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1995-07-20
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Path: usenet.ee.pdx.edu!cs.uoregon.edu!reuter.cse.ogi.edu!uwm.edu!cs.utexas.edu!news.sprintlink.net!uunet!in1.uu.net!not-for-mail
From: Fraser MacKenzie <fraserm@dragon.achilles.net>
Newsgroups: rec.games.frp.archives
Subject: STORY: Fate's Fellowship - Chapter 6:Outlaws
Followup-To: rec.games.frp.misc
Date: 18 Jul 1995 07:42:00 -0400
Organization: UUNET Technologies Inc, Fairfax VA USA
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Distribution: world
Message-ID: <3ug6m8$1r0@rodan.UU.NET>
Enjoy! This is chapter 6 in the ongoing saga of Fate's Fellowship.
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.|
/ |_____________________________| \
/___________________) (______________________\
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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 and that
they will not be altered in any way.
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 Warrior 1
E'tharn Elven Warrior 1
Kelemvor Human Spellcaster 1
Ssylth Human Spellcaster 1
Ginafae Elven Spellcaster 1
Crowe Half-Elven Thief 1
Fate's Fellowship
Chapter 6
Outlaws
Tenbar leads the group to the Burkden bridge where they have to pay a toll to
cross, 2cp per head. Posted on each side of the bridge are two city guardsmen.
They seem to be watching the crowd as it passes back and forth. The noon time
traffic is fairly heavy and the streets are full of pedestrians. A few people
who pass eye the group strangely, what with their dusty clothes, the wings
E'tharn carries, Ginafae's bulging pack that makes a chinking sound everytime
she takes a step and the recent wounds on some of them, but for the most part
people pay them no mind.
Reaching the West side of the bridge, Tenbar turns south and leads the group
toward the Wizard's guild. Before reaching the guild, Ginafae warns everybody
that the only weapons allowed inside are daggers and staffs. Her words prove
true, for upon entering the building two stone statues come to life and move
to stop them. One of them speaks "You must leave your weapons here or remain
outside." They see the walls of the entryway are lined with racks. One of the
racks to the right is already filled with short swords and crossbows, but
there is plenty of room elsewhere for their weapons.
"Hey," Crowe begins to speak in a low tone "when we crossed that bridge
back there, one of the city guards started following us on horseback and
he stopped at a shop down the block," Crowe motions his eyes behind him.
"Shades," Tenbar swears under his breath. "He's prob'bly seen me."
He tells everyone not to look at once, but glance down the road a ways and see
if they see a city guard dismounting. Sure enough, the group sees a city
guardsman dismounting from a horse outside a trinket shop. He casually walks
toward the door of the shop pausing long enough to cast a look in their
direction before entering. At first they decide it might be better just to go
on into the guild to find Tenbar's wizard friend. However, after discovering
that this will require giving up their weapons, they have second thoughts.
Kelemvor remarks, "With the power of this Death Cult, I bet they have spies in
the city guard. Good eyes Crowe! We might want to go take care of that guy
before he tells his buddies about us. Any volunteers? I'll go, but its not
like I exactly 'blend in'. Of course, it might be a good idea to get to the
guild quickly. Any other suggestions? I guess we could split up too, but that
could be dangerous. As Ssylth has already said, 'there is safety in numbers.' "
"I hear tell that they got spies everywhere in this damn city," Tenbar growls.
"One o' that Duke's advisor's one 'a them, also the sherriff, so stands t'
reason that the city guards might be workin' fer the cult too. I says we get
into the Guild quick smart, afore they git the chance to call on odders."
E'tharn says, "I thrive on danger! I will be more that happy to take care of
the guard!". He turns and bows to Ginafae and says, "I wouldn't want any harm
to come to my favorite female spellcaster."
Continuing, E'tharn says, "Is anyone coming with me or should I try it alone?"
"I'll be happy to come along. I can probably take him from behind before he
even knows what hit him", replies Crowe. "Count me in.", says Kelemvor.
Tenbar looks around, frowns, then indicates the city folk about the place.
