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Shackled City, Act I - Life's Bazaar
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<blockquote data-quote="Krago o'the Mountain" data-source="post: 2544561" data-attributes="member: 34882"><p>The party arranges for two rooms for the night, and Isaar kindly throws in stabling for William's horse for the total of ten silvers [OOC: I'll deduct an equal share from each character's sheet, unless directed otherwise]. It seems he's rather well disposed towards the group of adventurers, due to Konstantine's excellent vocal performance and Tyro's generous tipping.</p><p></p><p>The bedrooms are similar to the common room...comfortable and clean, though not fancy. The rooms are decorated with humorous pictures of the fish-like, tentacled beast from the establishment's outer sign. Each portrait depicts the morkoth in an intoxicated state, and in an oddly incongruous locale....a chapel of Pelor in the ladies' room, and a wooded countryside in the mens'.</p><p></p><p>The morning dawns with much better weather than the previous night. Warm autumn sunlight shines through the shuttered windows, dispelling all traces of drizzle and fog. Maia is up and bustling throughout the common room, serving steaming bread, fresh fruit, and heavy cream to a few early-rising patrons. She gives a warm nod to the four adventurers as they gather, and brings breakfast to those who so desire. She offers directions to Ghelve's Locks, and the party is on its way.</p><p></p><p>A short time later, the group stands in front of the business. A small turret dominates the facade of the two-story black stone building. Iron bars are embedded in the thick window frames. Beyond the turret's ground-floor windows sits a lovely display of locks, from large to small, simple to complex. To the left of the turret, above a heavy oak door, swings a simple sign that reads "GHELVE'S LOCKS."</p><p></p><p>Actions?</p><p></p><p>[OOC: I've made some assumptions, based on the desired course of action expressed by most of the party. Feel free to embellish the activities of the morning as you see fit.]</p></blockquote><p></p>
[QUOTE="Krago o'the Mountain, post: 2544561, member: 34882"] The party arranges for two rooms for the night, and Isaar kindly throws in stabling for William's horse for the total of ten silvers [OOC: I'll deduct an equal share from each character's sheet, unless directed otherwise]. It seems he's rather well disposed towards the group of adventurers, due to Konstantine's excellent vocal performance and Tyro's generous tipping. The bedrooms are similar to the common room...comfortable and clean, though not fancy. The rooms are decorated with humorous pictures of the fish-like, tentacled beast from the establishment's outer sign. Each portrait depicts the morkoth in an intoxicated state, and in an oddly incongruous locale....a chapel of Pelor in the ladies' room, and a wooded countryside in the mens'. The morning dawns with much better weather than the previous night. Warm autumn sunlight shines through the shuttered windows, dispelling all traces of drizzle and fog. Maia is up and bustling throughout the common room, serving steaming bread, fresh fruit, and heavy cream to a few early-rising patrons. She gives a warm nod to the four adventurers as they gather, and brings breakfast to those who so desire. She offers directions to Ghelve's Locks, and the party is on its way. A short time later, the group stands in front of the business. A small turret dominates the facade of the two-story black stone building. Iron bars are embedded in the thick window frames. Beyond the turret's ground-floor windows sits a lovely display of locks, from large to small, simple to complex. To the left of the turret, above a heavy oak door, swings a simple sign that reads "GHELVE'S LOCKS." Actions? [OOC: I've made some assumptions, based on the desired course of action expressed by most of the party. Feel free to embellish the activities of the morning as you see fit.] [/QUOTE]
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