As you retire for the night, you think of the two choices you have. The first, to travel through the sewer to find the other entrance to the lodge would be riskier as you don't know what you will find down there. The other, to scout the Twenty-One Jack as patrons of the establishment would involve less risk but an equal amount of unknown variables. These were the thoughts you mull over as you retire for the night.
The next morning is the 6th of Kapitu, 8 days from the deadline you were given by Saget Brunn before you wouldn't be able to track the kidnapped children. Last night's planning is still fresh in your mind. These raiders that had destroyed the warehouse where you had been pointed at could either be a key to your investigation or a false lead that could cost you a couple of valuable days.
Drexon wakes and makes his way to the common area of their suite, where he waits for the others to join.
"So, another day of of investigation into the Verdant Masons. I am not sure whether heading to the Twenty-One Jack so early is the best idea. I know these places are open, but in my experience a group such as this might stand out. How about we head first to that museum?", he suggests.
"We should make sure we don't spend too much time looking for these secret stashes, and lose the opportunity to head to Saikhan before the Cobalt Restitution leaves port on the 14th".
Eremoz, you exit the Hid-Inn and begin your exercise around the Charing Crossroad district. You see places you have missed before as you do a circuit around the place. There is another tavern that has a gaudy decor called the Young Zeltron. There is a general store very near the Silver Sable, a park, and a large public bathhouse called the Ocean's Delight. You also finally see the reason why the place is called the Charing Crossroad. It is because this district is the only place that is filled with chimneys, even more so than the industrial district that is Ironside. You can see people carrying wood, dried grass, and hay to smoking huts scattered throughout the district even this early in the morning.
On your way back to the inn, you notice something peculiar. Roaming around the city is small groups of people wearing a red overcoat. You notice a golden pin on the lapel of some of their coats. They are going door to door, speaking in hushed whispers with the owner of the building before exchanging pouches. At some point, they would drop some of the pouches at the nearest empty guard post before going to other parts of the city. Looking at them, you remember seeing some of them near the warehouse yesterday, quietly watching from a distance.
When you return, the others are almost ready to go.
To start the day, the group walks down to the Silver Sable for breakfast and is served a large platter of meal for five people for only 50 bronze after showing the waiter your room key. The atmosphere of the tavern is different this early in the morning. It is quiet. There are a couple of people nursing some hair of the dogs. A group of six is conversing with the tender behind the bar before the tender plucks a note from the Questing Hoard and gives it to the group. The group of six leaves quietly with determination in their eyes.
“Since you ask, I saw a tavern that may pique your interest, Drex. Young Zeltron, it seems like a place you could make some money visiting. If anyone wants a nice day off after all this, there is a bathhouse nearby.” Eremoz lowers his voice. “Saw some people in red coats with gold pins acting shady. They were going door to door exchanging something.”
With breakfast finished, you take the chance to look at the Questing Hoard before you leave. Three takes your interest and possibly do-able. The first is a call for help to find a missing herbalist in the marshland north of Mantagard with a 100 copper reward and a possibility of healing potions added if brought alive. The second is another search and rescue task south of Mantagard for a cache of rare book that was stolen by bandits with a 50 copper reward plus 3 books from the collection that may worth 100 copper each. The last is a bodyguard work for the upcoming sweet seventeen of the Clarent family's daughter on the 8th of Kapitu with a 50 copper reward per person.
"Well, it seems there are a couple of quests that are suitable, but different quests suit different people. I can see one that suits you Karm, and another that suits you both, Eremoz and Dvark", he says to his companions.
"Of course our time right now is spoken for, many times over in truth. Unless we think we could use the rewards?".
As you ponder the chance to earn extra money, you make your way to the Hayknot District to find the Verdant Mason Museum. It is not a hard place to find. It lies close to the city center. Already, a couple of people are queuing in front of the building, eager to enter. By their clothing, they are all from out of town, just like you.
Compared to the buildings around it, the museum is the most opulent manse in the district. The front step of the museum is decorated with white marble statues of men in robes carrying hammers and chisels. Wide pillars frame a large granite double door. Copper gears and cranks frame the door, protected behind a material that mimics glass but clearly made of sterner stuff. A copper bell hangs atop the door, green with age. A small figurine stands beside the bell holding a hammer, moving slightly following the beat of the gear shifts.
"Impressive, I can see why it is popular", Drexon says as he stares at the facade of the museum.
"I am no mason of course".
