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Traps and Wards (Erekose 13 Judging) [Concluding]
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<blockquote data-quote="Patlin" data-source="post: 3225101" data-attributes="member: 17264"><p>After making the desired purchases, the party regroups at the guildhall. House Kundarak provides transportation outside Sharn to a manor house in the nearby Brellish countryside. The house is surrounded by a smooth 15' high wall with an iron railing jutting out along the top, it's businesslike spikes obviously intended to discourage climbers.</p><p></p><p>Your carriage brings you right up to the iron gate which provides entry to the manor. The gate is closed, and seems likely to be firmly locked.</p><p></p><p>The guildsman who drives the carriage tells you that this is where he's been instructed to drop you off.</p><p></p><p>"The boss said to remind you that if you get into too much trouble, you should break the stick. They'll have people scrying on you to study any flaws in the security arrangement."</p></blockquote><p></p>
[QUOTE="Patlin, post: 3225101, member: 17264"] After making the desired purchases, the party regroups at the guildhall. House Kundarak provides transportation outside Sharn to a manor house in the nearby Brellish countryside. The house is surrounded by a smooth 15' high wall with an iron railing jutting out along the top, it's businesslike spikes obviously intended to discourage climbers. Your carriage brings you right up to the iron gate which provides entry to the manor. The gate is closed, and seems likely to be firmly locked. The guildsman who drives the carriage tells you that this is where he's been instructed to drop you off. "The boss said to remind you that if you get into too much trouble, you should break the stick. They'll have people scrying on you to study any flaws in the security arrangement." [/QUOTE]
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Traps and Wards (Erekose 13 Judging) [Concluding]
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