For the record, at least one of those perception checks from earlier was to notice Nightcaller's own Sleight of Hand. Now that you're at the gate, the adventure is yours. The most obvious options available to you are to wake the sleeping child and see if she can get you to the tower or head out on your own recognizance. You could also ask around a bit for more info about the Cairnlands, if you want, but the adventure is fairly straight forward at this point. There isn't anything else pressingly relevant to be discovered in the city itself.
Argonar listened to his friends while watching the gate grow and grow as they approached it. Looking up in awe as they passed under it, he exclaimed, "By the Washboard Abs! They knew how to build things back then, eh Dorin?"
The heat had been growing all morning, and the familiar heat of wearing armor was settling in. He looked at Anja and Henry, who had spent the night cavorting, and hoped they were hydrated enough for today. Of course that had never slowed them down before, so he was sure they'd be fine.
Picking back up on the thread of the conversation, he said "Well you know I'm always up for a hike, or even better a run. There are supposed to be a lot of siege tower ruins out here, like a lot. I know I can't tell one from the other, though maybe Dorin or Gilda could. Be embarrassing to spend the day searching the wrong one. I mean can you imagine Nightcaller? He'd be insufferable."
looking over the mostly empty row of cabs, he pulled up short when he saw the last cab with the donkeys and child dozing in the heat. "Oh come on, look at that waif. We have to take the cab, she looks half-starved and I doubt she has a magic kitchen that fixes her breakfast every morning." he says, heading for the lone occupied stall, waving for the others to come as well. He calls out, "Hello the cab! We are travellers in need of transport. Are your services for hire?"
Anja chases the bouncing key and catches it before it tumbles flat. She unwraps the note from the key's body and reads it. She inspects the key and its patina of gold wondering why anyone would paint an iron key gold in the first place. But most people were far more ostentatious than the small shifter which is why she'd probably smell horrible for days.
Catching Gilda, she gives her the key.
"Not certain why, but Nightcaller secreted this key with me. It's seemingly from Basil for you. But the note is written in the Caller's hands. Here."
Looking up at the great gate, Anja stops, admiring the stonework and figuring a good route to climb to the top of the crenulated watch. There were probably three, two of which were fair and one that was an impossible challenge. Unfortunately, there was no time for such fun and she shrugged, looking around until spying the donkeys. The thing about walking was that the only animals around were her brothers. And although they could be fun, she was drawn to animals in many ways. Forms really. How they ran, how they swim, how they could fly. She could do some of that already, but eventually, she wanted to fly, to take to the air and soar, to thread the shadows of the clouds on a tempest breeze. Walking easily, she fishes an apple out of her pocket and breaks it in half approaching the donkeys with a smile. She offers half to each one with a flat hand, murmuring the whole time.
"What's your names," she says softly, looking to see if they were Jacks or Jennets.
"By the washboard abs indeed! " Dorin exclaimed but he was not really paying attention as he looked way up at the top of the gate. What foe could have possibly necessitated walls like this? He scanned his memory and didn't recall anything that he felt needed walls this size. Still it must have worked as the city had not fallen in all its long years of existence.
He realized Argonar and the others had taken off while he was staring mouth agape at the battlements and after running for a second he caught up. Noticing there were only two mounts Dorin silently kicked himself for choosing not to memories the mount spell this morning. The late night before was obviously impacting his reasoning. He silently stopped a few paces behind Argonar and wondered why Anja was so interesting in something underneath the animals.
Henry gaped up at the massive gate as they approached it, he couldn't even guess how much work something like that must've took. The young rogue just about bumped into Angonar's back as he lost track of where he was walking.
Shaken back to the matter at hand, Henry eyed the cab's donkeys and supposed driver with uncertainty, but grinned nonetheless. "Yeah we'd better grab a cab, as a guide if nothing else." He looked to where Anja was investigating the donkeys. "Unless Anja wants to do her best donkey imitation and pull the cab herself."
A sweaty dwarven girl with mousy blonde hair hurries up to meet the others at the cart. She had been frantically writing down on a piece of parchment the few notes that Nightcaller had given them, using her shield as a writing surface. At some point she’d looked up from her inkwell to see that Nightcaller had dashed away, and the others were making their way out of the gate. Gilda growled in frustration and blew quickly on the parchment, urging the fresh ink to dry so it would not smudge and render her notes unreadable and useless. What happened to chivalry? And patience? If this amulet shard was so important, why would Nightcaller just disappear? The answer, she concluded, was that it wasn’t. The shard’s importance was obviously symbolic, a sign that they could be trusted to serve the house.
