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![]() Jeseare: "Bishops Gate, you say?" You notice the old priest shivers at the name. Tis cold and inhospitable. It's far north...close to the mining village of Teek. As far as healing supplies go, we have several scrolls that might come in handy. What did you have in mind? See discussion page about scrolls. ![]()
![]() Zabela and Fenn: As you walk from the Wizard's Guild a small street waif comes running up to you. He bends over, hands on his knees and takes several deep breathes before speaking to you. "You be Fenn and Zabella? Not waiting for a response he continues. Dugan says yuses need to git back to him real quick like. When he finishes speaking, he takes another deep breath and takes off running through some of the buildings. ![]()
![]() Zabela and Fenn: "Only one of the guild members that might be able to help you are presently in the city. However, he is not here and I am afraid that I can not just give out his location. If you are staying in the city, I would be happy to contact him, then, if he is willing to see you, I will send word to you." ![]()
![]() Fenn and Zabela: The man looks at Fenn for a long moment, before sighing and speaking to Zabela. Miss, I am happy to speak with you longer, but I must insist that your..."companion" either remain silent or wait outside. I simply refuse to listen to any more of his impertinence. You came to the guild for help. WE did not come to you." ![]()
![]() Jeseare: The priest takes a sip from his tea, then sits it on the able beside him. Closing hie eyes, he steeples his fingers and taps them against his lips. After several long seconds, he opens his eyes and looks at you. "This is a difficult question to answer. On the one hand is it right for you to interfere in a societies future and try to determine what is or is not best for them? Or, if you have the knowledge what is best...are you duty bound TO interject? I think this is a decision that a person can only make after they have all possible options. And know what the results of each of those options will be. ![]()
![]() Jeseare: The old priest looks at you with a soft smile. "Please, my son, come inside." Walking inside, the priest takes you to a side room. The room is simple enough...two chairs and a small table with a steaming pot and two cups sitting on it, are the only furnishings. A couple full book case sit on the back wall on either side of the only window.
"Tea?" He motions for you to sit. After you do, he pours you some tea and then a cup for himself. After taking a slow sip, he looks back to you. "Now, son, what is this moral quandary?" ![]()
![]() Fenn and Zabela: The man gives a small chuckle. "You must be a new comer to the city. This is a city built on profit. The Council of Nine is made up of guild masters. THEY are about profit. And, I'm afraid, there is no 'court wizard', sir. We ARE the authority New Wesel when it comes to magic. Turning away from Fenn, the man looks back to Zabela. "Will you require our assistance, miss?" ![]()
![]() Fenn and Zabela: "Hello Sir, My name is Fenn {Winter}, this is elven lady is Zabella. We are part of an adventuring party... er... 'the Fearless Five'. We discovered something on a recent mission that is highly magical and would like to consult your wisdom and magical expertise upon."
"We will need a secure location to show it to you... out here in your lobby could be... awkward. A simple lecturing room for students of the Guild would do." * * * * * The young man smiles as he listens to Fenn speak. At the mention of a lecturing room, the man holds up his hand. "I think you are mistaken, sir, this is a guild, not a school. This is a place of business, and I am afraid that only guild members are allowed beyond the doors. I am happy to look at whatever it is you have here. That is unless you would like to join the guild. The yearly fee is only 500 gold." He looks the two of you up and down, his smile cracks for a moment, but then it is back again. "Or. . .if you'd like, we do have a temporary guild membership of 25 gold per day." ![]()
![]() Fenn and Zabela: After asking around, you quickly make your way to the Guild District. The many offices of this guild or that line this long street. It is, however, easy enough to find the wizards guild. The large, three-story, building sits by itself at the edge of a cul-de-sac. A sign, written in many different languages, reads...The Wizards Guild of New Wesel.
