Fabled Wandering
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I don't know a lot about dwarves, but I heard they stick together in clans. Better stay human for now, otherwise they might ask some hard to answer questions.
Fable currently looks like an medium sized human male in his 30s, with thin black hair and a spotty beard and wears a long dark cloak but has the hood down as to not raise to much suspicion, but still keeps the rapier visible to show that they are not easy prey for bandits.
"Well, nothing to do then to go and search for an inn and see what's what."
Fable proceeds towards the city and if unhindered will try find an inn or tavern to see if there is work available or at least find a place to stay.
The bustle sends a bit high for this size of city, likely due to its role as a year hub. You note that most merchants travel with a guard even though the civic guard appears neat and patrols regularly. You hear a recent commotion has brought an increase in adventurers and other less savory types. Your asparagus keeps you free of unwanted underworld fingers but several sets of eyes are felt gauging you as you pass by.
Reaching your choice of the inns you make arrangements for a meal and room then find a quiet corner to sit in and eat before heading back out.
You stop into a couple different taverns just to check the atmosphere and local gossip finally finding one with the right crowd you are looking for. Alert gazes are mixed with drunken banter and a smiling, though massive and scarred barkeep set just the right condition to pick up whatever you might be looking to learn.
I thought about their original form, I think it should be something recognizable. Like a women with bright red hair.
Fable takes a good look around trying to see if there is something interesting going on.
"You look like just the person who knows where a dashing adventurer like me might find well paying work" says Fable with a wink.
Toblen Stonehill

Just what I needed now and outside the city no less.
"Well, that was certainly helpful, thank you".
Fable bows and flips a coin to the barkeep as tip. After finishing the ale they head down to the docks to find Corwin.
Lets hear what the "something big" is and then I can ask Joe for advice.

"I am looking for work and people started pointing me your way. Fable, adventurer and expert for acquisition and reposition at your service."
Fable bows with a grin, pretty satisfied with their overdramatic entrance.
Corwin

He hands over a small writing tabled with a scroll attached. It has both high, used by mages and priests, and low, made with simplistic ideograms, scripts. The magic of the contract ensures you understand the contents to say that you are bound for a minimum of 1 month and will never reveal any expedition secrets, including its location or activities, without their consent. In return you will be paid, fed, and sheltered.
I have a boat heading out tomorrow. Sign and I will see you get on board. Any questions?
I wonder if he is hiding something. This seams way to easy. I wonder if Corwin is hiding something.
Rolls
Sense Motive on Corwin - (3d6)
(145) = 10
Fable signs the document. "Anything else I should know?"
Corwin

Looking back to Fable he answers Not much more too it. Details and specific work assignments can be had at the expedition base It will take about 5 days for the boat to get there. While on the boat you will be expoected to listen to the captain and serve as guards should the ned arrise.
Oh and once you sign you get your first tenday week pay in advance
Fable turns around to face Meep.
"Looks like we share a boat. Pleasure to meet you. I am Fable. Dashing adventurer and expert for acquisition and reposition at your service."
Fable bows deeply and then puts out their hand.
Sounds even fancier if I add the 'dashing'. Fable thinks smirking a bit.
Fable currently looks like a medium sized human male in his 30s, with thin black hair and a spotty beard and wears a long dark cloak but has the hood down as to not raise too much suspicion.
He looks over to Fable and attempts to mimic the bow. It doesn't go very well and he gives up after having to flutter to save from face planting. So he settles for shaking Fable's hand with both of his. "I am much pleased to meet you! You sound very experienced Fable sir, Meep just hunts. Do you like rabbits? I do." The words come out in a bustle of chirps and he keeps shaking Fable's hands.
Shopping can be in character or just give me a shoping list and I will tell you what you can find. (still working out item availability and pricing but I have a rough list)
"Well, I had a few adventures, but I am also new to the exploration stuff. I usually stick to cities. Em, Rabbits? Sure, I like to eat them, but I am not the best hunter. Never got the hang of it." Fable notices that they are still shaking hands and stops but smiles.
"Do you need some supplies as well?"
5x torches
First aid supplies
Few pieces of chalk
Filling his water skin
First aid supplies
Fishing gear
Traps/supplies to make his own
Arrows (if we count ammo, not 100% on that)
Plenty of time to RP on the trip. ^^
I'm fine with hopping to the boat ride. Might be more to spark RP when out and about as well :)

Stand out of the way or you'll end up in the drink!

Pointing at Fable he says You look tough and then to Meek You look fluffy. Can you really fly? I wish I could fly some times but I figure it's like swimming and Ma says I'm half otter causin I swim better than any 2 other boys. and another big grin.
"Meep can fly! I can fly good! Well, so long as I'm not carrying too much. And the ceiling is high enough. And the room is big enough. Meep is best outdoors." He pauses to think and speaks again. "I don't like swimming but love flying so...not the same!"
Hank
Meep decides water is better in the air or as a drink. Give me a save vs motion sickness

It will take about 5 day to reach teh expedition. Stay out of the way. We have food for 2 meals a day. You are responcible for watching the boat at nights when whether we tie up or stay on the river. The last day or so has a bad habit of being "exciting" so you will need to be on call that entire day.
The boy is mine. He is going to take over this boat when he is of age. So when you tell him of your marvelous adventures make sure you keep the bad parts in your stories.
In the mean time relax, th e boy will show you where is good. the sun gets warm and I pray there wont be much for you to do . I've been doin this for a bit so let me or the boy know if you have any questions.
Meep has 2 Gold and a small trap and wire for snares
After having been „caught" by Hal Fable will try to stay out of his way but might try to play with some of the sailors if the coast is clear.
When alone at night Fable would try to find a place where they can talk to Joe unattended if such a place on the boat exist.
Rolls
save for motion sickness - (2d6)
(42) = 6
hunting - (3d6)
(663) = 15
Meep's nausu is unsettling but Nel is quick to save his new friend,. The nxt time they pause Nell returns to the boat with an armful of branches to craft the "biirdman" a nest.

