Verdak clears his throat and calls back softly, "Hey, you two... time > to wake up and see the City of Wonders." > > Verdak waits for you to come up front, where eventhough the dark of > night has descended you can see a massive city of walled wonders with > a prominent mountain to the west of the city. You can smell the nearby > saltwater to your left, and you see a gate ahead of you, though the > wagons veer to the right of the city and continue along the road. > > Verdak says softly, "That is the South Gate entrance to Waterdeep. We > must continue to the Eastgate where the campgrounds are laid out. That > is also the entrance closest to where the fairgrounds will be located > in the city proper." <> I will join Verdak up front in the wagon and observe the city as we head for the campsite. I will be alert for any suspicious figures lurking around in the dark, or for a large group of angry mercenaries. I keep my weapons close to hand. As the caravan drives along the outside wall of the city, on a very smooth road towards the east gate, you don't see anything suspicious yet. AJ's wagon keeps a steady pace, not slowing or veering and before you after a couple more miles, looms a large campground. It seems half as large as the city itself, and crammed full of all manner of wagons, all of which are parked haphazardly all over the field. The caravan is halted on the road, by a group of four city guards, flanking a young pimpled faced youth, with all manner of documents rolled up in his hands. The wagons halt and you can see AJ clearly speaking to the flustered young man, who is trying to go through each scroll, unrolling and rolling, and trying not to drop any of the scrolls at the same time. I will try to listen to what AJ is telling the young man. I want to know > if he is trying to implicate us in the murder before we have a chance to > summon the proper authorities. If he doesn't say anything about the murder > I will go with Verdak and help him set up his camp. Verdak seems to be of the same mind and pulls as close as he dares to AJ's wagon. You can hear the young man saying, "Lot 42, row 7. For the entire week will be a sum of 15 gold pieces." "That's outrageous. It was only ten gold last year for this festival," AJ complains loudly. "Fifteen gold, or go stable all your wagons in the city proper..." the young man's voice says snidely. AJ counts out the coin and tossing it to the young man, who drops all of his scrolls trying to catch the coin in the air, AJ then turns and stepping back up onto the wagon seat, he turns his horse towards whatever directions the young man had already given him. Verdak keeps as close as possible and parking just a couple wagons over from the treacherous AJ, he begins to get his helpers to set up camp as he tries to keep an eye on AJ's wagon. It seems the carnival master is busy setting up his own camp and unhitching his own horses from his wagon. I will help Verdak set up his camp and I will keep an eye on AJ at the same time. If nothing unusual happens I will take first watch to keep an eye out for trouble.<> As soon as Verdak stops the wagon I step down, rest my weapons against the wagons wheels and offer to help with setting up Verdak's camp.<> As twilight deepens, Onyx makes a show of taking the cooking pot to find water, heading over in the direction of AJ's wagon. -------- I've been following these tracks from where the caravan was parked last >> >> night. A lone rider took off from the caravan, I could be wrong but my >> >> guess is Erilyx. But I agree, the best way to know is to catch up to them. >> >> I've been slowly gaining on the rider, perhaps if we press on we can catch >> >> up more quickly. >> > >> >Darrin agrees that it might be Erilyx and you push your horses as much as >> >you can, and yet you catch up very little, for the rider ahead of you does >> >not veer, stop, nor show any sign of taking a rest. >> > >> >As night begins to fall you see the faint outlines of a great walled city to >> >the west, and to the east is a dense, dark forest. A mile later you come >> >to a road, where the rider ahead of you turned towards the city, and yet >> >you don't think he is more than twenty minutes ahead of you. >> > >> >Darrin says softly, "Yonder to the west along this road, is the Southgate >> >entrance to Waterdeep. The caravan is planning to camp outside the Eastgate >> >entrance, which lies ahead. I have to go west along this road for a couple >> >of miles to find Ross's encampment. It's the training facilities of the >> >famous mercenary group The Nine. Ross is usually there and not in the city >> >itself, though the camp itself is in some disrepair from an accident their >> >former leader had a while back. Ross has been leading the group for some >> >time now, though he has renamed them to Destiny's Warriors. I will get >> >Ross and then ride for the Eastgate and the campgrounds located there." >> > >> >"Perhaps the two of you can make one last effort to get to our lone rider >> >before he gets into the city... once inside we'd have a hard time finding him." > >> Christeel says to Jeath, >> "I can catch up to the lone rider, but someone must say with Darrin, >> I'll find the camp that Darrin has described after I have caught up >> to the lone rider. I will determine who he is and follow him into >> the city an find out where he is headded. If I catch him before >> reaching the gates, I will just have to have a little talk with him." >> > ><> > "Darrin, would you wait here with the horses for just a second while I >have a quick chat w/Christeel? Thanks, we'll be right back." > >Walk off a short distance w/Christeel. "Look, Christeel, I've been after >whoever this is too long now to walk away from it happily. I want to know >who the hell it is, and if it's Erilyx like I suspect I want to know what >the hell he thinks he's doing. If you want to join me that's fine. Now >that Darrin has his mission to get Ross, and the hope that Zep can be >raised, I think he'll be fine by himself. If not I'd rather you let me >continue and you go with Darrin. If you'd rather join me in questioning the >rider that's fine, and if anything unfortunate should befall said rider it >won't bother me one bit. If it