
Reassured by your words, Zak explains: "I will bring them with us to Goatshearer's ranch. They'll be well taken care of". After few minutes, you reach a two stores building. A dim light filters through its large windows and a wooden sign, hanged above the front door, qualifies it as "The Comfort of the Traveler". On the other side of the road, there's a small, solid construction that Zak indicates as being the Militia Quarters. Apparently, nobody is in there right now. The peasants bid you farewell and wish you good luck in your travels. The guard resumes his patrol, glancing from time to time in the direction of the two girls. Out of Character: Congratulations! The peasants made it back home! Each character, except Ferril, is awarded 200 xp.
Having off loaded the gear belonging to the boys if any was left on the cart. And, after off loading her own bag sack and bedroll too, waves and watches as the Commoner and guard walk off in the distance moving the little broken cart and taking the kids to some place they will be safe at a ranch.
Anntreen lantern put out, bag on back, staff in hand and dragging along any other items left on the cart by the boys (if any) heads in to the Inn.
Holding the door open with her foot she asks nicely, "Krusten, are you coming?"
When Jon stops at the end of the trail, Ferrin asks, "So's you can sees it no mores? Where be's the Brigands?! There be's Justices to dole outs!" He is not trying to speak quietly (if it matters) and his volume even rises a little at the end as his frustration and excitement get the best of him. He steps over to where Jon is and bends over to look at the ground, walking around in circles as he looks.
"We can't go on, and it's too dangerous to camp out here. We must head towards the city to report, it's our only option."
Tomas takes note of the small group of trees and sizes them up to blade of grass for reference. He suggests a forced march directly towards Loya until the group is too tired to continue.
Anntreen walks into the Inn, still damp from the lite rains, her hood is down and her honey colored hair seems to ripple down her like water from a fountain.
She dose not look around or star blankly at the new space. No rather she walks right up to the bar as if she has been there before even thew she has not.
She waits for the Barkeep to ask what she wants, then responds with, " How Much is a room for the Night? And, how Much for a hot meal?"
Her soft voice while inquisitive, is also calm and caring. Her face registers confidence, and she looks the barkeep state in the eye as she speaks with him.
Her Holly Symbol is still pinned to the clasp of her robes and well within range to be easily seen.
The rain has faded most of the blood from the cuffs of her sleeves, left there from the act of patching up everyone in addition to the dog fight from earlier that day, while not blatantly visible, a finely trained eye might spot it.
"The Comfort of the Traveler" is a small but welcoming establishment. Hanged lanterns spread a warm light on the four crude wooden tables that face the long counter, in a north-south position. On the right side of the room, a well-built man is cleaning his hands with a dirty piece of cloth, standing behind the counter and watching the old waitress that is coming out of a nearby door. On the right side of the far wall, opposed to the entrance, is another door while, on the left side, steep stairs lead to the second floor. A simple fireplace burns in the middle of the left wall. A small, worn target is hanged next to it. A fat middle-aged man, probably a merchant, is sitting at one of the small tables, next to the entrance, while the other is occupied by a hooded figure dressed in grey. At one of the large tables, next to the back door, two guards are drinking and laughing loudly. The last table is still empty. Out of Character: For the others, I'll wait FoxRogue's actions.
Krusten moves towards the unoccupied table sitting in a position that can allow her to see all within the tavern without making it look obvious. Where necessary she will use her charisma to gain information or even a free meal such as telling the story of rescuing the children.