Shackled City Adventure Path

Separating from the others with the mention of returning to the inn they met in [was it the Drunken Morkoth?] in two nights, he travels around the city until he is sure that he isn't being followed before returning to his base.

The first thing he will do there is find his lieutenant. There, he is essentially going to report his progress [mainly the fact that within a couple of days, he may be dead] and ask for one in return, especially about what is going on with Aliese.

Three main places he will look to see if he can find a cure to anti-evilness within him without actually harming his nature: library, alchemists/apothecaries, and then his temple.
 

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Aldreneth:
[sblock]As you cross the main room that leads to the door a couple young guys step out each holding a sword, and demanding your surrender. Even in the dim light you easily recognize them as being a part of the newest recruits that have joined shortly before your departure. As you identify yourself, without even slowing, they glance between eachother before moving to follow you. Their distrust was obvious, but neither were they impeding your movement. Once you finally reach the base, almost immediately Blair comes to greet you, demanding that the ones who followed you return to their post at once.

With the events around Aliese's capture, not much has been that wasn't focused on her release. She is being held in a high security cell. Some of the guards have been bribed to allow a small group to get to the inner cell block, but the guards in there are very skilled, and very loyal. For the past couple days Aleise has been tortured for information and the plan seems to be that she will be tortured for another week before being executed. Blair was considering taking a small group of cutthroats to sneak in, kill the guards and release Aleise, but she isn't sure that the current recruits are up to this challenge yet.

If you let Aleise stay in prison while you investigate your impending death I will need to know just who you talk to at the temple and what you tell them before I can answer. Oh, and how much your willing to pay.[/sblock]
 

Laguz takes the loot and what is left of the lizard. "I will see if we can do something about our freind here, and identify these magical items." Laguz uses his own detection ability on the treasure to get an idea of what they have before going to a professional. Using the money they recovered he sees abotu getting Slitz raised, and searches for someone who can ID magic items.
 

Laguz
[sblock]The huge warhammer and large chain shirt radiate magic...as well as the three wands.
Theres a number of people who can ID the items, but if your looking to sell them your pretty much directed to Skie's Treasury.

Raising Slits will carry the following price dependant upon the method you undergo:
Reincarnate: costs 350gp, but druids are known to require a quest upon the completion of this spell.
Raise dead: costs 600gp.
Ressurection: costs 1,500gp.
True ressurection: costs 5000gp.

I'm assuming you go to Skie's (Sice its just about the only place to go) so I shall update this in the morn after work to add that segment.[/sblock]
 

Undecided about how best to bring the lizard back, Laguz concentrates of the loot. He gets three scrolls of identify and uses them on the wands. After identifying them, he heads for Skie's Treasury to see what he can sell the rest of it for. He ponder's over what to do with the lizard.... certainly the lizard's share could pay for something, but it might be best to bring him back to full strength. Either way Slitz would be indebted to him. Laguz gives a slight smile at that last thought.
 

A Trip to Skie's
[sblock]The directions leads you to a modest building crafted from blocks of volcanic stone. The facade of the building bears dozens, if not hundreds of symbols and sigils that have been carved into the face of the stone with chisels. One door and a pair of tiny windows face the road and overlook the lake below. Above the door, a sign proclaims the establishment to be Skie's Treasury, but more impressive are the numerous items of treasure - rings, coins, wands, necklaces, rods, potions, scrolls, and more - that seem to slowly orbit the sign and shine with a soft golden light. Every now and then, two of the items bump against each other, ringing softly like a wind chime.

Upon entering the building you see a female gnome talking to two human males. The men turn to look at you but say nothing. The gnome, however, smiles pleasantly and says "Good day sir and welcome to Skie's Treasury. I am Skie Aldersun, how may I help you today?"

