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1995-06-23
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Path: usenet.ee.pdx.edu!cs.uoregon.edu!reuter.cse.ogi.edu!uwm.edu!hookup!gatech!news.sprintlink.net!uunet!not-for-mail
From: Fraser MacKenzie <fraserm@dragon.achilles.net>
Newsgroups: rec.games.frp.archives
Subject: STORY: Fate's Fellowship - Chapter 1:Might Over Magic
Followup-To: rec.games.frp.misc
Date: 21 Jun 1995 08:34:47 -0400
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Message-ID: <3s93l7$p4u@rodan.UU.NET>
NNTP-Posting-Host: rodan.uu.net
Here is chapter 1....Tenbar's Introduction.
Enjoy!
Fraser MacKenzie
http://www.achilles.net:80/~fraserm
\|/
_____________________________ (o o)
__________________| Fraser MacKenzie |_____oo0_(_)_0oo____
\ Optimization | fraserm@dragon.achilles.net |If only I could be /
\ hinders | Voice: 830-5807 |respected without /
| evolution. | Fax : none |being respectable.|
/ |_____________________________| \
/___________________) (______________________\
-------------------------------cut here-------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The characters contained in these writings and the writings themselves
are copyright 1995 by Fraser MacKenzie. Any resemblance to any persons
or characters either real or fictional is utterly coincidental. Copying
and/or distribution of these tales is permissible only under the sole
condition that no part of them will be used or sold for profit.
I wish to thank Eric Lindsey, Seng Ann Mah, Ron Trimmer, Max
Bullock, Charlotte Ashley, Tom DeSanctus, Bob Grob, Michael Clair
Haflidi Jonsson, and Drew Lahaise for their immense input without
which, there would be no story at all. ;)
Enjoy!
Fraser MacKenzie
fraserm@dragon.achilles.net
Note: You can FTP the chapters of Fate's Fellowship as they come
out from ftp.achilles.net in the directory pub/users/fraserm or
access them from my home page at http://www.achilles.net:80/~fraserm
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Introducing the Characters:
Name Race Type Experience
~~~~~~~~ ~~~~~~~~~~ ~~~~~~~ ~~~~~~~~~~
Tenbar Human ? 1
Fate's Fellowship
Chapter 1
Might Over Magic
Deciding the time has come to see what the wide world has to offer, Tenbar
packs up his belongings, says good-bye to his friends, and bids farewell to his
forest home of Kortharn. His quest for adventure leads him South to the port
city of Burkden. Based on what he overheard from travelers, it is a
troubled town, plagued by humanoids from the wilderness regions and other
evils of more mysterious nature. Even the human and demi-humans inhabiting
the place are said to work treachery amongst themselves, making it a hive of
lawlessness and villainy. The forces of good are hard pressed to maintain a
hold against evil and there is a constant call for brave adventurers such as he
to aid in the struggle.
So, with his trusted weapons, leather armor, and life savings of 150gp,
he sets out for Burkden. The first several days of travel are uneventful as
Tenbar makes his way along the western edge of Rutharnar forest and past the
Xerbal Mountain Range. On the seventh day he reaches the southern tip of the
Xerbal Mountains and begins following the Imeda river. Near dusk he comes to a
hilly ridge and begin searching for a place to camp. As he tops the rise of
the first hill, Tenbar detects the sounds of fighting not far away.
At the base of the hill a group of five brigands are surrounding an old man
wearing dark blue robes. The gray bearded man is doing his best to keep his
five attackers at bay with his staff, but he is hopelessly outnumbered and is
sure to be overwhelmed. The river is about 40 yards to the east and Tenbar
sees a small boat anchored to the shore.
Fully intent on their prey, the brigands take no notice of Tenbar's swift yet
stealthy movement. Loosing two arrows, he gets their full attention when the
first one strikes and a man goes down with a scream of pain. Following a
demand that they leave the old man alone, three of the remaining brigands break
off and charge up the hill towards him. Prepared, he fire two more arrows in
quick succession. With this volley he hits another man who goes down and does
not move again. In the meantime, the old man has begun to mumble words and make
strange gestures. Before the two bandits near him have time to react, his spell
is completed and all three of the remaining attackers fall to the ground.
