Waetir
Waetir stops hiding and attempts to hover in front of the old man, trying to catch his eye.
"Hi! You're nice. You don't immediately start attacking. Can you see me now?"
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Waetir
Waetir stops hiding and attempts to hover in front of the old man, trying to catch his eye.
"Hi! You're nice. You don't immediately start attacking. Can you see me now?"
The old man takes a step back as you swim into his vision. He peer at you with a wrinkly squint for a moment before saying Hmmph. Well this is surely a new one. A telepathic drop of water, am I correct in assuming a water elemental of some form? Why would you need help to find your way home?
Waetir
"Yep, I come from the water plane. And like I said, I need to break a planar binding. A really wierd one, actually. Some idiot thing summoned me and then bound me to his little demi-plane so that I'd be forced to work for him. I'm not sure exactly how he managed it though. I usually just play the part of familiar to the mages, I'm not a mage myself." The old man gets the mental impression of a childish smile at the end of Waetir's little speech.
The old man smiles For one thing, slow down little one. Please. From what I understood you were summoned to somewhere. Did you say a demi-plane? I think the information you need is beyond simple ol' Will. I am not much learned in the ways of things higher than myself or the acolytes. I think you should return in the morning and speak with Rector Jozz. He will know. He reaches out as if to pat you on the head and then realizes what he is doing and pulls his hand back smiling sheepishly.
You can see genuine kindness written in the the old man's face, and you get the feeling that he is speaking the plain truth.
Waetir
"Hooray, thank you Mr. Will. Can I met this Rector person here tomorrow morning then?"
Yes little one. The Rector will around in the morning. I will leave a note for him to expect you. Look for a severe man with a single gold border on his robes. He fingers the border of his robe as hes says this. Is there anything else I can help you with this night?
Waetir
"Nope, thanks! You've been lots of help!" Waetir moves forward, touching the old man's head before releasing a burst of magic. He then backs away and Dimension Doors to the others.
"Hey, there might be someone in the morning that will talk to me about the binding thing in the temple. Not sure what the ethics and dogma thing you thought they would have was, but there was just a nice old man there! I'm supposed to meet with Rector, and hopefully he can help."
SpoilerThe spell is Cure Critical Wounds. It's Waetir's way of showing his happiness, is to soothe others.
Kayrne
Yeah, sure, they all seem at one point or another. Until you met them in hell. And I've been there! She says, scornfully replying to little waetir's words.
I doubt they would have been so cooperative if I had descended in there besides you. she mutters telepathically if that is somehow possible. Nonetheless, I'm curious to see what help can they bring. she adds. When are you supposed to meet with Rector?
Waetir
"Never been there. And I told you, I'm supposed to meet him in the morning."
V
Well, untill then, I'd better get to looking for an arcanist. Better safe than sorry.
V has taken his normal human form at this point, with a few minimal changes to the cloathing, to try and blend in. He uses his dimension door ability to appear in a back alley, and walks out of it confidently. He looks around, taking in his surroundings,keeping an eye out for paladins, or any kind of threat, and tries to locate any conveniant sources of infomation. If possible, he'll aim for a low class tavern, or any kind of mage's guild. Any buisness that seems to serve a mage guild will be a priority for investigation.
SpoilerDisguise [roll0]
Spot (paladins, or active looking town guard [roll1]
Gather Infomation [roll2] Looking for a mages guild. If possible, inquieries into conjurers, abjurers or generally morraly flexable casters
Search[roll3]
V lands in an alley near the center of the city, in a promising looking area. Looking around the streets he can see that it is nearly deserted. The early hours of the morning before dawn most of the cities inhabitants are still asleep. the clatter of horse hooves on cobblestones can be heard a few streets away.
Looking up and down the street, V can see the flagstone paved street is relatively clean and well kept. The brick buildings that line th street are fairly close together and seem like a mixture of commercial and residential in nature.
A drunken man wobbles and weaves down the street from the north. He is obviously in his cups and sings softly to himself. He is very well muscled and scarred from what looks like years of heavy labor. He stumble to a doorway and fumbles with the latch for a moment before nearly falling into the building as the door opens. The light form the interiaor is bright and a shrill voice can be heard form the inside Mathias Dale Coe! What do you--- her words are cut off as she slams the door.
Again in the darkness V moves up the road the way the man had come from. Coming upon an intersection he looks to the left and sees the sign for a tavern hanging over the street several doors down. Light comes from the windows, and the door as a few more patron come stumbling out of the door. The sign shows an overflowing foamy tankard of ale(?) behind a n out line of a leaping green stag.
V
SpoilerUsing the rolls from before?