"Don't reckon that's a good idea, still. Too many folks 'bout the place, they
bound to see ye take on yon guard. 'Less ye do it secret like, but 'tis hard to
be secret in a busy place like this, eh? Tells yers what. How 'bout we have a
quick look at yon shop, see if t' guard's inside and what he's doin' there? If
we c'n get him inside yon shop, that might be better than takin' him out 'ere.
I'll go with Crowe, Kelemvor and Er'tharn, 'less anyone o' yers want to come
too..."
Crowe tells everyone, "Ok I can see he ducked into an old artifact and antique
store. Not the typical hangout for a cityguard, huh? He's inside right now,
so maybe we could go inside and corner him in a back room or something? Or lure
him back out the the entranceway, on into an alley or something and kill him
behind the store. Just set up an ambush for him. I really don't want word
spreading around like wildfire, if he goes and tells others about us we might
as well be finished. Or maybe he's a cityguard in disguise and is really an
ally. Gosh... Decisions, decisions."
Following the quick discussion, Crowe, E'tharn, Kelemvor and Tenbar decide to go
check out the guard while Ssylth and Ginafae wait at the guild. Leaving most of
the stuff they are carrying with the two mage's, the four men return to the
street and move toward the small shop.
Seeing the guardsman's horse still outside, they approach the store cautiously.
The sign hanging above the door reads 'Joooms Rare and Unusual Artifacts'.
Quickly ducking down the alley nearest the shop, Crowe returns to inform
everyone there appears to be no rear entrance, as the building is backed up
against a furniture store that faces the opposite street. With that
information, the party moves to the door hoping to catch the man inside.
In the lead, Tenbar winces as a set of chimes sound when he opens the door. The
guard is standing on the far side of the 20x20 room talking to a thin elderly
man who is standing behind a counter busily writing something down on paper.
Upon hearing the chimes connected to the door, both men look up. The guard
immediately spins toward the party placing his hand on the hilt of his sword.
As they crowd into the store, he calls out "Hold it right there, don't come any
closer. You there in the front" he continues, motioning toward Tenbar "if your
name is Tenbar Bolwarren I order you to drop your weapons and turn yourself over
to me. You're wanted for questioning concerning the murder of one Parmi Yona."
Tenbar grips the hilt of his broadsword, but leaves it sheathed for the moment.
He meets the gaze of the guard steadily and growls: "Ay, I am Tenbar Bolwarr'n,
but I did not kill yon Parmi Yona. Them that kill't 'im are the same mongrels as
kill't Old Alkus. An' if ye think that I'm gaunna give up on yer say so, yer
got less brains than a stuck goblin." Tenbar motions for the person at the rear
to close the door and prepares to battle it out if need be.
Ginafae deciding that she doesn't want to be left out, tags along with the rest
of the party to the shop. Being the last one in, she closes the door and locks
it at Tenbar's suggestion.
E'tharn steps forward with his hands out a bit and says, "I hope that we don't
have to kill you but if you resist and leave us no option.....what can I say?
Tenbar didn't kill Parmi Yona and I will state that in his defence. I wouldn't
mind reading that note you were writing down old man....Don't you move old man
and if you destroy that note I am afraid that you will share the guardsman's
fate. We have you out numbered so surrender and we will let you live."
Following Tenbars responses to his demand, the guard says "You can tell it to
the sheriff. Surrender to you, I will not. It is my duty is to bring you in or
die in the attempt. I warn you others that by helping this man resist arrest
you also are committing a crime. Even if I fail, others will find you and then
you will all go to jail. My advice to you is stand aside and allow me to take
him." The guardsman then draws his blade and begins to advance.
The walls of the shop are covered with shelves and numerous tables are set on
the floor, all filled with strange objects for sale. The place really appears
to be a mess and the lighting is dim. Several overburdened tables lie between
the party members and the guard.
Kelemvor adds in, "Just cooperate and no one will be killed. Old man, don't
get any ideas. Don't make any sudden moves. Also, if you cooperate I won't
decide to wipe out your antique investments with my scythe. Got it?"