She rushed up just in time to hear Anja and Henry talking about saving the coin for the cabby and walking instead. ”Are… *pant* you… *pant pant* SERIOUS?...” She bent down to put her hands on her knees and vowed for the second time that morning that she needed to cut back on her breakfast intake. She gulped in air after having sprinted after her friends, then looked at the two would-be walkers. ”I’m sure if Nightcaller wanted us to walk, he wouldn’t have gone to the trouble of summoning a driver for us.” She wasn’t angry, only incredulous. ”I mean, shouldn’t we save our strength for whatever this challenge is going to be? Oh my gods I need some water.” She plopped down on her bottom and fished out her waterskin, drinking greedily of the cool liquid. The sun was bright, and the day felt sticky even this early in the morning. She wondered if it were too late to re-summon the house and have it make a pool for her to soak in for an hour or so. Those siege towers have been there for hundreds of years or so, surely they’d wait another day? Yet in the back of her mind she felt a quiet admonishment, a reminder from her deity that she had a duty to serve those around her to the best of her ability. And so she zipped her lip and said nothing further in the way of a complaint about their duty.
It was then that Gilda realized Anja was trying to get her attention. ”What? Oh, sorry Anj, I was just re-hydrating before our trip. What? A key? And a note? From Basil?” She was on her feet in a flash, her hand held out to accept the key and note. She turned her back on the others to read the note, still unaware of the sleeping figure that Argonar was trying to awake. Her spirit felt emboldened, and the fact that her mentor Basil had written her a note – just her – gave her the feeling like she could walk ten miles.
She took a few steps away for a little space from Henry and any other prying eyes, and began to read the handwritten note wrapped around the little key…
CURRENTLY FATIGUED, 1-ish HOURS REMAINING?
Standard Action: rp only
Swift Action:
Free Action:
Movement:
Ammunition: Crossbow bolts x25
3 + WIS mod + ½ uses per dayAcid Darts: 7/7 available (1d6 treated as 1 level higher – from Stonesinger+1)
Hit Points: 10/10| AC: 10 +7 (armor) +1 (shield). Bonus +4 AC dodge bonus vs monsters of the giant subtype18 | Speed: Slow and Steady: speed not affected by armor or encumbrance20 | Initiative: +0 Hardy: +2 racial bonus on saves against poison, spells, and spell-like abilitiesSaves:Fort +5 | Reflex +1 | Will +7 STR 15 (+2) DEX 11 (+0) CON 15 (+2) INT 11 (+0) WIS 18 (+4) CHA 13 (+1)
Hatred: +1 to attacks vs orc and goblinoid subtypesAttacks:Melee BAB +2 | Ranged BAB +0 | Combat Maneuver Bonus +2 | Stability: +4 to bull rush or trip attempts while standing on the groundCombat Maneuver Defense +12 Weapons: Heavy Pick. Crit x4 Papa’s Mining Pick +2, 1d6+2 | Range 80 ft, crit 19-20/x2Light Crossbow +0, 1d8
Spell Save DC: Level 115 | Spells Slots1st: 2+Domain1 Cantrips: | Casting Time 1 standard action
Components V, S
Effect
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
Description
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength | Duration of Lingering Aura
Faint |1d6 rounds
Moderate | 1d6 minutes
Strong | 1d6 x 10 minutes
Overwhelming | 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
Spell or Object |Aura Power
|Faint | Moderate | Strong | Overwhelming
Functioning spell (spell level) | 3rd or lower |4th-6th| 7th-9th |10th+ (deity-level)
Magic item (caster level) |5th or lower |6th-11th |12th-20th |21st+ (artifact) Detect Magic (Link) | Casting Time 1 standard action
Components V, S
Effect
Range touch
Target creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes
Description
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies. Guidance (Link) | Casting Time 1 standard action
Components V, M/DF (a firefly)
Effect
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no
Description
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level. Light (Link) 1st Level: | Source: Player's Handbook
Casting Time 1 standard action
Components V, S, DF
Effect
Range 50 ft.