V smiled at the passing drunk
One more absurd and mortal habit
He walks along the street, and strolls comfterbly into the tavern, with a confidance that did not quite ring with his apparent age. He looks around, taking in the interior and the patrons, before walking up to an interesting looking patronSpoilerInteresting may not equate to agreeable. Just someone who stands out
Hello. I don't supose you could guide me to a mage? I fear I have just arrived in town, and have some buisness that requires arcana.
Spoiler
The disguise, spot and search yes. Gather info will happen below. It is the early hours of the morning at this point so you success may be limited.
The tavern is a fairly clean if rough establishment. The floor is covered with rushed that are mostly clean, the smell of stale beer and sweat mixes withthat of the wood fire in the hearth off to the side. Several tables with wooden stools and chairs are being wiped and cleaned by a pretty if rundown barmaid. This looks to be a low to middle class working mans establishment.
The bar dominates the back wall, large casks of ale are lined up behind the bar. A few iron chandeliers with candles light the main area. The barman, a stout looking human is currently picking up a drunken man who has apparntly passed out saying Come on Wallace, time to go home ya old drunk. The three humans are the only people left in the room. The barmaid and the barman look up at V as he comes in. The barmaid says to him tiredly We're closed honey. Just cleaning up.
The barman straightens up leaving the drunk passed out in his chair. I'll tell you what son, you help me get ol Wallace here home and I'll give you the name of the only reputable mage I know. And directions to the Mages Guildhall here in town. How's that sound?
V
A good reputation might be usefull
Certianly. Where does he live?
After being given hopefully usefull directions, V turns to the drunk
Come on friend.
If nessecary, he'll hit Wallace over the head, lightly, just to get him concious. Then he'll try and escort the drunk home.
-OOC if you want to intterupt this process at any point let me know.
The barman brightens and says to the barmaid See Gertie, there are good people left in the world. Smiling he turns to V and says Just help me carry him, he won't wake up at this point. I could break his ribs and he wouldn't notice. He grabs one arm and points V to the other arm.
Once they get him up he says His shop is just around the corner a block or two. We'll head there and drop him off.
The wizened old man is surprisingly heavy for one so skinny, especially as he is relatively dead weight. He smells of stale beer and sweat. With the tow of you walking you both easily carry him oput of the tavwern and around the corner. The barman is relatively quiet as hauls the old man with V's help.
As you round the corner you can see a sign board with a pointy hat, some stars and a wand crossing the front. The sign over the door says Wallace's Wizardly Works as you approach the door you hear it clcik itself unlocked. A raucous voice from within says Rawk! Drunk again!
The barman reaches out and opens the door of a dusty old shop filled with books and trinkets of all sorts. On a chest high T bar next to the small counter stands a raven that calls out Rawk, just leave him on the floor! Serve him right! Rawk! The Barman gently lowers Wallace to the floor and heads back outside, waiting for V to follow where he closes the door, it clicks locked again as the door shuts.
The barman turns to V Since he's the only wizard I know, he might be able to help you with your problem. And the Wizards Guild is over on Fleet Street right near the town hall. Can't miss it, just look for the pink stone building.
V
V bows
Thank you. And as Wallace here seems.... incapacitated for the moment; I think the guild will be a better idea for the moment.
He then mooves to exit the curio shop.
Just shows you. Threaten them, use force, and they are useful right now. But persuade them, convince them, and they are in your pocket for a long time indeed..
V then sets off for the guild... and then stops a moment
Actually... might be as well to get some currency; mortals are festidious about that sort of thing
So saying, V turns arround, and heads off, starting to look for the seediest part of the city, the place in which he is most likely to find any underworld lowlifes who might try to rob him.
Looking around the area that V is in he can see that the area he is looking for is not far off. V heads down the street passing several turns toward what looks like the seedier part of town.
Walking along he can hear the clip-clop of hooves getting closer, it sounds like 2 horses moving at a walk along the street behind him. Oi, boy. What are you doing out after curfew? V hears come from behind him.
Silf
Having a little bit of fun with the paladins kept her entertained for a little while but now that excitement had faded from her mind. Looking over at the one remaining member of her party Silf asks. "What do you feel like doing? We could find a nice place to wait for the others cause i have no idea how long they are going to take. I could go for a little excitement right about now but i think it's the wrong time of day for the kind of ideas i have in mind. Still i guess we could at least go down and try to find a way to disguise you or something to do."
Without waiting for an answer from Pain Silf is going to teleport down to the city somewhere out of the way and look for a mage shop. Asuming the guise of a young human girl, about the age of 17 or so, possibly a woman by the towns standards. Silf will begin looking around for signs or anyone she can talk with about the whereabouts of a mage shop.
V
V is still for a moment; as he rather delicately reshuffles his face, in order to try and leave a different identity. He ends up as a rather thick set human, who would have been pegged for someone of about 30. Then, he teleports 15 ft directly behind his current position, and sizes up his "attackers"
SpoilerDD to that position.
