Kynaston Trench (Blade Street, Outside Karn's Blacksmith)
Kynaston walks off, ignoring the protests of the old woman and the kender.  Before long, all he heard was the patter of the light rain around him.  He couldn't believe he had wasted time on that whole situation, not to mention a perfectly good sword.  Still, on the bright side, the odds of him ever running into either of those people again were ridiculously small.  Yes, certainly.  He would probably never see either of them again.
He walks for another ten minutes or so before he hears the telltale ringing of a hammer on an anvil.  He comes across a building to his left with a picture of an anvil on the sign and can see a thick, black plume of smoke raising from the chimney.  This must be the smith that eventually came to replace his father, after he left.  The familiar sound brings back many memories, good and bad.
Haahqae (Steel Tankard Inn, Common Area)
The woodsman spots Haahqae approaching and sits silently, listening, as the gnome says his piece, before speaking himself.  "In such times, he worries for his own profit?"  He shakes his head.  "I fear I have my own 'demon' to deal with, and cannot offer you any aid until then.  The best of luck to you, though," he adds, raising his mug.
Kendra Synclair (Old Keep, Captain's Office)
"Is that all?" the captain asks, clearly unimpressed.  "Probably another wizard, using illusions.  Remember the whole 'Belzor' incident?  Honestly, I thought people would have learned their lesson by now."  He stands up and walks around his desk.
"No matter," he states.  "Go and investigate.  Find proof he's a charlatan, or failing that, bring him in before he becomes dangerous.  Consider it your first assignment this morning.  I trust you can handle it alone?  We're spread too thin for me to send anyone else with you."
Gregeddin (Market Street, Dead-End Alley)
The guard follows Gregeddin in the alley, still appearing rather unsure of what is going on or what the bard is up to.  "You'll want to talk to the captain, Orin Windwood," he says.  "He's the one who hires and fires, with the Highseekers' approval, of course."
The alley, as Gregeddin remembered, ends in a dead-end after about thirty feet.  There are no doors and any windows are secured with bars.  There was no visible way out other than the way in.  There are a number of trash cans, however, at the very end.  Some are spilling over with garbage, others have lids on them.  They would make a good hiding place for someone small.
"She came down here?" the guard asks.  He looks to the trash cans, evidently having the same idea as Gregeddin.
Khush (Road to Haven)
Khush moves forward, until he's in proper range, then throws the stick at a tree about 20 yards away from the goblins.
Sure enough, the rustling gets the goblins' attention.  Both look over their shoulder, warily.  The woman, too, hears it and appears even more frightened.
The two exchange some dialogue, then one goblin carefully starts to approach the tree while the other turns toward the woman, moving closer to her.
			
		
				
			 
- Road to Haven 01.jpg (114.83 KiB) Viewed 9093 times
 
(OOC:  Now to explain my crappy map.  The K is Khush, the 1 and 2 are the goblins, the W is the woman and the c is the child.  The big green circles are trees, the green blobs are bushes, and the brown blobs are rocks.  The road is to the south.  The thick black arc shows the path of the thrown branch.  Each hex is 1 yard in size.)
Coroccoco (Haven Arms Inn, Common Area)
Once Coroccoco begins speaking, soon everyone's attention is turned to her.  She sees confusion in many eyes, but also suspicion and even hatred.  Hobgoblins are not well liked among humans, and vice versa.  Still, they listen to what she has to say.
After about ten minutes of preaching, a little over half of the crowd seems to be hanging on her every word.  The rest have turned to ignore her.  The dwarf she spotted earlier regards her with suspicion, while the hooded and cloaked man who is all bandaged up regards her very intently.  Daxia's expression remains unreadable, but the barmaid who earlier sassed the monk earlier about having steel seems nearly on the brink of tears, she is so moved by the speech.
Once she is done, a number of people speak out to her, calling out questions.  "Can Weerschaal heal my sick mother?" one asks.  "Will Weerschaal stop the war?" asks another.
(OOC:  
Coroccoco makes an Oratory check (1d20):  11, pass.  The bar patrons suffer a -2 to their INT rolls as the check passes by 2 points.  However, anti-goblin prejudice balances that out with a +2 to their INT rolls.  Overall, 22 people out of 43 have their opinion of Weerschaal shifted from Indifferent to Friendly.)