As Tenbar makes his way to the bottom of the hill to join the him, the old man
says "Thank you, my boy, for distracting them. For a minute there I thought
I was a goner. Quickly now, before they wake, let's tie them up and see
if we can't find out who they are." Using some rope the old man provides,
Tenbar moves among the sleeping thugs binding them securely. Upon closer
inspection, Tenbar confirms that the second one he shot is indeed dead, while
the first was wounded in the leg. They are each wearing leather armor, carrying
a short sword, and have a pouch with 4gp. On one of them, he also finds a
parchment with a map of some kind of island on it.
+--------------------------------------------------------------------------+
| |
| /\ /\ |
| \/ _/\ ____/ \ |
| / | / \ |
| \___/ / \ |
| ________ ________/ / |
| / \ / / |
| ________/ \___/ / |
| / \ |
| / \ |
| / \______ |
| | __ \ |
| / ______/ W\ \ |
| / t _/ \__/ | |
| \ _/ | |
| \ ___/ \ |
| \ | \ |
| | _______/ / |
| | / / |
| / ___/ \ |
| __/ __X \ |
| / ____ / \___/ |
| / __/ \ | |
| \ _______/ \ ______ \ |
| \ ___/ \ r ____/ \ \ |
| \___/ \_____/ \_____/ |
| ___ |
| \ \ /\_ |
| / \ |___\ |
| \___/ _ N |
| / \ __ | |
| \_/ (__) W ----- E |
| | |
| S |
| |
|W = Waterfalls. |
|t = Junda Tribe |
|r = Ruins |
| |
+--------------------------------------------------------------------------+
The map also has markings, that the old man tells Tenbar, indicate latitude
and longitude. "Where the island is located, that is." he says seeing Tenbar's
bewildered expression.
Once they are bound, Tenbar returns to the old man who introduces himself "My
name's Thornwalden. Thanks again for coming to my aid. I was on my way back
from visiting a friend in the mountains when these ruffians attacked me. There
have been rumors lately of bandits roaming the countryside, kidnapping unwary
travelers and spiriting them away somewhere. Perhaps these fellows are members
of that group. I tell you what, you can have all of their gold and belongings
if you'll help me get them to the authorities in Burkden. What do you say?"
After disposing of the dead bandit in a small ravine, Tenbar returns to the
survivors and takes steps to ensure they can't escape. After a second, more
careful search, he confiscates two hidden knives from them. He takes these
along with the rest of their belongings and moves to where Thornwalden has built
a small fire, leaving the bandits bound together a few feet way. Night has
settled and both Tenbar and Thornwalden decide to make camp here before
continuing to Burkden in the morning.
Thornwalden insists that Tenbar should keep the bandits gold, as it is probably
all the reward you will get. He says the city would go broke if it offered a
reward for the capture of all the petty cutthroats in the area. Tenbar asks
Thornwalden, "Was that there majic' that you used aginst them ruffians?" He
replies that Tenbar is correct. "I have some small talent in that area." he
admits modestly. He then breaks out his rations to share with Tenbar and the
two of them converse over the meal.
Thornwalden seems reluctant to talk about the friend he was visiting although he
does say that the person lives in seclusion on the highest peak of the Xerbal
Mountains in seclusion, but then he quickly changes the topic. He tells Tenbar
that he is from Burkden and that he manages eke out a living by teaching magic.
He is full of information about the city and even draws a crude map of it for
Tenbar on a piece of paper.
