It is Day 30 as everyone arrives back at The Sandship – and are now being asked to take on yet another task, this one with even greater importance than the last.
NYMERIA: May we speak for a few moments before you go? The quest on which you are about to embark is of the utmost importance. For the Rhoynar people, for Tyrone, for myself, for Mors.
I know we ask much of you on short notice but the opportunity that lies before us, if we can manage it, will change the entire region of Dorne for the better.
No more will Yronwoods drain lesser houses of all resources, forcing their dependence.
No more will Dorne continue to battle with our neighbors to the north.
No more will Dorne be secretly divided across the Houses.
Today begins a new era. One of enlightenment, one of unity.
With your help, and the Mother Rhoyne on our side, my intention is to turn the tides in our favor.
I ask your strict discretion for what lies ahead:
First, as Mors mentioned, we need the Martell troops to return home.
Second, we need to determine those who would rise against us and find ways to cripple their offenses and defenses.
Third, we must ensure no one gets wind that you are working for House Martell [she glances at Mors] for House Nymeros-Martell.
MORS: There are two primary routes to get there: you may follow the Scourge or the Vaith. There are tradeoffs to both.
The Scourge is certainly more direct, but that also means you are more likely to be spotted by riders from The Tor. That is who we believe sent the riders you saw on your return journey. There are also rumors of ogre packs in those parts. The Vaith will bring you a little out of the way to the west, but the terrain is more forgiving. The creatures along that route are the typical desert-dwelling types.
NYMERIA: Tainting ironworks and learning of strategic weaknesses are probably the most promising methods for gaining the upper hand.
Take this poison that the alchemist in town whipped up -he calls it Ferrom – and it’s specially crafted to weaken iron.
MORS: As for the Houses in the region, we know those who are likely to be allies but we are left to guess who might stand as enemies once our campaign begins.
The Tolands of Ghost Hill are definite allies, we will recruit them immediately upon your departure.
NYMERIA: Based on what we know today, we expect that if we take the offense against certain Houses, we will see others fall and join our forces.
Our best first targets are going to be to hold Godsgrace due to its trading prominence, then on to Hellgate and Hellholt to secure the southern shore. It is best that we not share any more of the plans going forward, for your sakes and our own.
Our biggest enemies are going to be the Yronwoods and their biggest allies are the Jordaynes of The Tor. Going against either of these Houses directly this early will likely be counterproductive.
Instead, you should focus your efforts on the middle tier Houses that are far enough from us to sufficiently prepare for an attack, but not strong enough to be fully independent. These are the Daynes of Starfall and High Hermitage, the Blackmonts of Blackmont, the Fowlers of Skyreach, the Manwoody’s of Kingsgrave, and the Wyls of Wyl in the Boneway.
However, this is only half of the effort we ask of you. We would then like you to venture into what is considered enemy territory at the moment. These are powerful Houses in The Marches with legendary archers. Care will be required to not be killed as you come from the south. You should inform them of anything you learn that would allow them an advantage over our foes – as long as you do not let on that you are working with us.
As you treat with these Houses, you should continue the route east towards Cape Wrath where we will have men positioned to retrieve you by ship to bring you back to Ghost Hill, where you can then travel by road back here to The Sandship.
Do you have any questions?
Burton asks Nymeria why she is not robed as her stature would normally suggest. She responds that her people still have not been able to get new wardrobes and so she refuses. This is a symbol of solidarity with her people and the long journey they have traversed together.
MORS: Changing the subject a bit, while you were away, we were able to get to the bottom of Lord Wendel’s murder. It appears that Lormond was the one that hired Jonah Bick.
Justice has been dispatched and the issue is now settled. It appears the motive was related to a deep-rooted dispute among those Houses – their loyalties were simply misaligned.
One final matter I need to discuss: Tirius, please tell me more about what happened to my men.
TIRIUS: They fought bravely sir, but in the end it was Andrea that did them in. Frankly, it is time she paid the price for the souls she’s sent to the heavens.
