337-112 Cobblestones and Coin #1
The date in Cerwyn calendar is 337 - Brth - Easetide - Lian (Birt - Estid - Li-AN) (337 - 2 - 4 - 2 - 112). There is three-quarter cloud cover, with no rain. The temperature is average (11-20C) and a breeze is blowing.
Before you head into the City League, what items do you leave at the warehouse? Please detail, all weapons, armour, supplementary equipment, items, coin, etc
Before heading into the city, the party all pack away non essential belongings and excess weaponary into safe storage at the warehouse. In general, the characters are heading off with swords and daggers, and leaving behind bows and crossbows, except for Asus who feels the need to hold onto his bow. In terms of coins, the party each take about 10sp and maybe a few extra coppers in their coin purse.
Enter by the West Gate
You make your way across the solid stone North Bridge. Ahead of you looms the imposing West Gate, its high towers casting long shadows across the bridge. Two toll guards stand near the open portcullis, dressed in tabards bearing the city's crest, collecting entry taxes with little more than a nod of acknowledgment.
As the adventurers exit the merchant warehouse, they turn right and step onto the broad stone bridge. The sound of their boots echo against the cobblestones, mixing with the creak of wagon wheels and the low murmur of merchants and other travellers making their way to and from the gate. The bridge arches over a slow-moving river, with small boats lazily drifting below, their sails flapping gently in the breeze. The central section is wooden and can be raised to allow larger vessels to pass.
Ahead looms the imposing West Gate, its high towers casting long shadows across the bridge. Two toll guards stand near the open portcullis, dressed in steel helms and tabards bearing the city's crest. As the adventurers approach, the guards eye them warily, hands resting lightly on the pommels of their swords. Coins clink into leather pouches as taxes are collected, or tokens handed over with little more than a nod of acknowledgment.
Do you ask the guards for anything?
Matrox roll for persuasion DC20 - success
"Can't you see we're busy! Move along now", the guard grunts roughly. Reluctantly you move on, but there are two guards standing under the gate arch who look less busy.
Matrox approaches in a way that demonstrates his experience as a city gate guard which is recognised, but unfortunately, the good soldier collecting taxes in otherwise engaged.
"Sorry, stranger. Ain't got time for chatter. But you could try yer luck with Ral and Jek. Ral, that oaf, is more interested in nappin’ in the shade than standin’ watch, and Jek? Hah! That one’s got the energy of a corpse.", and he points to two guards leaning heavily on their spears under the gate arch.
The guards under the arch are quite happy to do anything other than official duties, but they might hint at an ale (or coin) for their verbal guide service:
The District Militia. Although separate entities in each district, they all wear the same tabards. They are primarily responsible for law and order in the city, but there are other groups.
Buying & Selling. Pretty much anything and everything is available, you just need to search for it (and ask around)
Recommendations. Westmeet Square, only a few yards away. The Arena district for guilds and entertainment. The Blue Boar Tavern, although small, is meant to have good fare.
Weapons and magic and fighting/killing. The advice is don't! Bar brawls are frequent, and knives might be pulled less frequently. Death will attract all the law enforcement groups in the city, from militia to private enforcers, to religious fanatics. With no expections!
Once through the gate, you enter Westmeet Square. The square alive with activity. In its centre, a cluster of pedlar stalls forms a bustling hub of trade. The ground underfoot is damp and churned with straw. The acrid stench of waste from the edges of the streets mingles with the sharper scent of herbs wafting from the Apothecary to the south.
Dominating the east side of the square is the Ford Inn, its wooden sign swinging slightly in the breeze. On the north side, the Armourers' shop stands next to the rowdy Black Pig Public House. The clang of hammers rings from the Weapon Designers Workshop, completing the trio of connected buildings.
The south side is quieter but no less interesting. The Travellers' Shrine, offers a place of prayer for weary wanderers. Beside it, the Apothecary's shop, its shelves visible through the small windows, lined with jars and vials.
The square is a lively convergence of the city's grit and charm, with the adventurers standing in the midst of its chaotic rhythm, ready for whatever comes next.
Once through the gate, the group steps into Westmeet Square. The square is alive with activity. In its centre, a cluster of pedlar stalls forms a bustling hub of trade, where merchants hawk their wares, from colorful fabrics to fresh-baked bread. The ground underfoot is damp and churned with straw, giving off a faint odor of decay and wet earth. The acrid stench of waste from the edges of the streets mingles with the sharper scent of herbs wafting from the Apothecary to the south.
Dominating the east side of the square is the Ford Inn, its wooden sign swinging slightly in the breeze. Warm light spills from its windows, and the inviting sound of laughter and conversation drifts out onto the square. On the north side, the Armourers' shop stands solid and practical, next to the rowdy Black Pig Public House. The clang of hammers rings from the Weapon Designers Workshop, completing the trio of connected buildings. Beyond the workshop, a narrow alley disappears into shadow, promising intrigue to those daring enough to explore it.
The south side is quieter but no less interesting. The Travellers' Shrine, a modest building adorned with simple carvings, offers a place of rest and prayer for weary wanderers. Beside it, the Apothecary's shop exudes a mix of mystery and vitality, its shelves visible through the small windows, lined with jars and vials. Two streets flank the Apothecary, winding off into the city and disappearing between tall, weathered buildings.
The square is a lively convergence of the city's grit and charm, with the adventurers standing in the midst of its chaotic rhythm, ready for whatever comes next.
If the party want more detail Westmeet Square - 1
The square is an obvious bottleneck, with carts, animals and people all passing through from the West Gate to other parts of the city. It is busy, and you are jostled about by those who know where they want to go and those who know what they want to get. Sellers cry out their wares, and heated discussions erupt over pricing. But you're alert.
All roll for Perception DC10
Ben, Matrox, Zalman - success
A youth in a red cloak and hood, sits on top of a roof watching the scenery below like an eagle watching its prey. He, or she, flicks two fingers in the air like a quick salute. Out of the corner of your eye, you think you see a district militia near the gate respond with a similar gesture?
A group of street urchins run through the square yelling and chasing a run-away dog, jostling and bumping into those in their way, including Zalman. They dog and its pursuers disappear down an alleyway on the north side of the sqaure. Zalman suddenly realises his load got lighter.
A stall trader and their customer, standing next to you, start to tug at a leather satchel. The cutsomer claiming they purchased it elsewhere. The trader insisting that they literally just picked it up off his stall. They barge into one of you.
There's a crashing sound as a door is flung open and a small fellow is flung out of the doorway and into the mud. He sits there cursing loudly for a moment, then collapses back with a loud squelch, out cold.
A bell rings out from the south-west corner of the square. A priest starts to call people to attend prayers. Not many seem to be taking him up on the offer.
Another banging, this time from the north-east corner shop. Metal on metal, as if someone is hammering something into shape.
Decide to approach either the guards or try to reach the youth, go to B02 Approach the Guards and Lookout
Attend to prayer B06 Priest Calling to Prayer
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