As he casually talks to his friends, he looks around for anything or anyone suspicious, focusing on his awareness as he does so. Possibly someone watching or following them.
Drexon, as you look around, you don't really see anyone that would be considered suspicious. The people queuing in front of the museum seem to be regular tourists that are curious about the building and its history. However, as you wait in line for the museum's door to open, you begin to catch several snippets from the passing crowd.
"... say it's the Scarlet Barony yesterday."
"No way, that can't be. The Barony wouldn't have..."
"... complete with the red coat and..."
"... believe it's them. It's just not their modus operandi."
"... the turf war going on? With the Amber Squad?"
"The Squad's involvement is more..."
When the clicking of the gear stops and the bell atop the museum's door rings, you get the sense that there are two factions in the city that have been having a turf war in the shadow from the snippets you heard. You don't really understand their significance and importance to your investigation yet, but you heard that one of the factions wears red, just like the one that Eremoz described. Now that you think about it, on your way to the museum, you glimpsed people in red walking around the city. They were not really following you, but they do act rather odd, keeping to the small alleys and always in a group of 3 or 4, snaking around the morning crowd easily as if they had been doing it for years.
With the ringing of the bell, the museum door begins to shift. The gears that frame it move and click as the door opens wider. Behind the door stands a human middle-aged man. His salt and pepper hair is well combed and his dress suit is crisply pressed. An emblem of the Verdant Mason has been embroidered on his suit's breast pocket.
"Good morning," he says. There is little inflection in his voice as if he has gotten bored repeating the same line every day. "Welcome to the Verdant Mason Museum. My name is Raymond Dustin, chamberlain of the manse. Before I can let you in, several ground rules have to be kept in mind by all visitors. First, touching the exhibit is forbidden. Some of the works shown within the museum have existed since before the Fourth Age. Second, I discourage anyone to wander off while within the manse for your safety. Despite the innocent look of the manse, the First Grand Mason was a worshiper of the Mistress of Memories. Over the years, many secret passages and hidden traps have been discovered and dismantled, but we believe there are some that are still obscured from us. Third, we discourage anyone to take any objects within the manse home with you. Anyone who dare to do so will be reported to the City Guard on the charge of thievery. I believe such sentencing is at least 3 years in the local penitentiary facility and a 1 gold piece fine depending on the severity."
Cob nearly sleeps the morning away and only manages to get himself mobile in time to grab a quick bite, his mouth full for most of the trip to the museum. He does notice the red clad figures and feels more out of place with his blue skin and dark blue, almost black hair.
"I'm feeling more out of place then ever since we came back to know," Cob says quietly.
But his mood perks up at the mention of traps and secret passages.
"That sounds like a challenge to be sure," Cob says, before turning to listen to any answer to Eremoz's question.
"In the last 2300 years since the First Grand Mason founded the Verdant Mason Guild, there have been 13 instances where traps of significant danger have been discovered within the manse," the chamberlain says. "Most of them are in the form of trapped drawers and chests containing invaluable carvings and artifacts from the Third Age. A couple has been found within the hidden passages that have since been blocked off even to the apprentices that live here for their safety. We have cordoned off access to the attic, which we will pass on our way to the First Grand Mason's Office. We discourage bypassing the cordon. It is quite a hassle to clean the blood from the floor when the last person did so."
When the other tourists start to fidget and look askance, the chamberlain continues with the same monotonic voice. "That is a joke. The traps in the attic, which consisted of several poison darts and poisonous vapor, were dismantled when the Third Grand Mason took office. The cordon is because the poison caused the floor to corrode when the traps were dismantled. The flooring is quite brittle if a lot of people are to roam around the attic."
"Now, if there aren't any more questions,I bid you welcome to the Verdant Mason Guild Headquarters."
Dvark nods in agreement "I'd bet the sewer will be riskier"
And with a smile says "The Jack could be good for drex to make some extra cash anyway haha!"
"Also if we hadn't already guessed I think warhawk has a more complicated plan than he was letting on"
As you retire for the night, you think of the two choices you have. The first, to travel through the sewer to find the other entrance to the lodge would be riskier as you don't know what you will find down there. The other, to scout the Twenty-One Jack as patrons of the establishment would involve less risk but an equal amount of unknown variables. These were the thoughts you mull over as you retire for the night.
