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Roll up a hero if you want to join, you find the rules here: >>5083 (OP)

You find yourself in the city of Trallop, a large town in the northern parts of the Middlerealm. Nestled at the southern coast of huge Nine-Eyes Lake it is usually the last friendly and civilized place those travelling north get to visit for many days or weeks.

You were looking for work in the hopes of earning a few coins when you were contacted by George Coalblazer whom many just call “Trallop George”. He is a well-known merchant who dominates the trade in the northern parts of the world. He had heard of your past endeavors and seeks bold and competent men and women. That sounds just like you, doesn't it? But will you be up for the task?
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time for you to go for a swim!


You are in the middle of a dangerous bog. No bridge is here and no boatmen are in sight.

But with Intuition -2…


d20 - 2 = 7


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You hear voice across the lake in a good distance. Too far away to make out any words but you also hear the sound of wood being chopped.


>Investigate the source of the wood choppy.


It's across the lake. You'd have to find a way around or across first.

Of course, finding a way around for a single man is easier.

Roll Intuition -3.


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Nazom, what will you do while Vitis is away?


I want to see who it is without drawing attention.
d20 - 3 = 1


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>>7594  I'll guard the caravan


You find a way around the eastern side of the swamp and as the sun rises you realize the lake is about 3 km wide as you catch a glimpse of the other sore.

Walking around takes you 1d6 = 3 hours and you get hungry on the way. But the sound of men working comes closer and closer.


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With Vitis gone Parel Notgelf asks Nazom and Jorhag (who seems to be an expert tinkerer) whether they want to help building a raft. The people would dare the way across the lake.


I can put up with some tummy rumbles.
>I try to take a look at these men without getting noticed.


>roll for Dexterity -2


d20 - 2 = 11


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>>7598  why of course!  1d20 = 17


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It takes you another 15 minutes but you manage to sneak closer and hide behidn a bush.

You see a group of about 20 men, half of them workers, half of them soldiers, who are busy repairing a part of the destroyed log causeway. They are chopping and sawing wood and use heavy hammers to sink large logs into the swamp. There are also several swamps and some animals to carry tools and other items.

They have not noticed you yet.


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Due to Jorhag's help and the many tools he has in his wagon it should be rather simple to make one big raft. There's even two empty beer barrels now too.

You have to gather 50 points to build a raft. Each roll takes 10 minutes.

Roll Strength -2 six times!


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>>7604  1d20 - 2 = 6 1d20 - 2 = 4 1d20 - 2 = 9 1d20 - 2 = 5 1d20 - 2 = 9 1d20 - 2 = 16!


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You gathered 23 points within an hour! Not bad at all.

Roll six more times!


>I try to recognise their uniforms or banners, just in case these guys are bad news.

d20 - 5 = -4


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>>7606  1d20 - 2 = 2 1d20 - 2 = 5 1d20 - 2 = 5 1d20 - 2 = 15 1d20 - 2 = 3 1d20 - 2 = 18


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Oh, a natural one. Very good.

You see the banners of the town of Trallop where you started your journey. They are prince's men.


>Recognise flags from Trallops.
These must be good guys.

>Leaves the bush.
ahem, Hello there! Hello, I mean no harm.
>Keeps his sword sheath and waves arm to be friendly. Don't want to give them soldiers the wrong idea.


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After only two hours you have finished your raft! It's big enough for one wagon (of which there are five).

The men rejoice and cheer!


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Some of the guards turn around to face you. They carry swords, some of them bows. They are surprised at first and then become wary as they realize you are an elf - and many bad rumours are heard about elves in these parts. They steal animals from farms and seduce young maidens… or so it is said. And they can use magic too!

"Halt… who are you stranger?" one of the guards shouts over while the workers continue their hard and long task.


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>>7611  we should try without a wagon first


I am Vitis Vinifera. Woah hey, Easy friend.

I'm with George Coalblazer's caravans, "Trallop George"?


Do you dare to go on board?


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>>7615  of course!


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"The old nitpicker? Then what you are you doing all by yourself in the swamp. You don't look like a trader or businessman."


Three more men and women from the track join you on the raft. You take long sticks to move the vessel across.

>roll Strength x2


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>>7618  1d20 = 17 1d20 = 12!


It takes a bit longer than expected or desired about after 1d20 + 20 = 22 minutes you have made it across the lake.


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>>7620  no issues?!  then back across for the wagons!


I'm not. George hired me and my friend to assist in finding a more efficient trade route through the swamplands. Theres five other caravans waiting in a clearing on the other side.

Even if we could go over the lake, for all I know could be something real ugly and dangerous lurking in that water. I tried finding a way round east but no good. It's searching west I found you guys.


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Though the water is bubbling here and there you do not see any creaters living in the dark brownish mess of a lake at all. It appears safe.

As you have come across you see Vitis in the distance, talking. You also hear the sounds of men working.


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"Trallop George must be desperate to find a way to Thunderbrook then… it will surely take us another two months to finish the causeway. If not more. Well, you are welcome to rest here. But don't disturb our work."


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>>7622  yells over "hey!  we made it across!"


Thank you I-

>Noticed a raft with Naz and a few coming across the lake.
What are you guys doing!?


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"Seems like you were telling the truth, elf." The guards greet Nazom and the other three.


>Was suprised and angry. As usual, elf and dwarf squabbles.
Naz! What the heck! What are you doing here? Y-you took these people across the lake in that thing!?


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>>7628  We've got 5 wagons over on the other side that we need to get across.  The lake seems safe.


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"Steering the raft was the biggest problem" the other three say. "But the lake was calm and nothing dangerous seems to live in it."


Good to know, be real awkward if you lot got drawn down by some tentacle monster in one go. Did any of you thought of what to do if it turns out it wern't safe?

Who's defending the caravan?


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"Parel, that dwarf Jorhag and the rest of us are still over there."

Soon enough the raft moves across again and one after another the wagons are brought across the lake. Noon passes and finally after 1d6 + 2 = 4 hours all the wagons have reached the other side.

The guards and workers are taking a break and have prepared food, inviting everyone to join them.


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>>7632  your head must hurt from thinking too much!


Alright, time to stop. Thanks for joining again!


>The dwarf and elf continues to argue, Vitis calling Naz wreckless and irresonsible. Probably ending with Naz giving no f-s and Vitis going to sulk again.

Yep, check point.


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Hey Critical Hit, are you around?
Do you perchance still brose /rp/ waiting for the day for us to return to the wastelands?

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