Area The caster and all allies within a 50-ft. burst, centered on the caster
Duration 1 min./level
Saving Throw none; Spell Resistance yes (harmless)
Description
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Bless counters and dispels bane. Bless (Link) | Casting Time 1 standard action
Components V, S, DF
Effect
Range touch
Target weapon touched
Duration 1 min./level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
Description
Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.
You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell. Magic Weapon (Link) | D: Casting Time 1 standard action
Components V, S, DF
Effect
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Will negates; Spell Resistance no
Description
Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act. Sanctuary (Link)
Race/Class Abilities, Feats, etc. (Earth Domain) As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Acid Dart | (Earth Domain) At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid. (Acid Resistance) | (class) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Aura | (Protection Domain) At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive. (Aura of Protection) | (class) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total - all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. Channel Energy | (class) A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Chaotic, Evil, Good and Lawful Spells | (racial) Dwarves can see in the dark up to 60 feet. Darkvision (racial) Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype. Defensive Training | (class) A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Domains | (racial) Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power. (Acid Dart) Favored Class Option | (Earth Domain) You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures. (Protection Domain) Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess. Granted Powers | (racial) Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Greed | (racial) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Hardy | (racial) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. Hatred | (trait)You automatically stabilize when reduced below 0 hit points. Once per day when brought below 0 hit points, you can accept 1 point of damage to regain consciousness for 1 round, though you remain staggered and only able to take a single move or standard action. Broken, Not Beaten | (trait) A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check. Inspired | (racial) Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. (class) A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race. Languages (class) Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons | (Protection Domain) As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Resistant Touch | (racial) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Slow and Steady | (class) A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Spells | (class) A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “
“lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy). Spontaneous Casting | (racial) Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stability | (racial) Some dwarves’ affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the deep earth bloodline or earth elemental bloodline, and revelations of the oracle’s stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning. Stonesinger | Weapon Familiarity: (racial) Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Armor Proficiency, Heavy: (feat) You are skilled at wearing heavy armor. (class) Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity. (crossbow) Weapon and Armor Proficiencies
Languages: | Common | Dwarvish | Elvish |
Equipment
Backpack (mwk)
Bedroll
Blanket
Canvas
Chalk
Compass
Explorer’s Outfit
Flint and Steel
Grappling hook (common)
Hammer
Pouch, belt
Rope (silk), 92 feet
Signal whistle
Skillet sieve
Trail rations, 5 days
Waterskin
Scroll of CLW x3
__________________
A watched game never updates...
Posting status: Delayed by life/brain stuff. Will post when I can. Skip/NPC as needed.
The tiny slip of paper read, simply, "For Gilda, from Basil." The small item, about the length of an average human palm, looked like it had been designed to be brandished instead of used to open any physical portals. The large round head bore an embossed relief of a temple or seat of civil law, the artistry simple but distinct. Though she'd never seen this particular key before, Gilda quickly recognized it as a hand-crafted conduit to the power of her deity.
The small-framed child lurched to her feet as Anja closed on her donkeys, her stick-thin limbs waving warningly. "Oi! Wotcher! Looking out you should be doing!" Even as the young half-elf's offered snack neared the animal's muzzle, the beast's broad, flat teeth flashed in a vicious bite. With reflexes born of experience and natural grace, the girl shot her arm up around the darting muzzle and pulled it tight against her bird thin shoulder just in time.
A healthy beast of burden the size of either of the two jacks should have been able to fling such a small obstacle aside with ease, but its affection for the small girl was clear. Immediately the beast ceased attempting to unhand Anja and fell stone-still. The young girl clucked out of the side of her mouth at the beast, causing it to subside back into its stall before she turned her focus on the party. She clucked again in annoyance... Then flashed a too-bright, too-charming smile.
"Wasing the bad idea, turista," her surprisingly coarse and heavily accented voice continued. "Muulo doing the biting a stranger eh?" She waved Anja back to join the rest of the group with her bird-like hands -her presence surprisingly forceful for such a young child- and then folded her arms across her waifish chest. With the Foundlings out of her personal space, her body language relaxed visibly and her broad street patois became almost intelligible. Though she barely cleared four-feet tall and couldn't have more than half the years of their youngest sibling, she stood with the easy confidence of any established business woman. "Wonder if wasing you the coming, eh? Friends of smelly man? Talking him twenty gold and takes you to the tower?"
