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The conversation with Fr. Bread continues, but it soon becomes
clear that he isn't interested in helping, least of all during his
dinner. He quotes a figure of around 500gp's to cure Meltar, or about 5
years working for the church from each party member, neither of which can
be paid.
The party retire to the Drowned Rat Inn, near the docks. The Inn is very
busy, at least presently, and mostly full of adventuring types. Three gold
pieces are paid for two nights stay at the Inn, and the worsening Meltar
takes to his room, with Telar following, to look after his father. The
others mingle in the common room. Synd and Gwyfrie head over to a busy
gaming table, and I'kanta and Roderick go off to talk with some other
mage types. Synd manages to lose around 25gp's in a few short hours, but
being a follower of Lady Luck, doesn't mind too much. I'kanta and Roderick
make enquiries about finding jobs, or a way to get Meltar cured, and come
up with a couple of options. There is a Church of the Squared Ledger in
town, who are known to take people on for one-off jobs, or could possibly
cure Meltar as payment.
Come morning, everyone but the Elves head off to the Church of the Squared
Ledger. They do indeed have general jobs available to adventurers, based
on a ten percent payment on money recovered that is owed to the
Church. The thing is, that would mean that the party would have to try to
recover a 5000gp debt owed to the Church to earn enough to get Meltar
cured. Naturally, the only creatures that owe that much money to the
Church (and haven't paid it back), are well capable of defending
themselves, and the group don't reckon they'd fare too well again a band
of Hill Giants. There are lower commission jobs available, but some of the
party have problems with extorting money from old ladies who haven't paid
their yearly tithe.
Departing the Church of the Squared Ledger, the party (as a whole) return
to Fr. Bread to see if anything can be worked out. He is equally unhelpful
when his lunch is being interrupted, and nothing new is gained. Roderick
and I'kanta decide to head off to the wizard's guild in town, to see if
they can come up with anything there. Gold is running short in the party,
and Telar hands over some of his so as that Roderick can gain short-term
membership of the guild to talk and trade with members. Roderick returns
to inform the party that there have been quite a few thefts of spellbooks
recently, some well-warded in wizard's houses, and that rewards are out
for their return. It is also the case that Nat (a local wizard) may be
willing to pay for 'magic missile', seeing as that his spellbook was
stolen, and he is now in possession of no offensive spells. I'kanta is
unsure of whether he wants to sell 'magic missile' to help the Elf, and
Gwyfrie goes off about town to have to look-see if he can learn of the
stolen spellbooks.
Gwyfrie learns nothing, and the party talk in the common room of the Inn
the following morning. The Inn has been quiet the last couple of days, not
nearly so full of adventurers and such. Meltar's condition is ever
worsening, and he needs help walking around, and is constantly
tired. After a good deal of discussion I'kanta agrees to sell his 'magic
missile' spell to Nat in order to get Meltar healed. Nat has a shop in
town, and was offering gold, but agrees to have a word with Fr. Bread in
exchange for the spell. The party return to the Inn to wait to see if a
deal can be worked out. Once more Telar pays for rooms at the Inn.
The following morning a deal has been arranged, and the party head to the
Church of the Harvest to get Meltar cured. Fr. Bread is expecting the
party, and lays Meltar out on a table as he prepares his incantation. A
short while later he declares that the spell has worked, and Meltar is
indeed feeling a good bit better. I'kanta allows Nat to copy the 'magic
missile' spell out of his spellbook, and everybody is happy (except
I'kanta, to whom Meltar owes a lot). That evening the party learn of yet
another wizard who has had his spellbook stolen, and go to his house to
try to learn of what's going on. This guy is also offering a reward, and
Gwyfrie has another check around town for any gossip, but nothing is to be
learned and everyone retires to the Inn.
That night, Roderick is awoken by a noise, and a figure at the
window of the room. Meltar and Telar rush downstairs to the alley outside
the Inn, but nothing is to be found. Settling back down to sleep, this
time with Roderick away from the window, the night passes. The next
morning, with Meltar all better, the party think about looking for a
job. Synd and Telar go off about town for some of the afternoon, and the
rest of the party wait in the Inn.
During the day, about six or eight of what could be described as lizardmen
enter the common room of the Inn. They notice Meltar, and decide to pick a
fight. Meltar is injured, and Gwyfrie asks them what they think they're
doing. As a result Gwyfrie is forced to apologise, and dance for their
amusement, but they soon tire, and take to drinking at a table in the
corner.
Synd and Telar return from about town and everyone but Synd and
Meltar retire upstairs, not liking the mood in the common room. The Elf
and the Cleric share a couple of drinks over the afternoon, and the Inn
begins to fill up with people. The lizardmen are still drinking heavily,
and making a good deal of noise. A group of human 'fighters' (wearing
swords and armour) enter the Inn during the day, and sit around the large
central bar. One thing leads to another, and pushing and shoving between
the humans and lizardmen leads to weapons being drawn. The Barkeep gives a
shout for people to leave before he pushes a switch or something, and iron
bars drop down to the counter around the central bar, sealing him in, and
anyone else out. A couple of merchants scurry out the front door, and one
man waves his arms, and disappears. Synd and Meltar remain in the far
corner of the room from the imminent fight, quite liking the idea of
seeing the lizardmen get their comeuppance. The humans make short work of
the first couple of lizardmen, and the fight progresses for a few more
rounds, in favour of the humans. The humans don't go without wounds, but
so far it is only lizardmen who have fallen. After another couple of
rounds it is only the leader of the lizardmen left standing, and with all
of the humans still alive, it doesn't look as though he has long left. In
a last act of desperation the leader of the lizardmen reaches into his
belt, pulls out a potion, and smashes it.
Synd and Meltar are thrown back by a burst of flame, and Meltar
falls to the ground. Synd manages to minister to Meltar with natural
healing, and restores him to consciousness in the next round. Looking
around the common room, all that remains are charred corpses and
furniture. That must have been some potion. Synd checks out a couple of
the humans to see if she could bring any of them back, but they're all way
too injured. There is no sign of the barman, and his iron bars are still
down. Synd and Meltar call out, but there is no reply. Synd decides to try
the door leading upstairs into the Inn, but it seems to be locked. Meltar
tries the door leading outside, but that too is locked. Strange,
considering it's a swing door.
After a couple of rounds of shouting a reply comes from inside the
Inn. I'kanta and Gwyfrie are on the other side of the locked door leading
upstairs, and Synd gives a quick brief of the situation. At around the
same time a cityguard pokes his head into the Inn from the street. He has
a look around, and leaves. Meltar goes outside after him, and Synd talks
with I'kanta and Gwyfrie, who now are able to enter the common room
through the previously locked door.
Synd suggests they go back up to their room so as not to get
caught up in the repercussions of the fight, and she herself leaves the
Inn to be greeted by cityguards aiming crossbows, eager to lead her off to
a cell.
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