One of the Elders goes over to a small pouch that contains a mini-map (See: here) of the surroundings. He points to the West of Greystalk (A1) and says that once you pass by the kingdom you keep heading West towards the coast and you will come across the small village of Mirmar which apart from having a lively fish market, also has some very talented sneaky acrobats among other skills within their portfolio.
"We know of no one there personally, it is merely a suggestion given..." Says one of the Elders. He pauses looks at your small group and continues,
"But given thy number it looks like ye will need some help from there, and some gold will be good too, ye have gold because ye cannot hire without it unless your bargaining skills are exquisite?"
GM: Say what you wish to do now.
The Elders reply to Lady Godiva,
"We will find thee faster than ye will hope to find us. And yes, go South when thou art ready."
As John just stands there with no motion the Elders become puzzled.
"Art thou unsure of all of this lad?"
They then bid you a safe speedy journey as they see you out their temporary meeting place.
GM: Say what you wish to do now. I will keep the 2 day count so be on time or your Character might falter.
You begin your trek West on horseback thus making the travel easy.
The terrain is not so formidable and in very little time you are passing South of the Kingdom that protects the lands around including those of your home, the Village. From where you are you can see the Kingdom is alive with trade and merriment but you stay focused on your mission.
Before sunset you have made it to the West shoreline and the fishing village that you were told to find. The oceans are fairly rough today and the wind very strong. You enjoy the faint sea breeze hitting your cheeks.
As you get closer you can see the place is kept in a poor manner with many oddly put together shacks, fishing nets strewn about and very few beautification of which to speak. You can see the people of this area know nothing else but fishing.
As you start entering the village you gather that the people are relatively friendly as they nod to you or wave you pass. Some of the children follow your horses and laugh and sing at your presence. At the center of the village is what looks like a half-way decent tavern and further up a more sophisticated hut compared with the others you've seen thus far.
By now you are in need of a good meal and possibly some equally good ale.
GM: Say what you wish to do now. Make sure to list your horses under your equipment.
You enter the Fisherman's Tavern, a humble but relatively lively place. You see available stools near the barkeep. The three of you pass the onlookers who are busy in chatting, smoking and drinking but they do notice your presence. You take a seat at the stools and the barkeeper comes over,
"What'll be strangers?"
You ask for ale. The quality of the drink is not that grand so for one gold piece you each can drink. The barkeep makes some friendly talk,
"So what brings ye to these parts?"
GM: Who pays for the ale? Make sure to subtract the coin. Say what you wish to do now.
Lady Godiva sizes up the barkeep and determines for herself that he is nothing more or less that what he presents or in other words there is no deception in his voice.
Dante asks the barkeep about "Talented" People in the area and at first the barkeep is confused and then says,
"Ye mean slight of hand and nimble on the feet?"
He keeps the mugs of ale in his hand while he waits for payment.
Just then...
John, being overly silent is approached by an older lady who strokes his arm and says,
"Hey big lad, sponsor a drinkie for a lady will you?"
Then men in the bar laugh as they watch to see what John will respond.
GM: Say what you wish to do now.
The barkeeper hands your ale over to you as Lady Godiva tosses a coin on the counter. The barkeep leans over and suggests a visit to a hut on the North of your current location.
"He won't be there now but ye should find him sleeping in the morn'."
Meanwhile...
John gives in to the woman's request by paying for a drink for her and himself. Seeing that Lady Godiva already paid he brings another set of ale (3 more) and pushes one of your gold coins back.
"No need for two, its just one coin lad."
GM: Say what you wish to do now.
The barkeep looks up and then to the side trying to remember the name,
"Lodewic!" He says out loud and continues,
"Yea, it be Lodewic that you seek."
He then goes on to your other question,
"There is a place not too far from here, the better hut in these parts and they may have some place to lay thy head."
He then pauses and almost seems to bow his head,
"Sorry but in these parts we don't have much to offer in the way of hospitality and comforts."
Just then...
The woman takes her ale and then immediately slaps the back of John saying,
"Good on thee fella...."
She goes back to her table with some gentlemen better suited for her age as John stands there surprised and wondering what that was all about.
GM: Say what you wish to do now.
You gracefully leave the tavern and go on further towards the 'fancy' hut. Upon entry into the humble abode you realize it is sectioned off into smaller rooms. You are greeted by some children and then their parents, a bearded man smelling like dried fish and a well rounded woman who seems to be baking bread.
You ask for accommodation and they offer a meager area for a couple of gold pieces. You are shown what looks like some make shift beds in a room adjacent to the family's. For sure either you or they will need to be quiet for the night or else you will hear each other. The woman of the hut says,
"Ye meals are catered fer too, we be havin' today's catch with some bread I'm a bakin'".
Meanwhile...
John checks his coins and notices that a couple seem to be missing, he wonders if he dropped them.
GM: Say what you wish to do now.