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Six From Gate Pass - Chapter 3: Shelter From The Storm
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<blockquote data-quote="Gregor" data-source="post: 5749921" data-attributes="member: 11751"><p>Kirio, you cast the spell and move off in a hurry, so you're not able to learn too much about any magic on Smeed. However, his rapier, armor and a few other smaller auras register in your minds' eye. Smeed clearly doesn't mind and moves off to blend into the crowd as you take your leave.</p><p></p><p>You do not notice anyone following you and arrive at home in the evening. The rest of the party is present and presumably you all discuss your next steps.</p><p></p><p>[GM]Presuming Kirio shares his information, here is what you all know:</p><p></p><p>The individual known to you as Edmond Merrywinter is potentially an apprentice for someone and took a contract to, presumably, eliminate Arnir. According to information you've dug up or found, Merrywinter and his accomplices have likely returned to some sort of lair.</p><p></p><p>You know that Merrywinter was to check in with a contact at an 'embassy.' Kirio was able to find the location to all the embassies in the city.</p><p></p><p>Bannock and Kirio's searching also drummed up some unexpected help from a halfling named Smeed who is willing to either sell you the location of a certain lair, or accompany your party in exchange for a fair share of the spoils and access to any information found in said lair.</p><p></p><p>Lars was offered similar information by a priest of Mask in the Thieves Guild, but he has effectively turned down the offer by not returning in time for sunset. You know that the priest in the guild wanted Merrywinter's superior eliminated.</p><p></p><p>Alric has also taken on a quest to assist the Order of the Aquiline Cross, which involves reducing religious strife amongst the refugees. He accepted this quest in place of spending gold to cover costs incurred by commissioning a scrying spell to find Merrywinter and/or his accomplices.</p><p></p><p>I'll assume you all wait till morning before you take action, but I leave it to you as to where you go next. [/GM]</p></blockquote><p></p>
[QUOTE="Gregor, post: 5749921, member: 11751"] Kirio, you cast the spell and move off in a hurry, so you're not able to learn too much about any magic on Smeed. However, his rapier, armor and a few other smaller auras register in your minds' eye. Smeed clearly doesn't mind and moves off to blend into the crowd as you take your leave. You do not notice anyone following you and arrive at home in the evening. The rest of the party is present and presumably you all discuss your next steps. [GM]Presuming Kirio shares his information, here is what you all know: The individual known to you as Edmond Merrywinter is potentially an apprentice for someone and took a contract to, presumably, eliminate Arnir. According to information you've dug up or found, Merrywinter and his accomplices have likely returned to some sort of lair. You know that Merrywinter was to check in with a contact at an 'embassy.' Kirio was able to find the location to all the embassies in the city. Bannock and Kirio's searching also drummed up some unexpected help from a halfling named Smeed who is willing to either sell you the location of a certain lair, or accompany your party in exchange for a fair share of the spoils and access to any information found in said lair. Lars was offered similar information by a priest of Mask in the Thieves Guild, but he has effectively turned down the offer by not returning in time for sunset. You know that the priest in the guild wanted Merrywinter's superior eliminated. Alric has also taken on a quest to assist the Order of the Aquiline Cross, which involves reducing religious strife amongst the refugees. He accepted this quest in place of spending gold to cover costs incurred by commissioning a scrying spell to find Merrywinter and/or his accomplices. I'll assume you all wait till morning before you take action, but I leave it to you as to where you go next. [/GM] [/QUOTE]
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