Behind the counter the old man raises his hands above his head in surrender and
cries "Don't hurt my merchandise, don't hurt my merchandise." Waving the piece
of paper where they can see it he says "You can have the paper. He barged in
here ordering me to write something for him." Seeing the guard begin to advance
on the group he shakes his head and groans "Ohhh.. why'd he have to come to my
store."
The guard moves determinedly toward them and it is obvious the encounter can
only end with a fight. As Tenbar moves to position a table between them, the
guard makes a sudden rush, pushes over the table, and takes a swipe at Tenbar
with this sword. Prepared, Tenbar easily evades and returns the attack with the
flat of his sword. Crowe throws a dagger which strikes the guard in the leg.
E'tharn joins Tenbar and in a matter of moments they have the man subdued. The
guard sustained several minor wounds before he was disarmed, but is still
conscious. Tenbar and E'tharn, who were in the thick of the fight, were not
hurt.
Over behind the counter the old man moans "My merchandise, my merchandise."
Several objects were broken during the fight as a couple of tables were turned
over. It is difficult for the group to move around without bumping into
something. Fortunately, there are no windows in the building and the noise
doesn't seem to have attracted attention.
E'tharn moves over to the old man and takes the piece of paper from him. He
reads it aloud to the group:
+------------------------------------------------------------------------+
|Suspect sighted crossing bridge to west side. In company of 5 others, |
|one matching description of elf seen at site of Alchemist's murder. Did|
|not confront, but followed to Wizard's guild, as ordered. First chance |
|to send message, send |
+------------------------------------------------------------------------+
E'tharn says, "By the way, in case I didn't mention it before, I pulled Alkus's
body from his burning building and the city guards saw me. Obviously I ran
because there were no witnesses to verify my story."
The old man says "Please, don't hurt me. I'm just a business man trying to make
an honest living. The city guards always give me a hard time, questioning how I
get my merchandise, I have no love for them. You can trust me not to tell
anyone. He charged in here ordering me to write a message and close my shop to
deliver it to the sheriff. Stupid oaf, can't even read or write. Please don't
hurt me or any more of my merchandise." He continues to ramble on like this
for some time.
Tenbar looks the old man sternly in the eyes. Then his gaze softens and he pats
the old man on the shoulder. "Well, granddad, they ain't our friends either. I
tell ye what, if ye keep mum 'bout all o' this, and if ye can do us a deed and
send this letter to yon sherriff, then I'll see what me and these fellas c'n do
to right the mess we made o' this place."
Looking about the store the group sees his merchandise consists of all sort of
strange looking items. There are statues both beautiful and bizarre, paintings,
all kinds of weird pottery and glass items, a section of books, and piles and
piles of various trinkets they can't identify. Most of if looks like junk, that
is to everyone but Ginafae who is having a hard time keeping her hands off the
stuff. Everyone worries that they might not be able to get her to leave.
Over on the floor, grimacing in pain, the guard says "You'll never get away.
Even now my friends at the bridge are alerting the rest of the militia and the
streets will be swarming with men looking for you. You've only made things
worse for yourselves."
"Shut yer gob!" Tenbar growls at the guard. He strides over and checks to make
sure that the bonds are tight. "Yer lucky yer not dead orready." Tenbar then
proceeds to divest the guard of any weapons and armour. Looking up at Ginafae
who is still standing by the door, he says, "Will ye do me a favour, lass? If ye
can creep out carefully so that ye remain hidden from anyone on yon bridge, c'n
ye get us a handful o' pebbles from the road?" At Tenbar's request, Ginafae
quietly slips out the door and returns a few mintues later with a handful of
small stones.
After delivering the rocks, she states, "If things turn for the worse and more
guards do show up, it'll be good for an ally, and I'm really getting sick of the
ramblings of this idiot. Our work here's almost done anyhow. Anyone want to
come?" When nobody accepts, Ginafae leaves for the Mage's Guild to find
Thornwalden.
Removing the guard's belongings, the group makes sure that he is tightly bound.
On him they find a suit of chainmail, a longsword, and a pouch with 16sp and
5gp. Tenbar removes the guard's boots and drops the stones inside before
shoving them back on his feet. "Even if he gets away, he ain't gaunna get far
with these in his boots" the burly man says with a wicked grin.