+-------------------------------------------------------------------------+
| |
| BURKDEN |
| |
| \ \ ______ |
| \ \ O______o_____O |~ | / /---- |
| |1| | | | ~| /1/ |
| o----O-O----------o [2] [3] |o_____O_o_0______O_O____o |
| / __ [6] [5] ___ \~ \ [6] [7]| |
| / |4_| [6] [_8_] | ~| [4] | |
| / [9] [6] [10] [11]|~ | [6] [12] | |
| O [13] [14] [15] | ~| | |
| | [16] [4] [17] \~ \ [18] | |
| | [19] [20] | ~| | |
| | 21 [22] [23]|__| [24] | |
| | [25] [26] |--| | |
| o [27] [28] |~ | [29] O-- |
| | [30] o---o-o---o [31] | ~| [32]/ ~ |
| | [33] | [6] [6]| [34] [35]|~ | [36] / ~ |
| | ___[37] \[4]__[38]| [39] | ~| [40]|== ~ |
| | / ~ ~|| ~\______O/ |||___O\ [41] [42] |~ | [43]|==~ |
|__O/~ ~ ~ ~ ~ ~ ~ ~ ~ ~|| ~|| ~ \_[44]__ [45] |~=|[46] /~ ~ ~ |
|~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ // ~ || ~ ~ ~||~ ~\[47] [48]\= ~\ [49]|==~ ~ |
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ \[50] [51]\= ~\_[52]\~ ~ |
|~ ~ ~ ~ ~ ~ ~ ~ ~ ~ || ~ ~ ~ ~ ~ ~ ~ ~ ~ \___[53]_/ ~ ~ ||~ ~ ~ ~ |
| ~ ~ ~ ~ ~ ~ ~ ~/--o||o----\o___~ ~ ~ ~ ~ ~ ~ ~|| ~ ~ ~ ~ ~ ~ ~ ~ |
|~ ~ ~ ~ ~ ~ ~ ~/ ___ [54] ____ o~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
| ~ ~ ~ ~ ~ ~ ~/ [55_] |56| |~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N ~ ~ |
|~ ~ ~ ~ ~ ~ ~o [57] [58] | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ W< >E ~ ~ |
| ~ ~ ~ ~ ~ ~ \___o________o_____o~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ S ~ ~ ~ |
|~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
|~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
| |
| |
| |
| 1. Gateways 2. The Circled Star Inn |
| 3. Cooper 4. Stables |
| 5. Cartwright 6. Army Barracks |
| 7. Ardrey's Leather Shop 8. Fighter's Guild |
| 9. Customs House 10. The Griffin's Lair (adv. hangout) |
|11. The Jackpot (Gambling House) 12. Customs house |
|13. Ardath's Armory 14. Sid's Leather Works |
|15. Temple of Selena 16. Drax the Gemcutter |
|17. Alchemist's Shop (burnt down) 18. Tarcell's Tavern |
|19. Garrik's Weaving 20. Mrs. Weatherwax's |
|21. Market Square 22. The King's Garden |
|23. The Cresent Moon Inn 24. The Silver Dice |
|25. Fabron's Temple (H of Justice) 26. The Ink Well |
|27. The Silver Blade 28. City Jail |
|29. Kryalla's Herbs & Spices 30. The Sea Dragon Tavern |
|31. Miggin's Magic Shop 32. Abandoned Mansion |
|33. The Castle Inn 34. Throcken's Armory |
|35. Imreaell's Mansion 36. Temple of Mortimer |
|37. Merchants of Mystery 38. Warden's Home (of Burkden) |
|39. Nurin's Pet Shop 40. Colossus Lumber Co. |
|41. The Merry Warlock 42. Temple of Merlock |
|43. Invincible Armor Co. 44. City Dock |
|45. Wizard's Guild 46. Merchant's Guild |
|47. Perk the Bowyer 48. Elcadar Jewel Importers |
|49. Keepers of the Cloth 50. Reswald & Reswald Distillery |
|51. Trustworth Suppliers 52. The Strong Corporation |
|53. The Finest in Wines 54. Citadel Garrison House |
|55. Embassy and Treasure House 56. Palace |
|57. Storehouse 58. Peltar's Tower |
| |
+-------------------------------------------------------------------------+
He then tells Tenbar the following about the city and its inhabitants:
"Over the past month, there have been numerous disappearances in and around the
city of Burkden. Reports have said that groups of bandits, led by a vicious man
of hideous appearance, have been roaming the countryside kidnapping unwary
travelers. There have been no ransom demands and rumor has it the victims are
used in the experiments of some evil wizard." After he says this he muses,
"Perhaps this group is part of that band."
"There has been several recent threats made on the Duke's life and three of his
closest aids have been murdered over the past two months. People say that the
merchant Imreaell is behind this because he wants the Duke out of power."
Tenbar mentions that power seems to make people do stupid things. Thornwalden
replies "You make an astute observation about the nature of power my friend, it
has the tendency to corrupt. But let me say that was just a rumor about the
merchant Imreaell, one I probably shouldn't have repeated. I've met the man and
he is a decent fellow."