The next morning is the 6th of Kapitu, 8 days from the deadline you were given by Saget Brunn before you wouldn't be able to track the kidnapped children. Last night's planning is still fresh in your mind. These raiders that had destroyed the warehouse where you had been pointed at could either be a key to your investigation or a false lead that could cost you a couple of valuable days.
Drexon wakes and makes his way to the common area of their suite, where he waits for the others to join.
"So, another day of of investigation into the Verdant Masons. I am not sure whether heading to the Twenty-One Jack so early is the best idea. I know these places are open, but in my experience a group such as this might stand out. How about we head first to that museum?", he suggests.
"We should make sure we don't spend too much time looking for these secret stashes, and lose the opportunity to head to Saikhan before the Cobalt Restitution leaves port on the 14th".
Eremoz rises early and leaves the inn to head outside for a workout. He returns to the suite to plan with the group.
”I don’t think it would hurt to check out the area. Do you think they’d still have it locked down?”
I think it is best to visit places where we won't stand out much first.
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Eremoz, you exit the Hid-Inn and begin your exercise around the Charing Crossroad district. You see places you have missed before as you do a circuit around the place. There is another tavern that has a gaudy decor called the Young Zeltron. There is a general store very near the Silver Sable, a park, and a large public bathhouse called the Ocean's Delight. You also finally see the reason why the place is called the Charing Crossroad. It is because this district is the only place that is filled with chimneys, even more so than the industrial district that is Ironside. You can see people carrying wood, dried grass, and hay to smoking huts scattered throughout the district even this early in the morning.
On your way back to the inn, you notice something peculiar. Roaming around the city is small groups of people wearing a red overcoat. You notice a golden pin on the lapel of some of their coats. They are going door to door, speaking in hushed whispers with the owner of the building before exchanging pouches. At some point, they would drop some of the pouches at the nearest empty guard post before going to other parts of the city. Looking at them, you remember seeing some of them near the warehouse yesterday, quietly watching from a distance.
When you return, the others are almost ready to go.
To start the day, the group walks down to the Silver Sable for breakfast and is served a large platter of meal for five people for only 50 bronze after showing the waiter your room key. The atmosphere of the tavern is different this early in the morning. It is quiet. There are a couple of people nursing some hair of the dogs. A group of six is conversing with the tender behind the bar before the tender plucks a note from the Questing Hoard and gives it to the group. The group of six leaves quietly with determination in their eyes.
Thats us in a few decades, jokes Karm and nods over to the group leaving the establishment. Have you seen something noteworty, Eremoz?
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Drexon chuckles at Karm's observation, then sits back having overindulged slightly with the breakfast.
"Let's take a look at the route to get to the museum", he says taking out the atlas and trying to map their route.
"Oh, hey Eremoz".
“Since you ask, I saw a tavern that may pique your interest, Drex. Young Zeltron, it seems like a place you could make some money visiting. If anyone wants a nice day off after all this, there is a bathhouse nearby.” Eremoz lowers his voice. “Saw some people in red coats with gold pins acting shady. They were going door to door exchanging something.”
With breakfast finished, you take the chance to look at the Questing Hoard before you leave. Three takes your interest and possibly do-able. The first is a call for help to find a missing herbalist in the marshland north of Mantagard with a 100 copper reward and a possibility of healing potions added if brought alive. The second is another search and rescue task south of Mantagard for a cache of rare book that was stolen by bandits with a 50 copper reward plus 3 books from the collection that may worth 100 copper each. The last is a bodyguard work for the upcoming sweet seventeen of the Clarent family's daughter on the 8th of Kapitu with a 50 copper reward per person.
Drexon survery the Questing Hoard with interest.
"Well, it seems there are a couple of quests that are suitable, but different quests suit different people. I can see one that suits you Karm, and another that suits you both, Eremoz and Dvark", he says to his companions.
"Of course our time right now is spoken for, many times over in truth. Unless we think we could use the rewards?".
As you ponder the chance to earn extra money, you make your way to the Hayknot District to find the Verdant Mason Museum. It is not a hard place to find. It lies close to the city center. Already, a couple of people are queuing in front of the building, eager to enter. By their clothing, they are all from out of town, just like you.
Compared to the buildings around it, the museum is the most opulent manse in the district. The front step of the museum is decorated with white marble statues of men in robes carrying hammers and chisels. Wide pillars frame a large granite double door. Copper gears and cranks frame the door, protected behind a material that mimics glass but clearly made of sterner stuff. A copper bell hangs atop the door, green with age. A small figurine stands beside the bell holding a hammer, moving slightly following the beat of the gear shifts.