E'tharn then approaches the bound man and demands information. He asks, "Who
are you to order us to surrender? What is your name and who is your superior?"
At first the guard remains closed lipped. However, after some truly impressive
dagger work by Crowe, which ends with him sending a blade thudding into the wall
beside the man's head, the guard's tongue loosens. With a grimace at Crowe he
says "My name's Corporal Holden Fellard. Remember it because unless you kill me
in cold blood I will be the one who brings you to justice, eventually. I work
for Tordril Nessel, Sheriff of Burkden, who will be the one to hunt you down
should you murder me. Assaulting a guardsman is a crime punishable by a prison
sentence, so even if you were innocent of other crimes you are all now going to
jail."
E'tharn thinks for a moment and asks, "Does anyone else want to question the
guard or can I knock him out?" Tenbar shakes his head yes and says to the
Corporal, "Now, ye better spill yer guts, or ye'll find that that man there,"
he points at Crowe, "will do it fer ye. He's THAT eager." Crowe begins tossing
a dagger around and doing more fairly impressive dagger work.
The guard reluctantly answers Tenbar's questions, all the while keeping a wary
eye on Crowe.
"Where were ye gaun' send that there message? What else were yer gaun' write?
Who were ye gaun' send it to? Yer been followin' us, eh? What else were yer
orders? How many odders bin asked to follow us?"
"If you must know, I was going to send it to the city jail that houses the main
garrison. I was just sending the location you'd been seen and asking for
backup. Orders are to send a report to the sheriff as soon as anyone sights you
or the elf. We were told not to confront, but to follow you to see who you
might talk to. The entire city guard has been put on the alert to look out for
you and postings with your name are going up all over the city."
In response to the question of how he got Tenbar's name, he says "We got a good
description of you from the proprietor of The Castle Inn. It wasn't difficult
to match it up with a name, several guardsmen remembered you from bringing in
those bandit's with the Wizard Thornwalden a few days ago. We didn't have a
good description or the name of the other suspect, just that we should be on
the look out for an unusually tall elf. Your friend there fits that category."
he motions toward E'tharn.
After asking him all their questions, E'tharn delivers a blow which knocks the
guard unconscious. After E'tharn knocks out the guard, Tenbar gives the elf a
dubious look. "Hope yer din't hit 'im too hard there, friend." He checks to
make sure that the guard is still alive.
E'tharn then tells the old man to write a note to the sherriff. It is to say
'Suspect sighted crossing bridge to west side. In company of 5 others, one
matching description of elf seen at site of Alchemist's murder. Did not
confront, but followed to Market Square. Went to Jooms to send note.
Corporal Holden Fellard.'"
Tenbar agrees with E'tharn's plans. "Ay, we should get 'im t' write anodder
message," he says quietly to the others. "But make it says that we head fer the
Castle Inn instead. That'll throw 'em off track fer sure."
E'tharn turns and look at the rest of the group and says, "It looks like we
don't have time to rest and recover. We have to finish the job now." He turns
to the old man and tells him, "Deliver this note to the sherriff. Do not betray
us."
The old man is still whimpering over behind the counter "What a mess, what a
mess. Why do these things always happen to me. I'm just an honest business
man. Why me?"
E'tharn says, in a softer voicei, to the old man, "I don't know why you but I am
truly sorry. We didn't mean for any innocents to get in the way, including the
guardsman if he is not in league with the death cult. Ah well, maybe we can
give you a hand later, but now, we must leave."
Following Tenbar's reassurances, he says "I won't tell a soul, I swear, just
please, please don't hurt me or my merchandise. I'll do whatever ever you ask.
Another message? Sure no problem, I'll write it up and deliver it right away.
No, don't worry about cleaning up, you've done enough. I'll just close shop and
take care of it later. Please, could just leave and take him with you. They
can't find him here, I'd be ruined. Oh what a mess, why did this have to happen
to me. Please, please just go, you can trust me, I just want to forget this
ever happened. Here I have a large chest over here. Maybe you could put him in
that and take him with you. I'll close shop as soon as you leave and go deliver
the message. Oh what a mess, maybe then I'll just stay at home till this whole
thing blows over. I may never recover." He drags out a large iron bound chest
that looks like it would hold the guard's body.
