lotuseater said:
Kazan, seeing that no one is interested in either going to investigate their job before actually undertaking to enter the tower, (unless Hxaptös wants to volunteer) will leave on his own to ask around for information. First he will find a secure place near Dargun's house where he can disguise himself. Nothing too elaborate, but enough not to be recognized (disguise +4).
Gathering up bits and pieces, Kazan dirties his skin to give himself a swarthy complexion, shadows his nose to make it seem a bit longer, and emphasizes creases in his face to make him look a bit older. Changing his shirt, adopting a cap, and altering his gait a bit make him look different enough from himself that most would have to take more than a casual glance to discover his true identity.
Then he will head to the neigborhood of the shattered tower. He will try to find some gathering places, and begin asking questions about the tower. He will make up some rumors about some buried treasure, and see what people have heard. The more he can get people talking the better. (gather information +7) And he will be liberal with the copper and silver, but only use gold if someone seems to have some generally worth while information. He would also be willing to employ a guide if someone had actually been inside the ruins.
The ruins of the Glass Tower are on one of the lower levels of Sharn, lit more by
everbright lanters, torches, and the occasional stray beam of sunlight, rather than full the daylight that illuminates the upper levels. Shattered glass carpets the ground, some ground into paths, others forming dangerous razor-sharp fields. Twisted wreckage of rooms lie near the center of the pit, most dark inside. Remains of the rooms, mostly plundered for the stone and timber within, remain as skeletons at the edges of the crater that was formed when the tower fell from the sky.
People swarm the tower, as they swarm all the lower levels. They walk the safe paths, most giving a small fee to the people who maintain them, seeking large shards of glass for windows or crafts. Others seem to live in the middle of the crater, watching all others suspiciously. The strutures in the very center seem to be the least damaged and scavanged. Asking about, Kazan finds out several things. One old human beggar can recall for him the Day the Tower Fell.
"
Aye, I was no more than a tyke. Was sittin' on a tower, not too far from here. Watching the Glass Tower float, fun pastime for us younglings. All of a sudden, just like strings were cut, it crashed down. Right into a market, made a big bloody crater, people just runnin' and screamin' eve'ywhere... Terrible thing, terrible, no one seemed to know what or how it happened from that day to this..."
Asking about treasure, most of the people he talks to says the tower has been picked clean ages ago. However, one enterprising fellow closer to the crater, one who calls himself Tarkash, says some of the inner businesses are still intact, or mostly so. Because of the danger involved in getting down there, an enterprising team of people could still make some money by finding the deepest levels that were driven the furthest underground. Tarkash has no interest in guiding the party down, however, as this is his life's blood.
"
Keep away from the northwest quarter of the Tower. That's mine, and if I catch you in there, I won't be adverse to adding to the bones down there," he warns. Tarkash is a slender half-elf man, though obviously strong. He wears scuffed leathers and keeps a gray kerchief around his head and hair.
All in all, it takes about seven silver and eight copper to loosen tongues around the Tower.
Kazan said:
As it approaches evening, he heads to the place listed on the piece of paper, and tries to discover any information that might be linked to the kidnapping. He will be especially cautious, and try not to be noticed. He will avoid any kind of fight at all cost, if that's possible.
The Southwind Tower has an inner Core and an outer skin that has been added on over the years. Inside the original Core tower, on the very low level of fifteen, is a room paneled entirely in banded agate. It seems to be a meeting room of some sort. The lower levels of the Core tower are thick with goblins, thieves, toughs, and sell-swords. The Agate room stands open, but is guarded by a brace of armored goblin guards sporting heavy maces. Inside a half-dozen goblins stand and converse in low voices. Kazan takes this all in in a glance, and continues to pass on by as if that room were no more of an interest than any other room.
He presses goblins and thugs for more information, finally having to part with a gold coin in order to get the rumors he wants. Apparently a fellow named "Terrick," a goblin crime boss of some small notoriety, wanted Kerrik d'Kundarak in order to put some pressure on his uncle. For what reason, the low-placed goblin thief can't say. Probably something to extract favors or gain a favorable deal.
Erekose13 said:
Seeing that Arimart is planning a trek out into the city, Johm says, "Care for some company, I should really like to pick up a few things like a real weapon for example. I can stay out of your way if you prefer to do the info gathering alone." While on the trip into the city, Johm will stop at a few minor magic shops and pick up a number of scrolls. He will also purchase a nicer weapon than the club. In negotiations, he stays in the background Hiding. When the chance presents itself he picks a couple of pockets as well.
While traveling, Johm can stop into the marked shop of a magewright and artificer and request some scrolls. After a bit of hunting about, a pinched and harried young human man manages to rustle up three divine scrolls of interest:
veil from death, fear no evil, and
call the devil's raven.
(hide from undead, remove fear, and summon monster I, for a total of 75gp.)
At a small stall outside a weaponsmith, he can find a decent light mace of good heft and sturdy construction. While he examines the wares, he carefully searches for a mark. The first man nearly catches him, so he smiles and keeps his hands to himself. However, his next two attempts are more sucessful. One man seems to be an off-duty official of some sort. White-haired and half-deaf, neither he nor his trophy wife notice when you slip a small iron flask off of his belt and into your own. It's full of something thick, orange, opaque and it smells sweet and floral. The second mark is a young man, nearly a boy, with a belt pouch so loose you just
had to take it off his hands. It jingles, and when you stop to count your find, you discover, three pieces of copper, two silver, and three gold. Arimat is very busy with finding information, and doesn't seem to notice Johm's activities.
OOC: What level of Sharn are we on, and what level did we find Kerrick on? - You're on level eighty of this particular tower, and you found Kerrick about twenty levels below and two towers over.
~~~
The others of the group can go exploring in the towers, finding the elegant markets, not-so-elegant markets, some of the skyships, and others strange and wonderous sites of Sharn. The day is cool, not over warm, and breezy amidst the skyways. Fine arches, heavy bridges, and ethereal glass arcs trace the skies as you walk through the city.
Once the day is done, you can all return to the home of Dargun, where a fine dinner of steak with sauce of red wine and mushrooms, bread, greens, and stout awaits you.