MORS: I understand Tirius, but she is far too powerful and we have greater priorities. We need to keep our focus on the grander scope. If we had more…
NYMERIA: Ahem… If I may add my thoughts. I’d like to suggest that our friends here keep an eye out for her while on the road and that they attempt to engage her when she is unaware of their presence.
Based on what I’ve heard of these fine folks’ travels, I believe that with the upper hand, they may prevail and put an end to her terror. I believe this will be a key part of paving the way for our success.
My stance does not come out of naivety — I’ve known quite a few Volantins in my day and they tend toward showing all of their strength up front, so few will attempt to challenge them. Given that this crew has survived thus far, I have faith in the Mother Rhoyne that she has brought them here to overcome her power — if they keep their wits about them.
MORS: I want Tirius to go with you and for you to take this (he hands over banner, newly crafted, depicting a sun with a spear through it – it bears Martell’s seal at the bottom) – this is our new sigil.
Tirius’s presence and this banner should be all you need to convince my troops that your orders are true.
The group readies themselves to leave, dressing in traveling clothes to maintain low visibility. They leave with Tirius and the new sigil of House Nymeros-Martell.
A few days later, upon entering the merchant area of Godsgrace, they notice there is more to it than the entry merchant area last visited. As they ride forward, the merchant section ends and there is about a 200 foot gap of desert before the main town of Godsgrace. It is a small town, but still larger than the area around The Sandship.
The two routes ahead are now visible firsthand.
Following the Scourge leads to the north then west and goes up into the mountains with sparse forest. The route is travelled well enough and should make for an easy journey. However, this is also the route that gets nearest to The Tor and has the greatest risk of being notices, if careless.
Following the Vaith leads to the west through the desert plains and the restless dunes of Dorne. The sand is very loose and will take longer to travel overall. Fierce sandstorms are not uncommon in this area.
Before many more days, a walled city can be seen on the horizon with a single gate. As the walls become more visible, the gate is seen as open and unguarded. A population definitely lives and trades here, but there is no sense of impending attack here. Behind the walls is a tall, pale tower.
The town of Vaith is also larger than the settlement around the Sandship and is busy with life and commerce. The group begins to wonder if any place is smaller than Martell’s settlement.
The River Vaith runs alongside the town and is clearly used for shipping. Knowing that Vaith hadn’t been able to trade with The Sandship due to the blockage at the conflux, they must have been trading upstream or with the small commercial settlement at Godsgrace.
The group decides to rest here for the night – Shadowsilver steals some things as she is apt to do and is almost noticed in the process – Burton purchases a pair of stilts – Qhortho cares for his horse – Tholannan has the local weaponsmith reforge his mace with a touch of quicksilver, adding +1 damage to all future attacks – Qarzdaq yearns to commune with R’hllor. Tirius drinks his ass silly and goes to bed.
The next morning, the crew rides west into the desert. After a few days, a bunch of giant toads jump out of the river and begin attacking them. He toads are killed but not without badly damaging a couple of the horses.
Each member gains 180XP.
That crazy gang better be careful with those horses being such an integral part of their mission!
As they continue north to Yronwood, the terrain gradually changes to something resembling home – Essos – the lushness they grew up with. There are mountains ahead and to the west; wooded areas directly ahead and fading out into the east. As Yronwood gets closer, more traffic becomes visible – none of it threatening. The traffic becomes a more and more common sight as the large main gates come into view.
The gates are guarded by several local guards and there is a caravan consisting of six large covered wagons. The wagons, all flying the flag of Yronwood, are guarded by six military personnel.
The soldiers and the gate guards stare them down as they enter; the Assembly clearly stands out a bit from the locals.
As the gate’s threshold is passed, a bell begins to toll in the distance. The group looks at each other and are a little startled. Is this a sign of warning? Has someone been killed? No one in the street seems concerned, but they all seem to be moving in the same direction.
The group keeps their composure and asks a local about the meaning of these bells. The man says they’re going to the arena. With the group looking mildly puzzled, as if waiting for a more complete response, the man states that they must not be from around here then quickly follows with, “it’s the annual Fight of the Animals.”
