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Company of the Random Encounter ('complete' 14 Nov 2004)
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<blockquote data-quote="Capellan" data-source="post: 401962" data-attributes="member: 6294"><p><strong>Amberdale 0 : "An Introduction to Amberdale" by PDabble Games - Part 3</strong></p><p></p><p>Having reached the safety of the town, the group goes to the local Chapel of Pelor - known as the Sanctuary - and shells out the gold for a <em>cure light wounds</em> to get the Padre on his feet again.</p><p></p><p>Next, they review the loot they recovered from the kobolds. It is mostly just coins, but there is also a copper pendant with strange markings. The Padre tests it for enchantments, but it does not appear to be magical. For now, the group resolves to keep the item rather than sell it, as it appears to more mysterious than it is valuable. </p><p></p><p>Having split up the treasure they acquired, the group heads back to the Birchwhistle Tavern, where most of the group takes the opportunity to view a two-man play put on by two of the staff. Only the Padre declines, dragging himself to bed and rest.</p><p></p><p>After the play, those members of the group who are still awake fine themselves approached by the proprietor of the tavern, Brent Birchwhistle.</p><p></p><p>"I heard from Bill Parmer that you saved his life from some kobolds, today. He said you fought very bravely. We can always use people with courage and weapons skill around town, particularly with winter on the way. That's when the goblinkin are at their most active. All of which leads me to why I've asked you to this meeting. I'd like to offer you membership in an organisation known as the Brewer's Guild, with whom I am associated."</p><p></p><p>"I like a good ale." Ulfgar admits companionably, "But I don't see why we'd want to join such a group?"</p><p></p><p>Brent nods in understanding,</p><p></p><p>"The Brewers' Guild is more than just a collection of ale and mead makers." He explains, "It's also a network for information. As an innkeep myself, I can tell you that we hear a great deal about the goings on in the countryside. If you want to be well-informed, there is no better way to do it than join the Brewers' Guild."</p><p></p><p>"What does it cost?" Mantreus gets to the heart of the matter.</p><p></p><p>"On that front I can set your mind at rest, my friend." Brent smiles, "the fee for associate membership, which is all each of you would need, is a mere copper piece a month."</p><p></p><p>The group confers briefly, but has little hesitation in accepting the offer. They are not sure how useful this 'network' will be, but they are all willing to risk a copper a month to find out.</p><p></p><p>"Excellent." Brent pauses, "Have you perhaps heard of the Adventurers' Guild? As associates of the Brewers' Guild, you are entitled to join this organisation. Membership in it is the surest way to attract the highest paying jobs - jobs of the kind you did for Bill Parmer today." He pauses again. "Unfortunately, membership of this guild is rather more expensive - you must be able to prove your ability to survive the kind of work it entails, you see."</p><p></p><p>Someone snorts, "Figures there would be a catch. What does it cost?"</p><p></p><p>"One hundred gold, each." Brent raises his hands to forestall any angry comments, "I realise that you would not have such funds as yet, so I will make you an offer: we will help you find you the jobs to earn your membership fees, to prove the efficacy of the organisation."</p><p></p><p>Slowly - and markedly less cavalierly, given the money involved - the group agrees to accept Brent's second offer.</p><p></p><p>The next morning, after the Padre has invoked his deity to heal them all as best he can, they fill him in on the previous night's conversation. It does not take long before he too becomes a member of the Brewer's Guild. At this point, the group makes plans to rest and recuperate for the day, due to their injured condition. However, this soon proves unnecessary as the priests from the Sanctuary arrive.</p><p></p><p>It seems that the group has achieved a measure of celebrity for their actions against the kobolds, and the sanctuary priests not only offer free healing to the "wounded heroes" but even refund the 25 gold they had charged for healing the night before.</p><p></p><p>Newly fortified, the group sets out for the Guard barracks.</p></blockquote><p></p>
[QUOTE="Capellan, post: 401962, member: 6294"] [b]Amberdale 0 : "An Introduction to Amberdale" by PDabble Games - Part 3[/b] Having reached the safety of the town, the group goes to the local Chapel of Pelor - known as the Sanctuary - and shells out the gold for a [I]cure light wounds[/I] to get the Padre on his feet again. Next, they review the loot they recovered from the kobolds. It is mostly just coins, but there is also a copper pendant with strange markings. The Padre tests it for enchantments, but it does not appear to be magical. For now, the group resolves to keep the item rather than sell it, as it appears to more mysterious than it is valuable. Having split up the treasure they acquired, the group heads back to the Birchwhistle Tavern, where most of the group takes the opportunity to view a two-man play put on by two of the staff. Only the Padre declines, dragging himself to bed and rest. After the play, those members of the group who are still awake fine themselves approached by the proprietor of the tavern, Brent Birchwhistle. "I heard from Bill Parmer that you saved his life from some kobolds, today. He said you fought very bravely. We can always use people with courage and weapons skill around town, particularly with winter on the way. That's when the goblinkin are at their most active. All of which leads me to why I've asked you to this meeting. I'd like to offer you membership in an organisation known as the Brewer's Guild, with whom I am associated." "I like a good ale." Ulfgar admits companionably, "But I don't see why we'd want to join such a group?" Brent nods in understanding, "The Brewers' Guild is more than just a collection of ale and mead makers." He explains, "It's also a network for information. As an innkeep myself, I can tell you that we hear a great deal about the goings on in the countryside. If you want to be well-informed, there is no better way to do it than join the Brewers' Guild." "What does it cost?" Mantreus gets to the heart of the matter. "On that front I can set your mind at rest, my friend." Brent smiles, "the fee for associate membership, which is all each of you would need, is a mere copper piece a month." The group confers briefly, but has little hesitation in accepting the offer. They are not sure how useful this 'network' will be, but they are all willing to risk a copper a month to find out. "Excellent." Brent pauses, "Have you perhaps heard of the Adventurers' Guild? As associates of the Brewers' Guild, you are entitled to join this organisation. Membership in it is the surest way to attract the highest paying jobs - jobs of the kind you did for Bill Parmer today." He pauses again. "Unfortunately, membership of this guild is rather more expensive - you must be able to prove your ability to survive the kind of work it entails, you see." Someone snorts, "Figures there would be a catch. What does it cost?" "One hundred gold, each." Brent raises his hands to forestall any angry comments, "I realise that you would not have such funds as yet, so I will make you an offer: we will help you find you the jobs to earn your membership fees, to prove the efficacy of the organisation." Slowly - and markedly less cavalierly, given the money involved - the group agrees to accept Brent's second offer. The next morning, after the Padre has invoked his deity to heal them all as best he can, they fill him in on the previous night's conversation. It does not take long before he too becomes a member of the Brewer's Guild. At this point, the group makes plans to rest and recuperate for the day, due to their injured condition. However, this soon proves unnecessary as the priests from the Sanctuary arrive. It seems that the group has achieved a measure of celebrity for their actions against the kobolds, and the sanctuary priests not only offer free healing to the "wounded heroes" but even refund the 25 gold they had charged for healing the night before. Newly fortified, the group sets out for the Guard barracks. [/QUOTE]
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