It seems E'tharn was careful and landed an effective blow for knocking the man
unconscious. He is breathing regularly and has a steady heartbeat. Bringing
out the old chest, Tenbar and E'tharn carefully lower the guard into it. There
are plenty of wormholes and minor cracks to ensure he has air, but the chest is
also more than sturdy enough to hold him. After rummaging around in a box
behind the counter, the owner produces a key that works on the chest and gives
it to Tenbar. He gratefully accepts the money and assures the group he will
hide the other belongings and deliver the message for them. As Tenbar and
E'tharn gently pick up the chest and everyone moves toward the door, the old man
calls out "Don't forget his horse."
Fortunately, the Wizard's Guild is just a few yards away so E'tharn and Tenbar
don't have to carry the chest far.
Returning to the wizard's guild, they are again confronted by the statues.
After having secured their weapons on the wall racks, and stored away the chest
with the guard inside, the statues allow the party to pass into the next room.
Here they are stopped by a middle aged man seated behind a desk. He eyes the
group skeptically. When he spots Ginafae he says reproachfully "Initiate
Ginafae, who are these people you have brought to the guild?" Ginafae replies,
"These are some friends of mine, we've come to see the guild master." The man
frowns "You know Master Thornwalden is a busy man and has no time to waste on
every group of swashbucklers demanding a favor. You'll have to take them to
someone else."
At this Tenbar steps forward, gives his name and tells the man Thornwalden is
expecting him. The man gives a derisive grunt "That's what they all say.",
but begins to scan an open ledger beside him. Moving down the page his finger
stops and his frown deepens. He looks up at Tenbar, back down at the page,
then up again. Finally, he says "I'll go see if he is ready for you." He
shuffles away to ascend a stairway at the back of the room. Robed men seated
at other desks in the room watch everyone suspiciously. The youngest of these
calls out "Hey Ginafae, we thought you were a goner. What happened inside the
mansion? You'll have to meet later with the rest of the gang and tell us what
happened."
Shortly, the man returns from upstairs. He moves to his desk and, without
looking at anyone, says "He's ready for you, go on up. You know the way
Ginafae."
Ginafae takes the lead and heads up the stairs. At the top, she takes a side
corridor and leads the rest of the party to the end of the hall to a set of
double doors. With a knock, followed by a voice from within saying "Come in",
she opens the door and everyone enters.
They find themselves in a large study, 30x30x15 high. There is a large arching
window in the far wall and curtained archways to their right and left. Apart
from these, the walls are covered from top to bottom with bookshelves. About
halfway up the walls, an intricate metal walkway encircles most the room. Six
ladders lead up to the walkway from various locations, providing access to the
higher books. In front of the window, about 20ft ahead of them, is a large desk
of excellent craftsmanship.
Seated behind the desk is an older looking man wearing rich, dark purple robes.
Despite his appearance of age, he seems to be a spry and energetic figure with a
aura of dignity about him. He stands as the group enters the room and motions
them forward. As they approach, they see he has expressive blue eyes and
shoulder-length white hair. He smiles and speaks in a voice filled with warmth
and confidence "Tenbar my friend, glad to see you were able to keep our
appointment. I must admit, I thought you might not make it, what with recent
events. I have already received a visit from the city guard asking if I knew of
your whereabouts. Fortunately, I could honestly say that I did not. They
failed to ask if I expected to see you again and of course I did not volunteer
the information. However, as a law abiding citizen with a reputation to uphold,
I will have to report that I have seen you; eventually. For now, we have some
time to talk and see what I can do to help you. But you must not stay here too
long."
"I see you've met some new companions, that is excellent. And from the looks of
it you have already been busy." At this the party tells him of their
experiences in the mansion and Ssylth boldly steps forward to ask several
questions that are on everybody's minds. "Do you know anything about the death
cult Master Thornwalden? I have been told that you are a friend of Lycira
Modrake. Did you know that she has disappeared and if there might be a
connection between her disappearance and the death cult? What do you know about
the abandoned mansion on the hill?"