"Recently, the sea lanes along the coast near Burkden have been plagued by
sightings of a ghostship. This ship is said to attack unarmed cargo vessels and
has seriously hindered the city's shipping trade. The town militia has tried
several times to deal with the ghostship, without success."
"It is rumored that somewhere near Burkden there operates a secret Cult of the
Death God. They too are said to be responsible for people's disappearances."
"Rumor also has it that the master of the thieves guild was recently murdered
and this has set off a blood feud between the thieves and the assassin's guild.
This makes the streets dangerous for citizens, especially at night. No one
knows where the two guilds are located, though some speculate that The Jackpot
serves as a front for the Thieve's guild."
Thornwalden also tells Tenbar a few specific things about some of the places on
the map he drew:
The Griffin's Lair is the local hangout for brave adventurers like him.
Watch out for the alchemist, half the time he doesn't know what he's doing.
Mrs. Weatherwax is a bit strange, but she does have mystical sight.
The abandoned mansion is said to be haunted and strange lights and sounds
often come from within.
The Cresent Moon inn is the best place to stay in the city, but the owner
is said to be a thief.
Tenbar mutters, "Wit' all o' thes' rumors, is you tryin' t' scare me?"
Chuckling at your comment about his trying to frighten you Thornwalden says
"No, I wouldn't try to scare such a stout lad as yourself. I just wanted
you to know that, though a fine city, Burkden has it's share of dangers.
Nothing, I'm sure, you won't be able to handle. Disappearances happen to
both citizens and newcomers to the city about equally."
The two men talk well into the night, but finally both grow tired and decide
to get some sleep. Thornwalden says he will take first watch and wake Tenbar up
in about six hours. Checking to be sure the captives are still securely tied,
Tenbar thanks him and turns in. Sometime later Thornwalden rouses Tenbar for
his shift and the night passes without incident. In the morning, after
breakfast, they load the bandits onto Tenbar's horse and set out for Burkden
reaching the eastern gate of the city around noon.
On his way to the city, Tenbar questions Thornwalden about other bandit
attacks and Thornwalden responds, "There has been only one survivor of a bandit
attack, a man from Lamyth. He reported hearing the ugly man being called Admon
Faye and said that a wizard was working with him to help ambush large groups."
Entering the city, Tenbar notices that the guards and all the citizens seem to
recognize Thornwalden and pay him respect. A couple of guards escort them to
the jailhouse where they drop off the four bandits. Thornwalden tells everyone
that the two meet about how Tenbar bravely came to his rescue and is very lavish
with his praise for Tenbar. As he predicted, however, there is no reward.
Before leaving his company, so that he will have no trouble finding it later,
Thornwalden gives Tenbar detailed instructions on how to find the Wizard's
Guild on the east side of town.
Outside the jail, the mage bids Tenbar temporary farewell. "Thank you again
Tenbar for your aid, I am in your debt. For the moment I have some things I
must attend to, and I plan to look into this business about the map, so I must
leave you. Why don't you drop by the Magic User's guild tomorrow around noon
and ask for me. Maybe I'll have found something out by then to share with you.
In the meantime, enjoy the sights and sounds of Burkden." He then walks off and
disappears into the crowd.
The time being about midafternoon, Tenbar decides to first head to the
Griffin's Lair to get something to eat and maybe pick up some more information.
Traversing the busy streets, he soon arrives at the door of the tavern.
Outside is a posting board upon which he finds some notices.
Tenbar pulls a young man over and says: "Will ye kindly plunder this fer
me? I'm no man o' letters."
