TIA06 Conclusion

The item the Thief must retrieve is the Mystic Timepiece, an artifact giving the power to travel in space at will.   The Mystic Timepiece is in fact the sundial in room 24. It is extremely heavy and cannot be removed, but the entire room (ie a 20' x 20' area, including the arrow slits and stone door) is a teleportation closet of great range and accuracy. The pointer of the sundial must be moved to the direction in which user wishes to travel, and an indicator on the south face of the pedestal must be set to the appropriate range (it can be set from zero to 1000 miles to an accuracy of 10). The room always arrives at ground level; it will remain in its new location for 24 hours, and then teleport back to its present position (only a wizard can alter the setting for the 'home base' to which the device returns). Note that a similar panel on the north face will give movement to much greater distances but is less accurate, a panel on the east face gives movement to other planes, while one on the west face permits astral and ethereal travel. Optionally you may have the west face giving. time travel, but woe betide anyone travelling back and meeting Al himself!   Once the sundial pointer has been set to the appropriate direction daylight must be shone on it to effect the teleportation. The Thief must therefore remove the shutter from the north or east arrow slit. If he does this before setting suitable coordinates the DM should teleport him 1 to 100 miles in a random direction (which could of course be out to sea...)   Note that only the south face is usable without extensive study by an MU or sage, but it should not be beyond the talents of the Thief to work out how to move the room a short distance from the building, where he will be safe to report the find to his sponsor   When the room teleports away a permanent illusion of the outside of its north and east walls takes its place, so that its disappearance is not noted from outside the building. However the stone work of the E tower has deteriorated since its last use, and the DM may cause the tower to collapse on its activation.
  You enter a dimly lit room, only about 10' by 10'. In the centre of the room is a sundial.There are two arrow slit windows to the outside on the north and west walls. But both have shutters pulled across them, letting in only the smallest amount of light. There is enough light emitting from behind you to see the markings on the sundial. You can see compass directions on the dial face. There is another dial on the south face of the plinth with a needle and the numbers go from 0 to 100.  
You cannot steal the timepiece, but you can try to use it.
 
Open shutters without setting dial.
  With a jolt you are whisked off your feet, flying straight up, and bizarrely through the roof, and taken west about 50 yards, and then dropped. The murky waters of the Lygol rushing up fast until you land with a heavy splash.  
Try to set the dial, and then open shutters.
  With a jolt you are whisked off your feet, flying straight up, and bizarrely through the roof, and taken east about 100 yards, and then you start to descend slowly. The view over the sleeping City League is fascinating, and you can see the lights from all over the city sparkle. All of sudden, you are dropped the last 6 feet, landing on your backside in a muddy lane, outside a rickety building with a green door.   You find yourself being picked up by several pairs of hands out of the dirt and grime and you are rushed through the door and into the building where your adventure began earlier that day.   "Well thank the Gods! You survived, just! I'm glad we pulled you out in time. Now drinks this!", and Kaelen hands you a vial of liquid, you hope is some form of healing potion.   You throw it back and regain......the tiniest amount of strength. 1HP!  
What do you tell him?
 
If you don't offer him the ring?
  "Now I know we, in the trade, like to keep things we collect to ourselves, but I do believe you may have found something of value?" Kaelen asks suspiciously.  
Still don't offer him the ring
  "If you wish to gain entry into the Guild, you'll not only need to pass our initiation tests but also surrender all your... winnings, shall we say. As I understand it, you came across a silver ring—a ring I personally placed among the garments in the hidden chamber. So, I’ll ask you again: is there anything else you’d like to hand over?" Kaelen demanded, his tone sharp and unyielding.  
If you STILL don't offer him the ring
  Six figures step out of the shadows, swords drawn. This is not going well.   "I admit I applaud your bravery, but I do warn you that there is no honour dying in the grime that runs down the alleyway outside. I will give you one final chance to re-consider your future presence in this city, maybe in the land. Tonight was a test. The rival gang were our own. Do you really think we would allow a rival thieves gang to live on our doorstep. Do you consider us that weak? The beast you fought will be there for the next rogue we want to test, the empty chambers, the imp, the illusions and MY ring!" Kaelen admits your next move.  
Hand over the ring (first/second chance)
  "Well, I am pleased to see you return, although I had hoped you might have got a bit further in our challenge.". Challenge, what challenge is he talking about you think to yourself.   "Did you really think we'd let another gang live on our doorstep? Of course not! You have just faced your first challenge to enter the Docklands Thieves Guild. You're the right sort of material, but just need a little assistance, ...... and guidance. You'd be better off with a different weapon for starters, or someone teaching you how to use it!"   "Now, Prospect, I do believe you've earned your first mark", and he picks up a coin off the table, and throws it to you.  
Hand over the ring (final chance)
  "Well eventually. I hope we're not going to have to wrestle our cut quite as hard from you in the future! I am at least grateful to see it returned" as he slips the ring onto his middle finger, covering the slight indentation that existed previously. "Now, Prospect, I do believe you've earned your first mark.... just", and he picks up a coin off the table, looking at it, pausing while he assesses whether you deserve it or not and then eventually throws it to you.   This coin offers some advantages around our turf, and in a few other places around town. But you want to be careful with it in the Ravens and North Slums. I also get that you may not be planning on a long stop in our delightful town, so this coin signifies just the first step on the ladder of trust.... or distrust," he laughs at his own joke and the others in the room follow suit, "of our guild. If you get stopped again coming to this location, show them the coin. They'll let you through. But..... you've got a while yet Suzi the Prospect. We'll be in touch when we need you again."   "Now I recommend you sneak out through the underground exit. It will take you under the city wall and back to your friends.... Yes, we know all about the 5 other individuals you entered the city with. Make sure to come back and visit us soon."  
Got anything to ask?
Realise it is now very late at night, and the city gates will have closed

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