In response to questions about the death cult he says "Yes, it seems such a
group has become active recently in the city. Unfortunately, my attention has
been elsewhere for the past several months and I fear I cannot share much
information other than rumors and speculation. Most people believe that the
cult is a remnant of the old sect of the goddess of death, whose temple in
Burkden was destroyed many years ago. Others say, however, that they are
actually a group of devil worshipers disguising their activities under the name
of the death cult. Rumor has it that several key officals and business men of
the city are members of the cult and seek to end the Duke Haermond's rule of the
city. Several murders and many more disappearances have been attributed to
their activities. This is about all I know concerning them, but given the
present situation I will definitely look into the matter further."
When Ssylth asks about Lycira, Thornwalden says "Yes, Genna and Goldenmeadow
spoke to me not long ago about her disappearance. Lycira is a friend of mine
and I am deeply concerned about her safe return. I know this Haldane Zelgman
and suspect he is behind her kidnapping. He is a ruthless man whose lust for
power knows no bounds."
"However, I do not believe there is a connection between him and the cult of
death. Rumor has it he is in league with a group of bandits who have been
roaming the countryside kidnapping travelers. In fact, this was a matter I was
going to discuss with Tenbar when he came today. As a result of the
circumstances under which we met, he and I came across a map of an island.
After some investigation, I believe the island to be the location of Haldane's
base of operations. His recent activities seem to indicate that he is up to
something. I was going to offer to finance an investigation of this island, and
Haldane's activities, for Tenbar and any others who might be interested. I am
still prepared to do so, however, the current situation presents something of a
problem with that plan. Though I am confident Tenbar did not do what he is
accused of, I cannot be party to anything that might seem like a flight from the
law. Perhaps you could first deal with this situation and then join the search
for Lycira?"
When asked about the mansion Thornwalden says "It was owned by a wizard named
Kanos. He disappeared several years ago under some very unusual circumstances.
It seems that one night a firey ball of light exploded from the mansion into the
sky, lighting up the city as if it were day. It was accompanied by a terrible
screeching noise that could be heard for miles. I did not witness these events,
being away at the time, but heard about them from a reliable source. Several
people investigated the event soon afterward, but wizards who visited the place
lost their powers and a few never returned from inside. Since that time no one
has bothered with the place. It should have been seen to long ago. I knew
Kanos in passing. He was a quiet man who kept to himself. He liked to
experiment in strange magics."
Next they tell him about some of the items they found in the mansion. He says
that some of the contents in the containers are fairly hard to come by. He also
seems interested in what he identifies as gargoyle wings that E'tharn is
carrying. He says he's willing to make the group a generous offer if they want
to part with any of the items.
E'tharn says, "What significance do the gargoyles wings have? Are they
magical. Is it easy to make them magical? How much are you willing to
offer for the wings in terms of money and/or items?
When asked about the significance of the wings, Thornwalden replies "The
inherent magical properties of the wings make them a valuable raw material for
the creation of a magic item. They are not magic themselves, but with the
proper spells and treatment a wizard could create a powerful magic item from
them."
Tenbar listens attentively to Thornwalden, and when the old mage is finished, he
speaks. "C'n ye help me, my friend? On t' way here, we came 'cross one a the
sherriff's guardsmen. The fool tried to arrest me, but we managed to knock 'im
down. Now, I heard tell from yon Imreaell that t' sherrif be one a them Death
Cultists, so I'm a mite suspicious that this guard could be one a them too. We
din't kilt the bugger, we got 'im boxed up in a big chest outside here. Seein'
as how yer a man o' some power here'bouts, I was wond'rin' if ye might have a
look at 'im. From what he tol' us afore Er'Tharn here knocked 'im out, I dunner
think he's tied wi' the cult; more likely that he's jus' followin' orders, but
I'd like t' make sure, if yer don't mind. We c'n bring 'im in here, if ye like."
