((I don't remember who was dealing with my storyline, but I'm pretty sure every GM has posted actions since I've stated this, so would someone mind resolving this))
Jormund is surprised by the willingness of the McKinleys to meet with him, he expected things to be much more complicated. Still he was willing to meet with him. He willingly put down his weapon but requested that his men would be allowed to return back to Manskinner's land and report what had been said so far.
Agree to the McKinley's request and give up his weapon to gain audience with the McKinley leader, but request that the majority of his men be allowed to return to Manskinner and report what had been said.
[Sorry, I missed this completely.]
[3] The McKinleys aren't happy about the idea of scouts giving away their numbers, but you are able to bargain with them.
Three of your men are permitted to head back to Manskinner and report back, [2] though their journey is slowed by poor weather and they only arrive some time after your own journey is completed.
You and your men are disarmed and taken to the McKinley chief, a large, red-faced and red-bearded man.
"Why should we hear anything that the Manskinner has to say?"
Ludwig liked the apartment, it was very posh indeed. Right now they were sitting at his library room where the walls were covered in books and there was a grand piano with complexly engraved legs. The man himself was chubby, not fat, but chubby. He used expensive creams to stay handsome and wore expensive clothes.
The man asked him to perform a task, Ludwig hoped that the task wouln't be something stupid and that the man had enough common sense not to betray him. You should never betray an assassin till you are fully sure that he can't kill you.Taking a sip from his glass Ludwig asks the man of the task he would like him to perform.
Ask what the task is.
[6] "Oh, very simple, very simple. There is an old woman in the town, 'Granny' Mistaris. She is only a very minor competitor, but her stall happens to be on some prime property that I simply
must have. I can't say for sure where she lives, but I know she hangs around 'The Barking Spider', that pub in the Town," says the man, referring to the outer slums of the city. "I want her dead, simple as that. If you can arrange that for me, I would be happy to give you all three of my precious snakes."
"Well either way we may end up dead, so let them aboard, and if they want to kill us then we give them a fight they were looking for. Otherwise just let them take what they want since I already have plans to earn us a large sum of money." said Reanrd as his men gathered around him, and asked what they should do.
Do as they say, but if they go hostile kill them.
The knights board your ship, examining your hold. [2] They are not actively hostile when they discover your hold empty, but insist on taking the half a ducat from your cabin as tribute. If you let them do this, they will depart and you will then continue and arrive in Suul. If not, it will come to a fight.
Meeting with Engineer
Grudgingly agree but make the contact vague.
Arrest a murderer or rapist and execute them, bring them in for dissection.
[4] There is a man, Rotten Robin, due for hanging for murdering an old woman. You expedite his execution and bring back the corpse for the dissection.
[1] Even with Mahtan supervising, you make a pig's ear of the dissection. You carve up the body horribly, used to inflicting pain and torture but not proper methodical dissection. It is quite useless now.
[6] Unfortunately there are no criminals left in the dungeon with death warrants outstanding. There are a few in the Town part of the city due for execution if they can be caught and charged, but which are presently either laying low (some of which may have left the city) or which the law has not yet been able to charge. [5] Including, you find, the head of one of the major crime families in the region; the so-called 'Granny' Mistaris. That would be a feather in your cap, if you caught her, and no mistake.
Finds where silk in Groaning is generally from.
Buy Cloth and put it on-board.
Hoist a Suulian flag, Full speed to Suul.
[4] You spend a little time talking with the clothworker guildsmen. It seems there is a longstanding and ancient trade treaty with an empire far to the east called 'Tsen-Ang'. So far that it is not even on any of the maps. Very occasionally Tsenese merchants will make the long voyage to sell their silks in person, but generally silk is traded to intermediaries along the route until it reaches Groaning.
You buy several bolts of woven silk cloth for the princely sum of [4]
1 ducat, well below the general market price. Setting sail for Suul, you pass along the Mirish Coast [5-1] making reasonable time. Upon arrival at Suul, you consult the local merchants to find that cloth is selling at [1]
2 ducats in Suul, another shipment having just come in from Groaning as well.
Suul is a small city with a small port, but only controls a small region. For its size, the quality of life seems very good, with a wide variety of goods available for trade in the port and most citizens having clean clothing and enough to eat. There is precious little sign of illness or disease, and the people are very polite. On the other hand, there are still marks from the recent fires, and people speak only quietly of the former Cyclicists and Mirish Pagans of the city - or else not at all. The local white stone is most prominent in the gleaming spire of Suul Cathedral, which juts up from the edge of the port like a brilliant spear. The cathedral, for its beauty, is also built like a fortress - the Archbishops of Suul have prospered thus far on the belief that an armed prophet will survive to spread his word.
"Well I'm glad we could agree. I'll come back when I'll need you."
He still had a few things to do. He went to the castle, and asked to have a meeting with the king. He did not want to talk with the king, he wanted to enter the castle and then sneak in the dungeon.
Ask to meet the King of Miring.
[1] You are allowed in and escorted to the throne room, which is empty, and told to await the King. Whilst there, you notice a slightly stubborn stain on the arras. Some servant has left a discarded cloth nearby, so you pick it up and, ever conscious of how much poorly kept furnishings get on your nerves, try to rub it out of the arras.
At this point, a screaming madman runs at you, wielding a corpse in both hands.
Pay my tab and leave quietly after the old woman. Follow her silently and carefully. I want to know where she goes and who she talks to.
[2 vs 2] You fall in behind the old woman, following her as she makes her rickety way through the street. [1] She is completely alone. [3] You follow her for some distance as she takes a slightly winding path through Town towards the Market, where she stops at, indeed, a small stall full of pots. You settle into the shadows and watch her for a time.
[1] It is about this time that you become aware of the three figures in the shadows with you. They must have been following the old biddy too, though you were too focused on her to notice them. They wear dull grey clothing, armourless like yourself to avoid making noise. Their knives do not glint in the moonlight, the faces have been dulled with charcoal.
Professionals, then. Like you.