When you walk inside, you hear a small chime. The walls of the entry hall are lined with chairs on three sides. On the wall across from the entrance is a set of double doors in the middle of the wall. Surrounding the doors, hanging on the wall, are dozens of small portraits.Looking at them, you see that they are the portraits of past guild presidents. The portraits are set on the wall in chronological order from the first president to the present one. The name plate on the most current portrait reads, Dimble the Great. The picture is of a wild-haired gnome wearing bright purple robes. Time passes and after growing tired of pacing the floor, you sit. After several more minutes, the double doors open and a young man walks into the room. With a smile, he says, "How might the Wizards Guild be of service?" ![]()
![]() Also, I am at work right now, but I will post as soon as I can. I want to get this part right. There will be time to tie up loose ends from the last adventure before moving on. I'd like to try to keep everyone as involved as possible. I know it stinks having to wait two or three days before you can post. ![]()
![]() The building the companions enter is quite large. Directly inside they find Niles sitting at a raised desk. The room contains several other desks, a few are large enough that a chair sits on either side, facing one another. Cabinets line the back wall of the office. In the far left corner of the room is an office. The wall around the office runs to about waist high, it is then frosted glass to the ceiling. Two men can be seen inside the office. You can hear them arguing. Sorry for the crap description. I picture the office building kind of NYPD Bluey. Like a modern T.V. police detectives unit. Think Law & Order S.V.U.. Hope that helps. I can't get the map to work. I'll try to put it on there later, if I think it's needed. ![]()
![]() As Fenn and Dervick approach the building the dwarves block their entry. This time, however, they do not brandish their weapons. After Fenn mentions that they work for Dugan and that they are expected, one of the dwarves walks into the building. After a few minutes, he returns and waves the two inside. Fenn motions for the others to come along. As they begin enter the building, they hear a heated discussion between Dugan and another gravely-voiced man. Sorry to marionette you, but I thought this would speed us through the process of entering. :) ![]()
![]() As the group travels through the city the gap between the wealthy and the no so, becomes quickly evident. The shops and their clientele go from the well-dressed lord or lady looking at a fine necklace, to the farmer buying lumber, to finally, in the Nethers, one is just as likely to see a dark-robed mage entering a potion shop as they are to see a robbery...or worse. It does not take long until you are accosted by street urchins begging for coppers. They are easy enough to shoo off and it is not long until you see the large metal carriage sitting outside a two-story stone building. Five of the armored dwarves stand outside the building talking quietly to each other. ![]()
![]() Bringor:
Halflings, being little folk, are often ignored in large crowds. The can easily weave here and there and often hear a tale or two while they are at it. You hear that the dwarves have stopped their caravan outside of Dugan's office. It is easy enough to get directions there. It is in a more "seedier" area of the city. ![]()
![]() Any goods you sell bring you half market value. It is just past midday when you make it to New Wesel. The city gate is crowded with people entering the city. Farmers drag wagons filled with wares to the market as children fight with wooden "swords". Two guards, seeing Fenn pulling the goblin along, make they're way to you and lead the creature away, telling you they will inform Thona. After leaving Brom's body at the temple, you make your way to the Blue Boar. ![]()
![]() Unless someone does anything else. The dwarven retinue continues on, their eyes and crossbows on the group, until they disappear over a small rise on the road. A few minutes later, the jingle of the ponies' bells are lost to the sounds of the forest. We can now fast forward to arriving at the city gates. Fenn you do have your prisoner with you. ![]()
![]() At Fenn's greeting, the dwarves stop, flip the visors down on their helms and raise the crossbows they carry. Keeping their weapons leveled at the ranger, they move themselves into a half circle, cutting the road off between the, what Fenn now sees is a, coach and the companions. The ponies do not stop, but keep trudging along, the dwarves continually shift their position so the coach is never in the open. ![]()
![]() I'm going to rewind time to the morning of your arrival at New Wesel. We can keep all your stated actions, but there is a little more before you reach the city. The sun rises on the companions final day on the road. If the rain that has threatened the group for the last two days holds off, they should reach New Wesel by midday. Fenn gathers his belongings as the others are beginning to wake. Shadow lies at the edge of the camp, still dozing in the sunlight that peeks through the falling leaves of the canopy above them. Suddenly, the wolf's eye open and he jumps to his feet. Cocking his head, for but a moment, he turns and disappears into the underbrush. A few heartbeats later, bells can be heard jingling from behind the camp, around the corner of the road. By the time Fenn has roused the others, a large (12ftx12ftx12ft) metal...box, being pulled by four shaggy ponies and being led by a squad of seven, no eight armored dwarves comes into few. The bells announcing their way, jingle from where they hang on the ponies' reins. ![]()
![]() It's not until the second night of traveling, that the wolf, again, makes it's way to sleeping just on the outer edge of the camp fire's light. Like before, he sleeps until just before dawn, then disappears into the brush. You spot him from time to time, throughout the day, cutting across the path before you or walking on the ridge above you.
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