Get Barran and Mary to help finding the thieves and interrogate them with their assistance.
[3+2] Mary might not be happy about selling out her brothers, but Barran has zero qualms about the matter and you already know where they are based. [4] Even though Aveline has Bravos watching the King around the clock, some are still willing to assist out of respect for their captain and to investigate the king's sickness.
[6] On your signal, you converge on the thieves' inn as one, Barran and Mary coming from one side while the Bravos push for the front and you lie in wait in the alleys. The sudden influx causes the patrons to immediately go to ground, but the brothers in the inn start running immediately [3] and they escape into the alleyways while the Bravos take down Mary's father and uncle. [1] You chase after them with Sahainn, losing them in the streets and yourself in the process. As you try and retrace your steps to the tavern you hear a whistling sound, [3+2 vs 5+1] and duck and roll to the ground as a blue-fletched crossbow bolt thuds into the dirt a foot away from you, on a trajectory that would have put a hole in your head.
[5] You catch sight of the would-be assassin as she slips away over the rooftops; a half-caste Ralkarian wearing a blue veil across half her face and kitted out in shaped black leather armour, woven with distinctive azure embroidery. You make to pursue her, but become aware of the three knife and cudgel-wielding brothers flanking you from either end of the alley. The eldest gives a yell and charges you.
[5+1 vs 5] You ready yourself for his attack, but Sahainn lunges for him and catches him by the leg, hamstringing him with her jaws and tackling him to the ground. [3+2 vs 4, 6+2 vs 1] The other brothers make a valiant attempt to bring you down, but they are simply outclassed. You break one's leg and smack the other hard with your hammer in the gut. As they lie in the gutter, groaning and helpless, you move to interrogate the eldest of the three brothers. Sahainn drops his leg, which slumps uselessly to the ground. As you approach he raises one empty hand.
"No!" he shouts. "Don't come near-"
*twang*This time you don't even see the assassin scamper away. By the time you turn back you can hear the eldest brother's heavy wheezing in the one collapsed lung and the gargling as blood floods into his throat from where the blue-fletched bolt has penetrated his chest. He tries in vain to pull the bolt out and then tries to grip your leg as his strength fails him; the blood makes his grip slippery.
"Ihwus... was... th'dyn. Lyuh... Liodnyan."
The brother dies, and you say a brief prayer for him to your own gods. You climb up to the roof (taking care not to put yourself in a vantage to be easily shot from) but fail to see the assassin further. You drag the remaining brothers back to the tavern to interrogate them, but it would appear that the eldest brother (Jack) knew most of the details of the plan. [1] In fact, the father and uncle were kept completely in the dark; when interrogated they admit only to knowing about the blackmail. The brothers only know that Jack was being paid by some contact they had never met to smuggle food and clothes into the king's suite; they had replaced wine with beer bottles, pieces of bread and cloaks. The brothers had been doing this for weeks, prompting your own investigation - this appears to be why the king thought the thieves had been taunting him. They do not know what the intended effect was, except that the king was supposed to eat the bread, drink the beer or wear the clothing they brought. It just seems to have taken this long for him to finally do so.
[6-3] You reach Altaregia with ease, where you quickly learn that Richard, while he could certainly use your services, has left for Stormstead... Five days ago. The steward won't let your ship sail upriver; if you wish to catch up with him, you have a tough ride ahead of you.
Attempt the voyage.
[1] The steward snuck men aboard your ship while you were discussing passage with him, and it appears that he is implicitly holding the ship hostage to prevent you sailing west. [6] You buy a horse and start riding. You make excellent time but you are a sailor not a horseman and soon discover why you should not ride the same horse for four days dawn to dusk. The horse collapses and dies a day's ride from Stormstead and you are forced to walk. [5-1] You aren't trained in moving without being seen and there are many patrols looking for would-be 'spies', but you luck out and arrive at the camp unmolested, [3+1] where it is a small matter to gain entrance and you are admitted to see Richard.
Ask the haegar for his name and who exactly is he and what he's doing in the south.
His name is Sigurd Mjolnsenn, and he ventured south in the hope of living peacefully with his Adranic wife, Varna. [6+1] Even you know that name. Mjolnir Mjolnsenn was a pirate, a raider and a killer your grandfather would speak about only in whispers; cut-throat, bloodthirsty and dishonourable as a Selenid. Mjolnir was ruler of a powerful clan, and you have little reason to suspect his son would be any different. On the other hand, he would also be hated and feared in every sane village in the north. When you ask about this, Sigurd makes no effort to hide it; he followed in his father's footsteps and boasts with a certain grim satisfaction that his enemies and rivals outnumber the stars - if you count the dead.
[5+1] As you travel, your shared heritage lets you bind with Sigurd and he reveals to you a little something of his past. He ruled the Mjolndir clan as a High Jarl, supported by staunch allies within and opposed by powerful enemies at every side, especially the Kraken's Arms (he outright refuses to give any information on what he means by that when you ask). He was betrayed and attacked by his closest friend and a vassal jarl, Eirek Bernsenn, and several of his most trusted guard. If you wish the army you need to support your liege, you will need to help him regain control of his clan - either through an armed insurrection or by just killing Eirek himself in a duel for the clan. In theory any jarl or carl (or even any Haegar) strong enough could make this challenge and Sigurd likely still has a lot of political support.
You reach Gatewatch, [4] the muster keep for the Mjolndir, and consider how to arrive; as travellers to investigate the city or openly to challenge the high jarl. Because of your friendship and the presence of your men, Sigurd allows you to make this decision.
Richard goes to the meeting point alone, riding his fastest stallion and equipped with a recurved bow. He does not dismount.
The night before you approach the meeting, your scouts detect a pair of rowing boats set beneath the bridge. The rowers are shot by archers and the boats sunk with rocks. Your meeting will be unassailed.
In Drachengrab, white sails are spotted on the Arendal; larger and more impressive than the cluster of fishing boats trapped there by the siege. The ships dock at Lorvese and several regiments of men in heavy mail with maces, pikes and longswords emerge and march into the city to secure it against the forces of Prince Richard. Duc Parnoth himself arrives with the army, along with his chamberlain who immediately takes a fast horse and travels on to find Duc Tengrim in Spiritusaer to begin his training in charisma.
Rumour spreads quickly, even across the border; the eastern flank of Arendalis has been completely abandoned by the withdrawal of troops to Lorvese and apparently Charles IX is furious with Parnoth. He has sent several messengers demanding the Duc to immediately return his forces to protect the flank against a Donnersteiner attack. Parnoth has ignored him; he instead sends a message to Stormstead via small boat
requesting that Duc Edgard's wives, including his own daughter, be transferred to one of his ships for asylum before he commits his forces to the fight. Parnoth appears to be concerned that his kin might get killed in the fighting.
A fleet of 5 ships arrives in Lorvese, carrying 5 Heavy Infantry led by Duc Parnoth. They settle in the city, waiting for the right moment to move and providing a slight deterrent to Donnersteiner invasion.
Rakon Tengrim gains 50 points of Charisma training.