By the third day trafic on the rivver has dwindled to just your craft and Hank becomes even more allert and curtails several of Fables games when he "dosn't like the way the river feels". During one such time you spy another raft headint upriver. The barge is smaller than Hanks flat bottom river boat and moves slowly up river.

"I got a bad feeling about this" Fable mutters to no one in particular.

You to stay on me. The barge will likely try to stall us for the other two and not show any aggression but I ant stoppin no matter what. I need you two to keep them off my boat. This is MY boat. on here my word is law. Any of them touch it with a hand to pole and you make sure whatever they used cant be used again. You hear me. and he looks both of you in the eye.
He instructs four of the other men to speed up the boat and they lay into their long poled oars as the two larges move to the front with a couple of thick rods that they heft like clubs as they bracket the captain between them as they stand ready.

If Fable gets conformation will light a torch with flint and steel getting ready to throw it on the pirates boat to end the fight quickly.
It's a bit underhanded, but I will make sure that this is not a fair fight. I am sure they can douse the fire, but maybe keeps some of them distracted.

Rolls
grappling hooks - (8d6)
(43154533) = 28
Captail - (2d6)
(56) = 11
Defensive Action - (2d6, 2d6)
2d6 : (32) = 5
2d6 : (53) = 8
Fable douses the torch, then tries to kick the hook to free the boat.
Rolls
Fable: Test DC: 5 - Basic (Free the boat) - (2d6)
(24) = 6
@Miss_Sadie Meep is up
I included an adv roll and a no adv roll as I think he has adv on ranged attacks from hia proficiency but, as this system is very new to me, I could be wrong. It was easier for me to just roll both at this moment than to try and look it up.
Rolls
Finding target - (2d6)
(61) = 7
To hit target with a bow (adv) - (3d6)
(344) = 11
To hit target with bow (no adv) - (2d6)
(32) = 5
In this case you roll 2d6 as you are proficient with the ranged weapon. Once you master the bow it will advance to 3d6. The system normally starts you with 1 mastered weapon but I don't do this for any character at the start. You will gain mastery of your weapon and your 3rd trait if you stick around a while.
Rolls
pirate boarding - (1d6, 1d6, 1d6, 1d6, 1d6, 1d6, 1d6, 1d6)
1d6 : (1) = 1
1d6 : (6) = 6
1d6 : (3) = 3
1d6 : (2) = 2
1d6 : (4) = 4
1d6 : (4) = 4
1d6 : (4) = 4
1d6 : (6) = 6
Defenders captain, pole wielding brutes - (2d6, 2d6, 2d6)
2d6 : (24) = 6
2d6 : (33) = 6
2d6 : (24) = 6
cutting pole and ropes - (1d6, 1d6, 1d6)
1d6 : (1) = 1
1d6 : (5) = 5
1d6 : (2) = 2
You are up
Rolls
Fable: Test DC: 5 - Basic (Atk. Pirate) - (2d6)
(12) = 3
Rolls
roll to shoot pirate - (2d6)
(44) = 8
Rolls
Shoot again - (2d6)
(24) = 6
Rolls
pirate boarding - (1d6, 1d6, 1d6, 1d6, 1d6)
1d6 : (1) = 1
1d6 : (5) = 5
1d6 : (4) = 4
1d6 : (6) = 6
1d6 : (3) = 3
Pirate attacks - (1d6, 1d6, 1d6)
1d6 : (5) = 5
1d6 : (4) = 4
1d6 : (4) = 4
Defenders - (2d6, 2d6, 2d6)
2d6 : (65) = 11
2d6 : (53) = 8
2d6 : (35) = 8
Boatmen spraying boats - (1d6, 1d6, 1d6, 1d6, 1d6)
1d6 : (3) = 3
1d6 : (6) = 6
1d6 : (4) = 4
1d6 : (4) = 4
1d6 : (3) = 3
As chaos fills the two boats Hank roars Cut those last two lines glancing upriver at the two approaching pirate boats.
Rolls
Fable: Test DC: 4 - Basic - (2d6)
(62) = 8
Rolls
Attack the rope - (2d6)
(45) = 9
Rolls
grappling hooks - (2d6)
(51) = 6
Pirate attacks - (3d6)
(224) = 8
Defenders - (2d6, 2d6, 2d6)
2d6 : (45) = 9
2d6 : (35) = 8
2d6 : (43) = 7
Boatmen maneuvers - (3d6)
(146) = 11
Hank

Give them something to worry about. Fable get the line. Row lads. We'll have these off my boat is a tick.
Rolls
Fable: Test DC: 4 - Basic Rope Cutting - (2d6)
(41) = 5
Rolls
Hit #1 - (2d6)
(66) = 12
Hit #2 (unless his turning to aim was an action) - (2d6)
(34) = 7
The remainder of the trip is uneventful and you are relieved as you see the expeditionary base down river.

Get along there.
You quick step up the dock to a ramp leading to a stone boathouse.
Just inside the cool shade a tall hard faced man and guard await.


The base is situated at a fork in the river and surrounded on 3 sides by a 20' wall. The last side has a low wall of about 4 feet from the base level and looks out over the river that is 10' below base level. The entire area is hot, humid, and carries the scent of the swamp just to the west. Looking around there are bits of old building to be seen but most are patched with newer, and most likely magical, stonework. The older original buildings are built form solid stone blocks with smooth patches of stone filling in the gaps and reinforcing the older crumbling stonework. A variety of races are easily seen though many seem like you, adventurers here for fame and fortune.