+---------------------------------------------+
| |
| BOUNTY HUNTERS WANTED |
| to bring back fugitive elf |
| ALIVE!! |
| |
| see Honorable Bashar Mardan |
| Hall of Justice |
| |
| Assassins, Rouges and |
| Mercenary Cutthroats need not apply |
| |
+---------------------------------------------+
+---------------------------------------------+
| |
| $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ |
| |
| Need some quick cash? |
| Come to The Alchemist's Shop |
| Potion testing 25gp per sip |
| |
| $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ |
| |
+---------------------------------------------+
+---------------------------------------------+
| |
| **************************************** |
| The Merchant's Guild of Burkden |
| offers, pledges and otherwise |
| guarantees a total of 10,000gp to |
| any group of brave and noble souls |
| willing to rid the local sea lanes |
| of a dread menace. Payment of |
| bounty on proof of destruction of |
| said menace. Apply Port Masters' |
| office, City Dock, Burkden. |
| **************************************** |
| |
+---------------------------------------------+
+---------------------------------------------+
| |
| Lost something of value? |
| Need advice on course of action? |
| Concerned about the future? |
| COME TO MRS. WEATHERWAX! |
| Past, Present and Future revealed |
| Foretellings for a reasonable price. |
| |
+---------------------------------------------+
+-------------------------------------------------+
| |
| His eminence, Duke Haermond II, Ruler of |
| Burken, Announces a job opening for group of |
| stalwart adventurers willing to brave unknown |
| dangers. If interested apply to Warden |
| Emrikol at city garrison. |
| |
+-------------------------------------------------+
When the bystander finishes reading the notices, Tenbar gives him one silver
piece for his trouble.
Moving inside, Tenbar finds himself a table and orders something to eat.
After his meal, Tenbar do some mingling to find any useful information.
The first thing Tenbar asks about is Thornwalden. From the barkeep you
learn that he is in fact Master of the Wizard's guild. The bartender also
tells Tenbar that he has heard rumors of the death cult and that they operate
out of the old cemetery east of town.
In the tavern Tenbar learns that Bashar Mardan is Chief Justice of the City
and High Priest of the Temple of Justice. He is also told that the posting
concerns the theft of one of the Temple's Holy relics, the Sword of Justice. It
seems an elf named Falrik Moondance made off with the sword when he was on trial
for murder. The message has been up for a week, but the elf is still at large.
Tenbar then finds an off duty city guardsman willing to talk about the
ghostship. The guard says "Aye, shortly after the first attack, I and several
of my fellow guardsmen were sent set out in a harbor patrol boat to find the
menace. Find it we did, or rather it found us. Eerie it was, first a dead
silence fell just before a grisly craft, all rotting and hung with seaweed,
breached the surface of the water not 50' off our starboard bow. The ship
appeared to be abandoned with no one or thing on deck. It just bobbed up and
down on the water, as if looking us over, then silently sank below the waves
again. Since then it has only been sighted from a distance by patrol ships and
vessels with guardsmen onboard have not been attacked. I've heard of a few
merchants hiring adventurers as guards, but even those ships are found adrift,
abandoned and empty of cargo. If you want to talk to an eyewitness, check with
Jake Barbarosa over at the Sea Dragon. He was on a vessel attacked by the
ghostship."
A clerk who is on lunch break from the nearest customs house says rather
sarcastically when Tenbar asks about the unknown dangers, "There's a reason
they're called 'unknown dangers'; no one knows what they are!" Seeing the ire
in Tenbar's eyes, he becomes a bit more polite "Actually, they might refer to
the recent threats on the Duke's life and the murders of several of his closest
aids. The murderer has yet to be found."
Tenbar meets a beautiful female warrior and asks, "Would ye care for a drink
wit' me?" Vidonia, the female warrior, gladly accepts his offer of drinks and
over several pints of ale the two of them exchange tales of epic orc battles.
Tenbar asks, "I heard tell that some orcs was gathering up yonder. You know
anything 'bout it?" She replies "We told the Warden of Burken about the
gathering orcs, but he didn't seem to take us too seriously. He said he had
more immediate concerns than reports from from a group of 'orc happy'
adventurers. It's true, orc raids are common from the marshes, but if you ask
me he'll regret it, there's trouble a brew'in."
He also talks to a portly priest, who seems to be on his way to inebriation.
The priest tells Tenbar a sad story about how several weeks ago a friend of his
was thrown in prison and hasn't been heard from since. He has tried to visit
him several times but guards won't let him. He claims his friend should have
been released long ago as it was only a minor disturbance he caused.
The overweight cleric allows Tenbar to console him with a beer. He tells
Tenbar that his friend, Kyris, was just having a good time that got a little
out of hand. Kyris and a few of the rowdier one's were taken off to jail and
haven't been heard from since. The cleric suspects that the sheriff is corrupt
or at least has little concern for prisoners and sold his friend into slavery or
a worse fate.