"I also been told by Imreaell... ay, I spoke wi' im last night; 'twas he pointed
out t' me that yon mansion coulda been a hidin' place o' the Cult... anyroad,
Imreaell tol' me that the cultists were divil worshippers... now, I ain't never
come 'cross folk like that before. Mayhaps ye could help us out here, tell us
more 'bout these divil worshippers, if ye can."
A thoughtful frown passes over Thornwalden's face and he says "This complicates
matters further and gives us even less time. So you've met Imreaell....well if
he told you members of the cult have infiltrated the guard you can trust the
information, he has a remarkable network of sources. I will deal with the guard
and learn from him what I can, but that can wait. We must get you out of here
quickly. If others were to trace your steps and find you here I would have
little choice but to turn you over to them. Despite the fact they might be in
league the enemy, I still have a duty to uphold the city's laws."
E'tharn asks "Would you have sort of disguise to get us past the city guards or
some way to tell if someone is lying to us?"
He pauses for a moment, thinking, then continues, not seeming to have heard the
wood-elf's question "We need proof that the guardsmen are working under the
influence of the cult and I am willing to bend the law a little bit to see that
you remain free long enough to search for such proof. Such help must be subtle,
they cannot make a link between us or else they will have an excuse to arrest me
too, but I will do what I can. As E'tharn suggests, we first need a way to
disguise you and I have just the thing."
He moves behind his desk, mumbles something, and opens a large bottom drawer.
He removes two small pouches, which he brings to the group. "The dust in these
pouches will, when sprinkled on someone, allow the person applying the dust to
change the appearance of the recipient. The appearance change must be a creature
of similar shape, though it can be larger or smaller. The effect is
illusionary, but should serve. Each dusting lasts about ten hours and there is
enough dust in each pouch for eight uses for anyone to use. You have merely to
concentrate on what you want yourself or the other person to look like. You
need to be seen leaving the guild, but then go someplace nearby where you can
use the powder without being seen. You might also consider arranging to meet
somewhere later and then split up for a while. Don't tell me where you are
going, it's best I not know in case I'm questioned."
In response to E'tharn's request for magic to help your group know when someone
is deceiving you he says "Yes such magic would be valuable, unfortunately I have
nothing like that available. However, there is one other item that I think you
will need if you meet the leaders of the cult." He retrieves a scroll from the
desk drawer "This is a protection from magic scroll. It will protect the reader
and anyone within 5ft of them from the effects of spells and magic items for a
short period of time." He gives the scroll to Ginafae, and a pouch of dust to
both Tenbar and E'tharn.
"Before you leave, I will do one other thing for you." He then casts a short
spell, holding out his hand to each of the group members in turn. A few minutes
later he reports that E'tharn, Kelmvor and Ssylth are carrying magic items other
than those he gave you. Going over the items they are carrying more carefully,
he says that the Shield and yellow gem E'tharn carries are magic. Three of the
potions Kelmvor has are magic. And 3 of the papers in the scroll case Ssylth
has are magical along with the ring he is wearing.
Upon seeing E'tharn's yellow gem Thornwalden says "If I'm not mistaken, this
will prove to be a useful item. There should be some word or phrase that will
cause it to shed light." For some reason, the above words catch Ssylth's
attention and he gets the feeling there is something he should remember, but
exactly what it is eludes him so he mentions nothing to the rest of the group.
Examining Ssylth's ring he says "That looks to be the work of the Enchantress
Zenaida who specialized in detection items and was known to be forgetful, thus
enscribing command words on the objects she created. It should be harmless
enough if you want to try it out."
Following his suggestion, Ssylth looks at word inscribed on the band,
'Zinfandel', and says it aloud. Immediately the ring begins to glow and seems
to pulse on his finger. Compelled by the ring, his hand raises to point toward
the bookshelves on a nearby wall. Following its tugs, he moves in that
direction and find himself pointing at a thick book, from which he detects
powerful magical radiations. The ring then urges him to move further along the
wall to point to another book. It repeats this process eight more times before
the glow fades. Ssylth discerned that each book radiated less magic than the
one before, but all were quite powerful.