"Impressive, I can see why it is popular", Drexon says as he stares at the facade of the museum.
"I am no mason of course".
As he casually talks to his friends, he looks around for anything or anyone suspicious, focusing on his awareness as he does so. Possibly someone watching or following them.
Perception (with Guidance): 20+5+1=26
Drexon, as you look around, you don't really see anyone that would be considered suspicious. The people queuing in front of the museum seem to be regular tourists that are curious about the building and its history. However, as you wait in line for the museum's door to open, you begin to catch several snippets from the passing crowd.
"... say it's the Scarlet Barony yesterday."
"No way, that can't be. The Barony wouldn't have..."
"... complete with the red coat and..."
"... believe it's them. It's just not their modus operandi."
"... the turf war going on? With the Amber Squad?"
"The Squad's involvement is more..."
When the clicking of the gear stops and the bell atop the museum's door rings, you get the sense that there are two factions in the city that have been having a turf war in the shadow from the snippets you heard. You don't really understand their significance and importance to your investigation yet, but you heard that one of the factions wears red, just like the one that Eremoz described. Now that you think about it, on your way to the museum, you glimpsed people in red walking around the city. They were not really following you, but they do act rather odd, keeping to the small alleys and always in a group of 3 or 4, snaking around the morning crowd easily as if they had been doing it for years.
With the ringing of the bell, the museum door begins to shift. The gears that frame it move and click as the door opens wider. Behind the door stands a human middle-aged man. His salt and pepper hair is well combed and his dress suit is crisply pressed. An emblem of the Verdant Mason has been embroidered on his suit's breast pocket.
"Good morning," he says. There is little inflection in his voice as if he has gotten bored repeating the same line every day. "Welcome to the Verdant Mason Museum. My name is Raymond Dustin, chamberlain of the manse. Before I can let you in, several ground rules have to be kept in mind by all visitors. First, touching the exhibit is forbidden. Some of the works shown within the museum have existed since before the Fourth Age. Second, I discourage anyone to wander off while within the manse for your safety. Despite the innocent look of the manse, the First Grand Mason was a worshiper of the Mistress of Memories. Over the years, many secret passages and hidden traps have been discovered and dismantled, but we believe there are some that are still obscured from us. Third, we discourage anyone to take any objects within the manse home with you. Anyone who dare to do so will be reported to the City Guard on the charge of thievery. I believe such sentencing is at least 3 years in the local penitentiary facility and a 1 gold piece fine depending on the severity."
“We will do our best. What kind of traps have been found?”
Cob nearly sleeps the morning away and only manages to get himself mobile in time to grab a quick bite, his mouth full for most of the trip to the museum. He does notice the red clad figures and feels more out of place with his blue skin and dark blue, almost black hair.
"I'm feeling more out of place then ever since we came back to know," Cob says quietly.
But his mood perks up at the mention of traps and secret passages.
"That sounds like a challenge to be sure," Cob says, before turning to listen to any answer to Eremoz's question.
Drexon stays quiet, but his mind is already racing at the prospect of hidden passages that no-ones knows about. No-one official anyway.
He was also mulling over the snippets of conversation he had overheard about a turf war.
He throws Cob a re-assuring smile as he mentions feeling out of place, followed by a worried frown at his comments about a challenge.
"As long as we don't get caught", he thinks to Cob.
"And now a dare," Cob thinks back to Drexon with a chuckle added in.
"In the last 2300 years since the First Grand Mason founded the Verdant Mason Guild, there have been 13 instances where traps of significant danger have been discovered within the manse," the chamberlain says. "Most of them are in the form of trapped drawers and chests containing invaluable carvings and artifacts from the Third Age. A couple has been found within the hidden passages that have since been blocked off even to the apprentices that live here for their safety. We have cordoned off access to the attic, which we will pass on our way to the First Grand Mason's Office. We discourage bypassing the cordon. It is quite a hassle to clean the blood from the floor when the last person did so."
When the other tourists start to fidget and look askance, the chamberlain continues with the same monotonic voice. "That is a joke. The traps in the attic, which consisted of several poison darts and poisonous vapor, were dismantled when the Third Grand Mason took office. The cordon is because the poison caused the floor to corrode when the traps were dismantled. The flooring is quite brittle if a lot of people are to roam around the attic."
"Now, if there aren't any more questions, I bid you welcome to the Verdant Mason Guild Headquarters."