Volsh son of Vor:
Volsh tossed his net out and snagged the approaching log, and in a rage heaved it with all his adrenaline induced strength. He diverted its course, though it seemed he and Eagle still needed to work on their rapport together. He strained and pulled on the log diverting its course as best he could.
OOC: Touch attack hit AC 14, Strength check 17, Ride check only a 9 though.
22:01, Today: Volsh son of Vor rolled 14,17,9 using 1d20+8,1d20+5,1d20+6. Touch, Str check, Ride check.
Haazheel and Farian also lend their strength to the effort of diverting the log between the wagons, though they mostly just manage to touch it rather than move it along. Eagle is taking all of her concentration to just keep her and Volsh's head above the water. Bruenor and Demon plunge into the water when they see the danger (armor already atop the next wagon, in just such an eventuality), catching up to Volsh as heaves on the net he had thrown to snag the tree's waterlogged roots. With Bruenor directing Demon, the two lash out to aid Volsh's strength and Haazheel and Farian's noble efforts, directing it behind the wagon!
It snags the rope as it goes by, but with a little care and maneuvering from Narthian and Thunder, they keep it from tangling the wagons or horses any further.
With a better idea of what to expect, and the rest of the Leafblade Company on guard on the shore to come to aid, the remaining wagon drivers go in more cautiously, aided by the keen eyes of Lantamori and Averdante as they scan the river for any more heavy debris headed their way. They avoid any more entanglements, and after another hour all the wagons are on the Lyalee side of the river.
Master Deyna moves the caravan far enough down the road to find a camping spot, then stops early to let everyone dry themselves and their gear out, and get a hot meal into everyone. The next day she leaves a strongly-worded letter at the nearest town about the bridge (apparently it had washed out the night before, and no one had known before the caravan came through). The villagers promise to alert the local lord and go to post signs at the crossroads about the bridge in the meantime.
By noon the day after, the caravan crests and hill and before you lies the sweep of a massive blue bay, and a colorful city lying in the protected crescent. A salt breeze quickens the air, and the sound of gulls and other birds soar over the distant murmur of the crowds. Master Deyna heaves a sigh of relief as she takes the caravan down to the city gates, which are tall and set in stone with carved relief of various aquatic beasts and monsters. The guards inspect the wagons, check Master Deyna's papers, and let them through.
Inside, Port Lyalee is a busy, eclectic city, with the buildings painted in many colors and in a variety of materials and patterns. You can see wood, plaster, and stone, many with vibrant carvings. It's clear many are built to different cultural lines, as you see squatter dwarven dwellings side-by-side to rounded, colorful gnome homes, or tall, elegant homes in the elven mode. Large bones or shells from sea creatures are frequently integrated, and large colorful lanterns, currently unlit, are strung high across the streets. The crowds are equally unique, and you spy a few elves with the faint blue tinge and webbed fingers that mark those whose home is the sea in the bustle.
Master Deyna heads to the Guild district immediately, unloading the funeral wagons first at the Gravecrawlers' Guild, then the rest of the tribute at the Moneychangers' Guild who bears the king's seal (for his tax collectors). She stops the caravan at the Merchants' Guildhall, and hops down to talk to all of you.
"
You've done me a fair turn, and more than that, no mistake. You've been honest, fair, very hardworking, and compassionate. You've likely spared me no end of trouble on my return trip, even if we don't end up working together again." In each of your hands, she presses a heavy bag of coin. Those who look inside find 30 pieces of platinum, over 100gp more than you were due. "
I'll be making a high recommendation to the Adventurers' Guild for you. If you think you'll need work again in a fortnight, we'll likely be making a return trip. If not, gods bless your future endeavors!"
This street holds Guildhalls for most of the various guilds, including, of course, the Adventurers' Guild. There is also the Market Square, Inn Street, the Docks, Shrine Street, and the Dockmarket (less expensive goods, but more bargains and occasional oddities).