You know there is a mercenary guild that takes contracts on different tasks around the area. They aren't a large, and actually were almost abolished by the mage that the original party defeated. The party has no affiliation with the guild (ally/foe), but the guild would know who you are (less Rubin and Gerry). It is not surprising that Roze or the other servants don't recognize you all as the saviors of Knotside, as they don't seem to leave the house often.
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DM - A Quest for the Shunned City (Groups 1 and 2)
(so we know of the guild, they are not friend or foe, I'm trying to figure out if we should be happy or upset by the fact we are being thought we are from the guild. Also trying to figure out if we should be worried about faking being members)
I would say you're probably indifferent. The guild has a good reputation, it is just matter of coincidence that you arrived and she had requested help from the guild. You are more than welcome to tell Roze you're not from the guild. As far as faking being members...we will just have to see.
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DM - A Quest for the Shunned City (Groups 1 and 2)
"Do you guys think we should let her know we are not with the guild, you be honest, make sure that if the guild shows up, while we are still here, she doesn't think we are part of the crew that killed Moop, and recked the place. By the way who took me up on that bet that the house has been turned over?"
“I have no reservations to using the coincidence to our benefit, but I would be careful that we don’t impersonate members of another guild for too long we don’t need any organization to be upset at us, especially one with plenty of Mercs to chase us around.”
Looking over all the material discovered and the thrashed place Ardeth sighs deeply.
“Something doesn’t add up yet for me. Chase and kill the goblin, trash his residence and steal a map, maybe looking for a journal... what does this cult want with all this stuff? I think we need to know what’s in that journal before we start hunting down the island or Mr Diamond.
"Yes, the camp..." Rubin says with a nod. "It was filled with more of those guys like the ones we fought when we first met you guys back at that shop."
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Ah! wait! Sooner or later we may wanna go to this monastry...we'd better ask Roze for a reference letter otherwise those monks can simply say: who are you?
And so he does, going back inside he asks:
Roze, we are willing to help you if we have enough time: our next step might be going to the monastry so we would like to ask you for a reference letter for the monks, you know, stating you send us, who you are and such, you know
As the group is leaving the estate/house/mansion, Rubin would speak up. "I think this monistary is our next best option for learning more." He would glance to the others as he speaks. "That camp I mentioned earlier seemed only a short-term thing, so I doubt if it is going to be much use to go there now. The monistary though, seems to be a very solid lead, and learning more about this journal is probably a very important thing."
Rubin I think you are right but, damn, all those miles are a loooot of time.... not to mention all the money we must spend to arrive there...
Benagol adjusts his horny helmet and continues:
You know what?! I can give a try: I was a sailor before taking the warrior profession, I still have plenty of friends down at the port. If we are lucky they can even give us a passage!
ooc:Great: I remembered my bagkground is SAILOR: DM feel free to adapt it to the current situation
Feature: Ship's Passage
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
You know there is a mercenary guild that takes contracts on different tasks around the area. They aren't a large, and actually were almost abolished by the mage that the original party defeated. The party has no affiliation with the guild (ally/foe), but the guild would know who you are (less Rubin and Gerry). It is not surprising that Roze or the other servants don't recognize you all as the saviors of Knotside, as they don't seem to leave the house often.
DM - A Quest for the Shunned City (Groups 1 and 2)
(so we know of the guild, they are not friend or foe, I'm trying to figure out if we should be happy or upset by the fact we are being thought we are from the guild. Also trying to figure out if we should be worried about faking being members)
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
I would say you're probably indifferent. The guild has a good reputation, it is just matter of coincidence that you arrived and she had requested help from the guild. You are more than welcome to tell Roze you're not from the guild. As far as faking being members...we will just have to see.
DM - A Quest for the Shunned City (Groups 1 and 2)
"Do you guys think we should let her know we are not with the guild, you be honest, make sure that if the guild shows up, while we are still here, she doesn't think we are part of the crew that killed Moop, and recked the place. By the way who took me up on that bet that the house has been turned over?"
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Ardeth thinks over the question carefully.
“I have no reservations to using the coincidence to our benefit, but I would be careful that we don’t impersonate members of another guild for too long we don’t need any organization to be upset at us, especially one with plenty of Mercs to chase us around.”
Looking over all the material discovered and the thrashed place Ardeth sighs deeply.
“Something doesn’t add up yet for me. Chase and kill the goblin, trash his residence and steal a map, maybe looking for a journal... what does this cult want with all this stuff? I think we need to know what’s in that journal before we start hunting down the island or Mr Diamond.
Is there anything else you all would like to gather from The Diamond House? Or additional dialogue with Reggie and Ardeth?
DM - A Quest for the Shunned City (Groups 1 and 2)
(I'm good, except on the way out I would let them know we are not from the guild.)
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Benagol, addressing to RUbin and Gerry:
I was thinking, you mentioned a camp 15 miles north of Knotside that you could not infiltrate...
Actually the question is for the DM (see lore thread)
"Yes, the camp..." Rubin says with a nod. "It was filled with more of those guys like the ones we fought when we first met you guys back at that shop."
Reggie looks relieved to be out of the house. And chimes in "That might be a good idea.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Gerry shrugs.
"As a good a starting point as any, I guess."
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Make sure to check discord for a summary.
DM - A Quest for the Shunned City (Groups 1 and 2)
Benagol clicks his fingers
Ah! wait! Sooner or later we may wanna go to this monastry...we'd better ask Roze for a reference letter otherwise those monks can simply say: who are you?
And so he does, going back inside he asks:
Roze, we are willing to help you if we have enough time: our next step might be going to the monastry so we would like to ask you for a reference letter for the monks, you know, stating you send us, who you are and such, you know
Roze, still a bit shaken by the news of Moop. Agrees and gives you a piece of parchment with the Diamond seal and some words from Roze.
DM - A Quest for the Shunned City (Groups 1 and 2)
As the group is leaving the estate/house/mansion, Rubin would speak up. "I think this monistary is our next best option for learning more." He would glance to the others as he speaks. "That camp I mentioned earlier seemed only a short-term thing, so I doubt if it is going to be much use to go there now. The monistary though, seems to be a very solid lead, and learning more about this journal is probably a very important thing."
Reggie looks to Rubin "I think I'll take your word on it."
(Can I perception check Rubin? 18
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
He is being truthful. You get the impression that these cultist don't stay in one place often.
DM - A Quest for the Shunned City (Groups 1 and 2)
Benagol thanks the shocked Roze and heads out.
Rubin I think you are right but, damn, all those miles are a loooot of time.... not to mention all the money we must spend to arrive there...
Benagol adjusts his horny helmet and continues:
You know what?! I can give a try: I was a sailor before taking the warrior profession, I still have plenty of friends down at the port. If we are lucky they can even give us a passage!
ooc:Great: I remembered my bagkground is SAILOR: DM feel free to adapt it to the current situation
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Gerry nods.
"Could work. Not a real fan of the sea myself, though. Too hard to swim in armor."
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
"Sounds good to me." Rubin says.