Paths of Legend: The Azgundi Tournaments

"Huh? Entan's the head of the new wizard's school we're buildin'. My teacher. So old his sense of humor has a'ready died. Retired adventurer. And there's not much sense in tellin' ya 'bout the Dagger or the Serpent, cuz they've gone an' dis'peared somewhere 'round Silvergard a'ready. I JUST said that." he says, rolling his eyes. "Like I said, one's a fancy-shmancy dagger an' the other's an evil she-ghost."
 

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Alaric, Shayuri, and Renaldo: Departing the Lords' Manor

As Alaric and Shayuri depart the Lords' Manor, they note another pair exiting as well, two of the elite guard of Anovia province, one of whom they recognize as the guard in the line facing off against the belligerent mercenary.

OOC: Is Shayuri tagging along with Alaric to the Guild?

As Renaldo and Dominic exit the Lords' Manor, Renaldo notes the presence of a couple of folks in the line involved in the altercation with the belligerent mercenary. Dominic responds, "A large number of the tournament participants are members of the Adventurers' Guild. Perhaps we should, ahem, slum there?"

Johen and Muzdum: The Adventurer's Guild Compound

OOC: Are Druid and Dwarf headed back into the Guild Tavern?

Rungner: The Hydra's Flagon

Rungner doesn't recall the name Norali at all. The dagger feels slightly warm to the touch and feels comfortable and balanced in his hand. A thought occurs to the half-ogre: A fine weapon and certainly a surprise to enemies who would expect a large weapon in the hands of a large warrior. Was it his own thought? It must've been...who else could think inside his mind?

Valen: The Elven Embassy

Aleera pulls Valen away until they are out of earshot of the elven ambassador and his companion.

"Let's go find the others at the Guild. Seems there is a lot more going on than just the tournaments."

Aohdan: Mercenary Pursuits Tavern

The belligerent mercenary from the line grumbles under his breath, only to be shushed again by the old half-orc. The half-orc claps Aohdan on the back, "That's what I like to hear. You'll have to be initiated of course...prove your loyalty. What say you let me and the boys here hash things out and then we'll find you...Lord Centaur." The half-orc offers a smile that is more like a greedy leer.
 

Johen pays a drink - or two - to Muzdum and explains to him his encounter with the Barbarian and his views. He asks him if he knows of that Redaxe tribe. If not he will propose to wander in the Guild compound to know more about it.

He is also interested about the compound itself.


OOC: still looking to know more about that redaxe tribe. can you let us know what this compound is about? Inn & hall + offices?
 

Setting Information: The Adventurer's Guild Compound

The compound is located in the merchant district of the capital city and is surrounded by a stone and iron fence. Just inside the main gate is a small administrative building where new members go to sign up and where missions are available.

Beyond that first building is the tavern, where a Guild member can go for drinks, meals, and socializing. There are no servers as the central table magically creates whatever food a person could want. There is a bar, however, with a secondary gate behind the tavern where wines, meads, ales and other drinks are delivered.

Near the tavern is a barracks and infirmary where Guild members can bunk for the night for free. The accomodations amount to a cot and a lockable foot locker. The building also serves as a place for Guild members to recover from injuries and ailments acquired on missions. A Guild member cleric of the Healing Light is usually on hand to tend to the injured.

At the back of the compound are a series of inter-connected buildings that house a library (scrolls and books on a variety of topics are available, though the Guild requires that they not be removed from the premises as many of them are rare or unique), a supply store (carrying non-magical equipment), a smithy/weapon and armor shop (carrying non-magical weapons and armor, as well as taking comissions) and a magical consultant's office (a contact point to sell and purchase magical gear with comissions available; the consultant usually has anything under 3000 gp value on hand and can order or comission most anything else, more powerful items can take a considerable amount of time before they are available).

The guild contracts out live goods (horses, donkeys, guard dogs, etc) to one of the merchant guilds. Though many clerics are Guild members, the guild does not conduct any religious services within the compound.

The Red Axe Tribe

The following information is available in the Guild library...

The Red Axe tribe is one of the more militant and aggressive of the Drukkari tribes, claiming an area northeast of Turen as their hunting ground. They often come into conflict with the White Spear and Gold Bow tribes, though they set aside these differences to deal with orcish incursions. The Red Axe tribe suffers from unstable leadership as the position of chief is challenged for almost yearly. The tribe's shaman is a traditionalist, following the teachings of the Dread Shaman and the Drukkari Prophecies with a particular zeal that makes the tribe distrustful of outsiders.
 

After the two mugs of ale Muzdums starts to feel fine again "As Ah' was telling ye, there was I hearin' those little human rat -No offence- speakin' 'bout me and me mates, they said somethin' 'bout someone wantin' our heads, and tha' there's actually a price 'ver them. So Ah' sneak next to them, and they didn't notice me approachin'..." Muzdum frowns "Wha'? Don't ye think Ah' could be sneaky? Why ye be smilin'?" He grumbles a bit and continues "So Ah' grabbed 'im and twist 'is neck a bit ye know. After some delicate persuasion they told me they didn't knew tha person after us. Ah' think we should be carefull."
 

devious dm said:
As Renaldo and Dominic exit the Lords' Manor, Renaldo notes the presence of a couple of folks in the line involved in the altercation with the belligerent mercenary. Dominic responds, "A large number of the tournament participants are members of the Adventurers' Guild. Perhaps we should, ahem, slum there?"

"Ah, Dominic, you are always proving your value as a friend and compatriot, ever using your head for more then a rack for your hat!

The Adventurer's guild is the best place to slum as we won't even have to change our clothing"

Renaldo leads hime to the guild tavern. as they walk there he ever polite to the ladies and children, opening doors asnd other forms of gentlemanly conduct.

]ooc[ let me know when i get ther! ]/ooc[
 
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Valen nods his agreement and sets out for the guild headquarters. He is quiet as he walks, but is obviously happy to have Aleera beside him.
 

I fell to see where 'delicate' and 'twisting his neck' have anything in common.. thinks Johen amused but also worried by the information of his companion.
"Do you think these guys are direct competitors to us or just mercenaries acting for someone else?"
 

"Just a pair of fools." The dwarf closes to Johen, speaking with his alcohol scented voice "The important thin' here's tha' we must know who is behind us, and when we know, we chop 'is head off"
 

"Huh? Entan's the head of the new wizard's school we're buildin'. My teacher. So old his sense of humor has a'ready died. Retired adventurer. And there's not much sense in tellin' ya 'bout the Dagger or the Serpent, cuz they've gone an' dis'peared somewhere 'round Silvergard a'ready. I JUST said that." he says, rolling his eyes. "Like I said, one's a fancy-shmancy dagger an' the other's an evil she-ghost."

Shayuri falls into step beside Alaric, following where he goes as they converse.

"Evil she-ghost doesn't really narrow it down much," the sorceress points out. "That could mean any number of things. I want specifics. What's the dagger look like? Where was the halfling last seen? What does this ghost want? What kind of powers does it have? What vulnerabilities?"
 

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