Finally, Tenbar comes across a young man in dark robes sitting at a table in
the corner. The young man seems to be casting his gaze furtively about the room
and watches Tenbar suspiciously when he approaches. Tenbar asks the young man,
"Have you heard tell o' the death cult?" When Tenbar mentions the death cult
the young man grabs Tenbar's arm and pulls him to a chair beside the him,
urging Tenbar to be quiet. The young man then whispers "They have ears
everywhere. You must be careful. They don't like people meddling in their
affairs. They control the city, with members in key government positions.
Some say duke Haermond himself is one of them. I dare not speak more about
them here, but I think I know where their meeting place is." With this he
takes something from his robes and carefully shows it to Tenbar so no one
else can see. It is a silver medallion of a human skull on a silver chain.
After allowing him a brief glimpse the young man hides again in the folds of
his robe. Tenbar asks, "Is that there the insi'gna o' the cult?" The thin,
anxious young man says "Shhhhh! Not so loud. Yes, this is the insignia of
the cult. All the member's have one. I dare not tell you more here." Resuming
in a hushed voice, he says "If you would know more, come to room six at the
Castle Inn after dark. We can talk safely there." The young man then stands
and leaves the tavern.
Many people in the tavern talk of sightings of the ghostship. Many also
seem to know of the kidnappings in the area, but no one has any details.
As dusk approaches, Tenbar feels that he has learned all that he can for
today and it is time to find a place to stay for the night.
He leaves the tavern and heads for the nearby stable. Leaving his pony there,
with enough to pay for his keep for four days, Tenbar goes to the Crescent Moon
Inn. Averell, the elven proprietor welcomes him to "the finest Inn in Burkden".
There is a vacancy and he shows Tenbar to his room which is luxuriously
furnished, and the price of 2gp per night reflects it. He is given a key to the
room and after securing the door settles down for a few hours rest.
Tenbar rises a few hours after sunset, feeling rested, and gathers his armor and
weapons. Locking the door as he leaves, he heads for the Castle Inn. The
dimly lit streets have a light amount of traffic. Most people are moving
quickly and, like him, seem to keep an watchful eye about them. Tenbar reaches
the Castle Inn without incident and enters the downstairs lobby, keeping an eye
out for the young man. Not seeing him, he moves to the front desk and makes
some inquiries.
The proprietor is a gruff older man, who does not introduce himself but says
"I was told to expect you, though I didn't credit the accuracy of his
description of you. You can go on up, room number six." When Tenbar asks him
about the young man he says "He's a strange sort, but he pays regular and
doesn't cause a fuss. I'm not sure about his job, I think he works for the
city. He been a good tenant here for several weeks now, after his own place
burned down, or so I heard. But, I've said too much, here at the Castle Inn we
pride ourselves on security and privacy. You're the one visiting him, you
should know who he is." He refuses to give any more information, so Tenbar
decides to go on up to see what the young man has to tell him.
Climbing the stairs he enters a long hallway lined by doors to either
side. At the far end of the hall, Tenbar sees a figure in a black cloak enter
a room. Room number six is just a few doors down and Tenbar finds the door
slightly ajar with a light on inside. Knocking, he gets no answer and decides
to look in. Pushing the door open he sees the young man lying face down on the
floor in the center of the room. A dagger protrudes from his back with a silver
skull on its pommel.
As Tenbar stares in shock, he hears movement from downstairs sounding similar
to men in armor. The voice of the man at the desk floats up "Report of
attempted murder, but I just sent someone up to his room."
Moving quickly down the hall to the door that the figure in black disappeared
behind, Tenbar finds that it is not locked. He hears the sound of many feet
pounding up the stairs as he draws his sword and enters the room. It is dark
inside, but enough light streams in from the open window for Tenbar to see the
room is empty. Striding to the window, he peers out in time to see the black
cloaked figure duck into an alley not far from the inn.
Hearing loud voices and the tramping of heavy boots out in the hallway,
Tenbar replaces his sword and moves to lower himself out the window. The
drop is not far and he lands unharmed, but with a jarring thump, in the street.