After the it was clear Anja hadn't been hurt, Argonar threw back his head and laughed. "I like your style!" he said to the young girl. "We are indeed friends of the smelly man, and he already told us the price that was agreed on."
He tilted his head slightly and said, "I'm Argonar, what's your name?"
"Doing the talking you withing he?" The girl replied, cocking her head to the side and scratching at the dirt on her chin. Up close she didn't seem particularly filthy, nor did her faint stink compete with Nightcaller's earlier eau personal. Though her size and stature might speak to faint malnourishment, she was hardly an ill-kempt urchin. "So coming you with the twenty pence having?"
As Argonar introduced himself, she stuck her hand out bold as you please, puffing out her tiny chest. "Aming the Lady McGee, Mistress of the Donkrell!"
Looks like Nightcaller may have gotten his information mixed up... Or someone's a bit savvier than their age would indicate.
Argonar didn't really mind if they gave the girl the whole pouch. He knew money was valuable and that he'd want some eventually... but heretofore the House had provided what he needed, including the contentious twenty gold.
Still, he felt some need to protect the House's assets, though he wasn't sure he needed too, Nightcaller could have easily given them the cost for one way and the girl gave the cost for round trip.
He reached out and shook the girl's hand solemnly. "Well met, Lady McGee! As I said, I'm Argonar. This is Dorin, Gilda, Anja, and Henry." he said making the introductions. He rubbed his chin, "It seems there has been a misunderstanding, we were led to believe the deal was for ten gold. I would like to hire your cart for ten gold for Dorin, Gilda, and Henry. Anja and I will keep up on foot. Does this sound"What's that word Isaralta is always using?"equitable to you?"
Anja gives Argonar a wink. He volunteered her often for sh*&. She didn't mind any, except that time she sprint climbed the Olegarth Tower against that panhandler's monkey in the Platz square for a handful of coin. It was terribly high even for her and the day was blustery. Up near the top, the wind was grasping and difficult. When the monkey lost his grip and fell, she had let go and dove after him, catching him by the leg before luckily grabbing an upper-level buttress spike and pulling them into a window ledge. They sat there for a bit, her and the monkey, before climbing down.
"I'll be out at the gate," she said, eating the apples the donkeys missed out on. "I'm sure you're all capable of hagglin wit' the equus girl."
Walk or ride was fine by her. She was sure it would probably be a little of both. It was unlikely the girl drove her donkeys hard and such beasts never ran unless in sight of their stable. Easing away, she walks easily to the gate, keeping her mind and eye about her and not moving far from her siblings.
Dorin aimlessly wandered without straying so far away that he couldn't hear the conversation. He looked at the stable tools hung on the wall and checked to see if the other stalls were occupied. The wall ever looming nearby was of particular interest to him, he wondered what kind of mortar stood the test of time and battle so well or if the craftsmen were just particularly good at patching it without leaving any obvious sign of their work.
I don't mind walking he thought when it was brought up that he would be riding while others had to go on foot. He did not mention it though, while he could keep up a walking pace with the best of them, his walking pace was considerably slower then Anja or Argonar's and this didn't sound like a journey to prolong. He knew of magical ways to fix that for a brief time but nothing longer term "Maybe some sort of enchanted boots..." he muttered under his breath to himself.
Last edited by Sorcerious; Jul 21st, 2021 at 08:46 PM.
Henry grinned and eyed up the girl's business, and nodded his head at Angonar's haggling. Moving forwards he pulled out a few coins and showed them to the girl. "And you can tell 'that guy' to stuff it if he tries to take a cut."
The thief grinned at Anja, "Oh you can walk Ange, the excercise would be good for working out whatever legs you choose to wear today."
"Ayyyy, savvy of the being, turista?" A wide, white grin formed of perfectly aligned teeth flashed in the girl's face, utterly unabashed. Dropping the burly brawler's hand, she offered an unapologetic shrug. "Not the blaming of the girl for the trying."
"Giving the ten gold for the riding, yeah. Notting for the walking." After a moment of eyeing the group carefully, she gestured further down the alley. Perhaps thirty feet away, a bulky mass sits tucked neatly into a niche in the wall, covered with a well worn tarp. A sharp eye can catch the metallic glint of a banded carriage wheel.