Raam and the dwarf complied, after Kate's threats and Stephanie's work at diplomacy. After Stephanie and Barbara were done sweeping the Chraal, the two thieves followed Stephanie and Kate along the long, humiliating walk back to the Merchant's Guild Hall.

Spoiler: OOC - Stephanie
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Pits and Gallows is awesome and totally works with the setting, we're keeping it.


Spoiler: Search and Detect Magic
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In addition to the cases that Raam had placed on the deck, the Merchant's Guild also had one other case of spell-book-writing material down in the hold. Magic wise, that wasn't all. Your detect magic spell locates two mostly full spellbooks, an unidentified cutlass, an unidentified ring, an unidentified lantern, five unidentified spell scrolls, and two unidentified wands.

The captain's quarters was filled with a series of maps and charts and merchant's guild letters, but with Stephanie's help Barbara locates a secret compartment in one of the drawers with two sealed letters and a bag carrying six sapphires.

You could loot this stuff -- and you'd probably get away with it, but the contents do belong to men who technically work for Fox. Something to consider.

The crew's quarters are mostly filled with booze and worthless items of clothing, but you do also find six unidentified potions. There's two heavy chests with high quality locks, one in the cargo hold and one in the captain's quarters, which you could try to crack. There's a lockbox in the brig with a poor quality lock.


After Kate and Spoiler began walking the two thugs back towards the Guildhall, Barbara set off into the night. The closest Justicar outpost in Fort Clinton was the Olive Street Stronghouse, but it was also wildly and hopelessly corrupt -- Barbara would have been better off delivering Raam straight to Kysel himself.

Instead, Barbara had to move eight blocks west to the Saint Mary's Park Watchtower; it was staffed with Gordon loyalists and several of them were even knights. It was impossible to find any hints of dawn in the sky but it was already getting slightly easier to see through the otherwise black streets of the slums. It was going to take a long time to get where she needed to be, but fortunately she was able to find a for-hire carriage driver drinking some stale-smelling coffee along a street corner not far from the docklands.

Spoiler: OOC Follow Up actions
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Okay so, Jbre it's only 4cp to get to the St. Mary's Park Watchtower, once youv'e secured Justicar help they can ride you back to the docks.

Let me know if you guys want to take any additional actions IC before I fasttravel you back to the Merchant's Guild Hall; I need to know because when we get there I get to open up with the new PCs.