capture him alive, and transport him back here for 600 gold with no payment for the other members of his crew? After we pay our guild fees, we'll each walk away with 100 gold. Is that how little you value our expertise? That's not gonna fly with me. Here's my counter offer. 600 for Vancorksoaker alive and 200 each for his party, dead or alive. I can tell you from experience that if you don't completely wipe out all traces of insurrection, it will continue to bubble below the surface until it hits you out of nowhere. Your team here is already hanging on by a thread. If word gets out that your authority is also being challenged by soldiers in your own ranks, it could be big trouble for the whole city. I truly want to help you keep that from happening."
Kurstin nods his agreement at helping out the Marshall and the city. But as Fargrim jumps in to 'negotiate', the young man's dark eyes follow the conversation while GHOST hovers above and slightly behind him. You can hear a slight humming from whatever magical artifice keeps the small construct in the air - otherwise, the pair is silent.
Love God. Love Others. Any Questions?
Radgar's exhaustion was painted clearly across his face as they walked into the High Marshall's presence. As the beardless dwarf began negotiating, the cleric pulled his hammer from his belt and planted it on the ground in front of him. Folding both hands across the top of the haft, the dwarf leans forward, glaring at the High Marshall directly.
"Aye, happy to help, but seems we're doing lots of heavy lifting and can't even get the fools at the gate to listen, or decent supplies for the healers.'
Scene 5
As Fargrim chimes in to negotiate specifics, Radgar reaches over and clasps the dwarf on the shoulder. 'He speaks with passion and wisdom' Guidance.