At this point, the group splits. Tirius, Qarzdaq, Tholannan, and Qhortho all go with the crowd while Burton and Shadowsilver head towards the most likely location for the iron works – based on the plume of smoke visible a few streets over.
Burton and Shadowsilver make their way to what appeared to be the ironworks ward of Yronwood, guarded by two guards with halberds.
They devise a plan to test the security — Burton would disguise himself as a child and attempt to scare a local dog into the ironworks. Shadowsilver would then play the role of the disciplining mother and scold him for being so reckless. The plan goes off without a hitch, except the dog is blocked by the guards and it immediately stops and turns back around attempting to follow Burton.
Meanwhile, Qarzdaq, Qhortho, Tholannan, and Tirius are following the crowd towards the arena. Upon entering, they find themselves inside a large arena with a lower-than-street-level dirt floor. The crowds are piling in as they glance around.
There are two portcullises on either side of the arena floor. Directly across the arena is a boxed area for an important figure with a man and a woman surrounded by guards. Tirius leans over and says that’s Yorick Yronwood, King of the Stone Way.
Yorick sits and the entire crowd hushes, though not to complete silence.
The portcullis to the right opens. A large man can be seen pulling on reigns leading into the darkened hallway beyond the doorway. The man continues to pull and tug at the reigns making every attempt to drag whatever is attached into the arena. As he continues, a big black warhorse becomes visible, the crowd roars as it bucks wildly; the large handler continuously moving to be sure he does not get smacked by the horse’s hooves. As this continues, the group look at each other, puzzled.
Just then, the second portcullis opens on the left. Another large man enters the stadium slowly, pulling at large pole. He is clearly struggling with it but continues to make progress entering the arena. As he does, eyes can be seen in the darkness of the opening. Bright glowing eyes. With one final tug, the large black cat-like beast becomes visible, swiping at the man. The crowd erupts and cheers.
Yorick gives makes some sort of gesture resembling a clap and the handlers at the arena’s floor disconnect their animals’ controls and disappear through the way they entered and each portcullis slams shut.
As the two beasts begin their dance, most people in the crowd begin exchanging coins, clearly making wagers on the outcome.
The warhorse glares at the panther as the panther crouches in a stalking pose, sidestepping.
The horse rears up and charges at the panther. The panther reacts immediately and runs forward. The panther lunges and pounces on the horse, knocking it over. The panther then tries to bite the writhing horse, but the horse knocks its head away and scrambles back to regain its footing.
Money changes hands in the crowd and Tholannan decides to place a wager of 10gp on the Panther.
The horse then smacks at the panther, smashing it on the head with its heavy hooves, dazing the panther.
Money changes hands within the crowd. Tholannan is down 2 gp.
The panther staggers back, shakes its head, lunges forward on its hind legs and swipes at the horse, but the horse jumps back and the panther only strikes thin air.
The horse takes off towards the edge of the arena. The panther charges after it, but is quickly losing ground. The horse continues to run, the panther losing more ground by the second.
The horse then suddenly turns around and runs straight at the panther, attempting to stampede right through it.
The panther dodges to the side, then runs after the horse and pounces, knocking the horse over again, but this time sinking his teeth deep into the horse’s neck, ripping the flesh with blood spurting through the air. As the horse continues to whine, the volume quickly fading, the panther continues to have its meal.
Money changes hands – Tholannan is now up 5gp from his starting wager.
TIRIUS: This was all fun and good, but let’s get going. Those caravans just outside of town may be just the supplies we want to dose with that Ferrom.
The group reunites in the streets taking just about equal time to complete their separate adventures. They swap stories and decide to hold up here in an empty alcove alongthe street to figure out their next best move.
As they take some time to reflect on their journey thus far, now learning that more care should be taken with their horses and beginning to truly realize what Martell is up against, each member of The Assembly gains another 220XP, bringing their total to 500XP for the session.