Around the walls of her store is an assortment of items all displayed behind a glass case, locked, resting on a silk pillow. Before each item is a placard that displays info about the specific item. While the shelves are fairly sparse none are actually empty. Once you mention that your here to sell magical treasure, the two men step back from the counter allowing you to walk up to it and place your items down. Skie then begins going through the incantations of a spell (Identify), repeating it on each item. All the while your in the store, the two men watch you, their gaze rarely leaving you and always is at least one watching you.


OOC:
If you don't immediately offer it, she does ask for your name.
Her fee is 100gp per item ID'd. The fee does not have to be paid upfront though.
She cares not if you wait around in the store or leave and come back.
If you wish to sell the wands, Skie will go through the process of IDing them herself, however, she uses a wand for those three.
The items are:
+1 huge warhammer
+3 large chain shirt
wand of displacement (14 charges, CL 5)
Wand of cure serious wounds (22 charges, CL 5)
wand of dispel magic (18 charges, CL 5)[/sblock]
 

Okay, Aldreneth will direct Blair to set their resources on finding out all she can about the compound where she is kept, get a map, learn routines, etcetera. Then, he will go to his temple, flying as quickly as possible, taking penalties for exerting himself if he has to. If it only takes a day by foot, he should make it in much less time this way.

Once there, he will talk to whoever he needs to. How much will this cost to get rid of?
 

Aldreneth
[sblock]Spending a decent portion of the day flying to the temple leaves you feeing quite tired by the time you land. Ignoring the aches of your wings you rush inside searching for a capable priest able to remove negative effects. After about 10 minutes a man in dark purple silk robes walks in slowly. Eyeing you with partial interest he hands you a bowl of foul smelling brackish water and says "Drink. Once the liquid has been absorbed into your body I shall return to see what can be done."
Not seeing much of an alternative choice, and recognizing the man as the second high cleric (Storntar Redmantle) you drink the awful tasting liquid. After about another 15 minutes of waiting the man returns and begins incanting a spell without a word, aside from those used in the incantation. Upon completing the spell (detect magic) he stares at you studying intently. Letting out a small sigh of boredom he then begins chanting another spell before studying you. Repeating this a couple times he finally stops and says "Nothing severe is wrong with you. There is a magical liquid in you that enhances your strength while diminishing your awareness, but it will not cause your death. Nor is it permanent. Now if there is nothing else I have duties to attend to."

He sticks around just long enough to see if you need anything else before leaving. After he leaves a minor acolyte enters in to collect payment of 200gp.

OOC:
You can make it in 6 hrs by fatiguing yourself, or in 8 without any ill effects.
For returning you can make the round trip (not counting time spent in the temple) in 12 hrs by exhausting yourself, or in 16 hrs by fatiguing yourself.

Storntar is known for being cold and strictly down to business, even to Nesper Droun (the high cleric). His magical powers is almost equal to that of the high cleric, possibly even greater than, but he lacks the loyalty among the clergy that Nesper commands. Should a dispute for power erupt, then Storntar would most likely be facing the entire clergy alone. Even Astaroth has granted Nesper greater blessings.

If you bring up raising your familiar, then Storntar will instruct you to wait as he commands an acolyte to get a cleric of the inner circle for that task.[/sblock]
 

Laguz ponders over what to do with the items. "What will you offer me for the armor, the hammer, the skull, the ring, and this wand?" He says picking out one of the wands.

[sblock]
Laguz points to the cure serious wounds wand. I assume that only clerics can use the healing wand? If I am wrong then we will keep that wand as well. give me a price for each if you can.
[/sblock]
 

Glancing over the skull and ring she incants a simple detect magic spell before saying "I only deal in magical items so I cannot offer you anything for these. TO be honest I wouldn't even know what a fair price for them is. If you were to take them to a shop called Tygot's Old Things I'm sure he could either make you an offer or direct you to someone else eho can. However, I am willing to offer you 1,150 gold for the weapon, 4,600 gold for the armor, and 2,475 gold for the wand."

OOC:
The cure is indeed divine only (unless your a bard).
 

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