He then sprints for the alley that he saw the figure enter. Arriving at the
dark entryway he pauses only long enough to again draw his sword. After a short
distance the alley again opens to a parallel street. Gazing up and down the
roadway he soon spots the dark figure again, hurrying along the shop fronts.
Shortly, the figure disappears into yet another alley, moving east, further away
from the inn. Tenbar chases the figure through the alley, across several more
streets and into another alley before catching up to him lying on the ground
bleeding from a vicious stab wound in the stomach.
As Tenbar stoops over him to remove his weapon and examine the wound, he
discovers the man is still alive. The man looks up at you and gasps in pain
"Betrayed by own......Sandar Fleatis........library of old mansion." His body
is then racked with spasms, after which he lies still, eyes glazed over in
death.
Tenbar searches his body and finds a sheathed dagger similar to the one in the
young man's body back at Castle Inn. There is also a second empty dagger
sheath around his waist. He also finds a pouch with 20gp and a small scrap of
paper in one of the mans pockets with the following drawing:
+---------------------------------------------+
| |
| ____ |
| | | | | |
| ____ _|x|_________| | |
| | | | --------____| |
| | |______| |_________ |
| | ----------------- | |
| |__| |_ _| |
| || |
| || |
| || |
| |
+---------------------------------------------+
A quick scan reveals that Tenbar is alone in the alley. Taking the dead man's
belongings he looks more closely at the mans appearance. He is an ordinary
looking man, with dark hair and thin features. Apart from the wound that killed
him there are only a couple of old scars on his body. On the sleeve of his
black shirt, however, Tenbar notices an insignia of a red skull pierced by a
silver dagger.
Checking to make sure there is still no one around, he leaves the body and exits
the alley. There are few pedestrians as he makes his way back to the Crescent
Moon Inn. On the way, he notices a bright glow lighting up the sky not far from
the inn to the northwest. Curious, Tenbar makes a quick detour and moves to
investigate. Arriving in the area of the glow he discovers that the Alchemist's
shop is on fire. The street is filled with people and he sees a couple of
wagons loaded with water barrels near the burning building. A group of men are
trying to put out the flames and they seem to have it under control. There are
also several city guardsmen about, with a large group of them milling around
what looks like a body. Tenbar hears several people in the crowd say something
like "Looks like the Death Cult got old Alkus." Deciding that there are too
many guardsmen about and that there is nothing he can do here, he heads back
toward the inn.
Going straight to his room, he secures the door behind him and moves to light
the lamp. As it's glow fills the room, he jumps with a start to see a large
bald man sitting in a chair near the table. He is dressed in bright blue robes
and has a gold chain around his neck and several rings on his fingers.
Reflexively, Tenbar draws his sword.
The man smiles and holds up his hand in a peaceful gesture "Take it easy, my
friend, I didn't mean to startle you. You are Tenbar, am I right?" He
continues, not waiting for a response. "My name is Imreaell Leander and I have
come to make a proposal to you. It seems a mutual acquaintance of ours was
murdered tonight and I want to find out who did it. Now I happen to know the
city guard thinks you killed him, but I am of a different mind. Unfortunately,
due to recent false rumors spread about me by these same people who murdered our
friend, my opinion carries little weight with city officials these days. So,
what we both need is proof pointing to those behind his murder."
He pauses for a moment to judge Tenbar's reaction then continues "Now, I propose
a deal whereby I pay you for whatever evidence or information you can find out
about these people. The more concrete the information, the higher the payment,
oh, say starting out at 100gp. This may pose a bit of a challenge seeing as how
at this very moment the city guard are, in all likelihood, beginning a search
for you, but you seem to be a resourceful man and I'm sure you can deal with
that. That will be the least of your worries, for if you haven't figured it out
yet, the group I refer to being behind the murder is the so called Cult of
Death."
"You may start whenever you wish, but the sooner the better. It seems the cult
has had a very busy evening, and I fear it is only the beginning of a
treacherous plot they have worked up against the city. In fact, I was hoping
Parmor Yori, the dead man, might have told you something or you might have found
something on him to give us a place to start." He looks at Tenbar meaningfully
when he says this.
Finally, he concludes by asking "Will you accept my proposal?"
Tenbar agrees to Imreaell's proposal and sets out, very cautiously, for the
abandoned mansion.