He also gets a glass paper weight off his desk which he passes over the writing
on two of the scrolls Ssylth carries. Both Ssylth and Ginafae become excited
when the glass reveals two spells they do not yet have: Charm Person and Hold
Portal.
Also, as he is examining E'tharn's belongings for magic he says in a low voice
so that only E'tharn can hear "Friend E'tharn, I also detect that you are
carrying another magic item. Since you are not showing it to me I assume you
have a reason for keeping it to yourself. I will not tell the others, but just
thought I would mention it in case you weren't aware it was magical." E'tharn
realizes that Thornwalden must be talking about the purple gem he received from
the alchemist.
Moving to his desk and fishing out another larger pouch, Thornwalden says "You
can leave the wings and ingredient containers with me for safe keeping. I think
750gp is a fair price for the entire lot. All I have here is 250gp which you
may consider a downpayment, I will give you the remainder once you are no longer
sought by the guards and can return to me. Or you may reclaim the items if you
don't wish to sell them and consider the gold more of my assistance."
"Also, leave the chest with the guard downstairs. I will have it brought up
later and see what I can learn from him. I will leave a message for Ginafae at
the Merry Warlock later tonight to let you know if I found out anything from
him. Once I am done with him, I will have to let him report in at which point I
assume you will all become 'wanted fugitives'. I will delay as long as I can to
give you time to prepare. I will also come up with some kind of cover story to
tell the guard about your visit, so don't be alarmed if you should hear reports
of what I say."
Kelemvor asks, "Mr. Thornwalden, some of us have small knife wounds. Would it
be possible for us to get these cleansed and bandaged? Perhaps, someone could
meet us at the inn for such needs."
Thornwalden replies "Unfortunately, I can't help you there. You might stop at
the temple of Selena though, they are known to treat wounds for reasonable
donations."
Kelemvor asks another question, "Also, you say these potions are magical. Could
you tell me what they do?"
"The only way quick way to tell is by tasting them, and you could do that as
well as I. Now if you want to leave them with me I could find out what they
are, but it would take several days and given the current situation I won't be
able to get them back to you easily. But I will keep them if you want me to.",
replies Thornwalden
He then moves to the door saying, "Now my young friends it is time for you to
go. I wish I could do more to help, but we are out of time, you cannot afford
to stay here longer. I must ask that you not return to the guild, even
disguised." He reaches into the folds of his robe and takes out a shiny object.
"If it becomes absolutely necessary that you get in touch with me, give this
coin to the bartender of the Merry Warlock. He will see that I get the message
and I will then find you." He gives the coin to Ginafae. "Good luck my
friends, until we meet again." With that, he opens the door and ushers the
party out into the hall.
A few minutes later they are outside the guild, having collected their
belongings but leaving the chest behind. Taking Thornwalden's advice, they
search for an inconspicuous place to disguise themselves. Up the street, they
find the door of Joooms' shop locked and get no response from inside. The
guard's horse is still tied up outside. A few blocks away, they manage to find
a deserted alley. Ducking into it, they take out the pouches of dust and
quickly decide who needs to disguise themselves.
In the alley, the group decides to conserve as much of the magic dust as they
can and only Tenbar and E'tharn use it to disguise themselves. The rest of the
group decides to take their chances, as Thornwalden assured them he would wait
until just before dark to release the guard. They decide to do what they can to
keep together. Crowe and Ginafae tell you they have rooms at the Circled Star
Inn and Tenbar suggests that the group go there, as he has reasons to avoid the
other two inns of the city. Agreeing, you head off in different directions to
reach the inn. Everyone, except E'tharn that is, who says, "I have to go and do
some things and I will meet you at the mansion at the assigned time. May your
road be eventful yet safe. Take care my friends."
Everyone arrives separately and gets their own rooms. The prices are reasonable
13sp a night and the proprietor is a kindly old matron named Betsy. After
ordering a meal, Tenbar retires to get some rest. Kelemvor and Ginafae also go
to their rooms to relearn spells. Ssylth goes back out to have a message sent
to Modrake's isle. Near dark Ginafae goes out, passing Ssylth on his way back
to his room. Crowe reaches the inn a couple of hours after dark.