[roll0] Disguise
[roll1]Spot to get some idea of just who it was who felt like jumping him.
@ Silf
You teleport down into an area of town, long low building surrounded by thin wood fances and large yards. You can smell the smoke of the furnaces and feel their heat. This must be a place where metal is worked or something.
This is probably the wrong part of town, maybe flying over the city would work better to try and find a mage.
Kayrne
I think I'll follow you around invisible until we find some way for me to disguise among these humans... She replies, flying down to meet Silf. Perhaps we could find someone to have fun with she adds as an afterthought. You could have fun first and then I would she finishes with a devilish smile.
Perhaps he could even provide us with information she says, trying to get something useful out of the situation.
Spoilerwow, Pain scares me right now... but I guess that's what the demoness would say.
Silf
Shrugging at the demonesses coments Silf seems unphased. She looks around a little and then wanders off in the direction she assumes a main avenue would be taking a moment to cast invisability on pain once again before they leave the secluded back lots. As she approaches openings of buildings she'll peek inside and see who she can find to ask for help or anything of interest at all. If she sees anyone she will ask them where she can find a mage.
@V - Sorry for the delay
The two men on horse back are dressed in light chain mail with a white surcoat over it. Rank bars hang at their shoulders, and a golden sun is centered on their chest and the back of their white cloaks. They ride large heavy destriers, which snort and shuffle nervously.
As you DDoor away hear one of them call out Hey, Whered he go!? They ride up past where you were standing looking for you. Giving you time to get composed again. They wheel their horses around speaking between themselves as they ride back to their original position. They look official, like guards of some sort.
------------------------
@ Silf & Kayrne
-I will assume Kayrne is Invis unless otherwise stayed for now.
The two of you drift through an industrial area of the city. The only life in this area is a few yard dogs and cats. To get to any of the buildings to look inside you would have to leave the road, cross the yard, and then open the door.
As you all approach a crossroads you can hear horsehoof's in the distance, moving at a walking pace you asssume.
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@ All
You all hear a low tone coming from the direction of the coast. The note climbs a few octaves before stopping. This repeats itself three times. It sounds as if some great horn has been sounded.
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@V
The two men respond instantly to the notes. The rear their horses and begin to gallop away down the road toward the coast.
@ Silf & Kayrne
The hoof beats quickly turn into a gallop and fade away.
You all can feel the connection between yourselves tightening and stretching as you move apart. Silf and Kayrne are alright as they are close together, but they can still feel the taughtness of the connection pulling at them. V and Waetir both can feel it pulling on them toward the others.
V
Hmm... sound and act like Baator fodder. But, with an order of Paladins right outside...
V forgets this for a moment. The wizards guild is now the priority; after that horn, he doesn't know how much time they'll have. Tightening against the pull towards the others, he turns around, and heads over to the building already pointed out. He takes in the area, before making a move.
Spoiler[roll0]Spot in the area around the guild; trying to take in the surroundings. before doing anything.
-I got the hint :smalltongue:
The mages guild is a smallish tower, compared to what you are used to at least. It is made of simple granite and rises to about 30 feet above a squat three story building. It is relatively nondescript. A Chest high stone wall is topped with another 10 feet of wrought iron fencing that encircles the place. A wrought iron gate stands locked against the night. As you stand and watch a pulsing purple glow slides around the bars of the fence, moving from the corner you walked from to the corner of the fence down the street. Seeming to slither across and around the bars like a snake. Wrought into the bars of the gate are a pair of crossed wands and a classical "all-seeing" eye".
The guild sits on a broad well kept avenue. Two individual lanes separated by a small swath of green. At one end of the half kilometer avenue is a bridge across the small river that bisects Pigiron, on the other end is what looks to be a governent building, which the guild is almost right next to. All of the buildings are nice and well kept. The Fleet Street is lit by everburning torches with glass housings every 50 on alternating sides of the avenue..
-But did you get both of them?:smallwink: :smallamused: :smalltongue:
V
Well, I guess they haven't got brilliant funding. Either that, or they are more powerful that I'd have guessed.
V proceeds to do the most un-expected thing imaginable.
He goes up to the gates, tries to open them, and then look for a door. if he can manage that, he'll knock.
The gates are locked and do not move. As soon as V touches them the purple light flows across them, as if in warning.
V
Oh, for the towers sake...
V looks into the "Eye"; and speaks slowly, and clearly, to see if that could manage anything.
I want to get in. Would you kindly open this door?
If nothing happens, V'll curse slightly, and try and work out just what spells there are here with Detect Magic
Spoiler[roll0]Spellcraft
Spoiler
Abjuration 2 effects 1 slightly stonger than the other- Another Abjuration tied to an enchantment- inside the gate. The purple glow is an illusion effect.
Spellcraft allows you to identify the schools only.