bothers you, perhaps you should go with >Darrin." > >Christeel talks to Jearth, "Jeath let's go fetch the lone rider, If Darrin >feels that he will be safe in reaching Ross. Lets be off." > >Christeel talks to Darrin, "Do you feel you will be safe in making it to >Ross camp site, If so I will go with Jeath, But my duty is to you first? > >(Christeel will act acordingly to Darrin response) > ><> >"Alright, I've spoken my piece, and I still intend to go after the rider and >find the caravan shortly after that. What do you plan to do?" > >Darrin nods and says, "Yes... I will get Ross and meet at the camp area. >You should have no problems finding it. It's just outside the city at >the East gate. Any city watchman, will give you directions, in case you >have to pursue into the city. Good Luck to both of you." With that Darrin >turns his horse towards the forest and sets a good pace towards the trees. > ><> >"Let's do it Christeel." Mount up and take off after the lone rider. Push >the horses as fast as they and Christeel are willing to go. If we don't >catch him before town it's going to be very difficult to track him. > >You see that Darrin's trek through the woods is following a small road, so you >feel better about heading after the rider ahead of you. You come near the >road and can see where he stopped for a few minutes, and quickly continue the >pursuit. > >You are almost to the large SouthGate entrance, when you see a lone rider break >off and head to the South of the gate, along a path winding around the massive >city walls. The figure is heavily cloaked and yet very slight of build. He >is able to duck into the city through a side entrance, but you are close enough >that you are able to see him enter and for a few seconds after you enter, you >lose track of him. > >You spur your horses and your sharp, desperate eyes luckily find him. It is >the eve of the festival and many people are in the streets starting their >celebrations, overflowing every tavern and inn in the town. Heading down >side street after side street, the rider leads you. You see the buildings >change from one and two story, to three or more stories, vertical and packed >tightly together. > >Randomly, it seems he heads towards the biggest landmark in the city of Waterdeep, >Mount Waterdeep to the west, and soon you are in streets just a little quieter >and saner. > >He pulls up to a promising looking inn, at least the windows are clean and >the stone of the building is relatively clean as well after a harsh winter >in the North country, and quickly enters, seeming oblivious that you are >there behind him. Let's do it. I say we confront whoever it is and get it over with. It's > not like we're going to be able to sneak up on him in the inn anyway. > > Just in case he knows he's being followed and wants to ambush us, let me go > in first, you wait half a minute and follow. > > IF this is okay with Christeel, I will open the door to the inn, look around > the entire room and head immediately to the cloaked rider as soon as I > finish my quick surveillance. I will place a firm (for my size) left hand > on his shoulder and say "A moment of your time if you please." > > My weapons are sheathed, but my sword arm is free. Christeel will nod to Jeath suggestion and allow him to go along with his plan, Christeel will gather up the reings of Jeath horse and then look around for a place to tie the horses up. Christeel will use a special slip not when he ties the horses up to allow for them to be quickly untied in case a hasty retreat is required. He will then look around to see if there are any watching eyes and listen to see if Jeath is in trouble. Christeel will act accordingly to what he see and hears. If caution is is needed Christeel will be as carefull as possible. If not Christeel will enter and depending on the situation do the following If Jeath seems to have matter in hand Christeel will head for the Bar and order a drink, Christeel will try to find a defendable location that has an easy exit. Window, door it doesn't matter. If Jeath is in trouble Christeel will head for the bar and order a drink and take in the situation before acting. You enter and for a second your eyes have to adjust to the brightness in the place, as looking around the crowded room, you finally spot your cloaked figure talking to the innkeeper. Christeel enters just as Jeath is a step away from touching him. A firm left hand is placed on Erilyx's shoulder and you hear a familiar voice say, "A moment of your time if you please." It sounds like a Jeath. Snapping around with uneasy speed, Erilyx's eyes are sagged, their red streaks clashing against his pale face. [One DM glance at the character sheet and this should be overly evident.] His right hand twitches involuntarily, but there is no visible weapon on his person. Recognizing Jeath's face calms much of the nervousness, but the youth's eyes peer out to the door way, as if he is looking for someone else to be following him, not Jeath. Since Jeath seems to have matters in hand Christeel will head for the Bar and order a drink, Christeel will try to find a defendable location that has an easy exit. Window, door it doesn't matter, but be as close to Jeath and Erilyx as possible. (Christeel is trying to be just a common traveller to the in and not trying to draw to much attention to himself, at this time he will try not to be noticed be Erilyx, Christeel will try to take up a position close the them probably with his back to them so that it will be harder to be recognized, but still be able to hear if possible) Assuming the inn has a tavern, I say to Erilyx, "Let's go have a drink. You and I need to have a talk." The youth's parched voice replies only an "it-" and then he nods agreeingly to Jeath, and moves to a seat, pointedly leaving the inkeeper to wait. Once the wine (for me, whatever for Erilyx, my treat this time) "Nothing, nothing... maybe water." The voice is obviously parched. Jeath: Pardon my Orc, but just what the !@#$% is going on?! Erilyx: (Haltingly) I.. it- Jeath: When did you run off? Why did you run off? Erilyx: (Still halting) They are trying to kill me... They knew who I was. I endangered everything being there. I never wanted to go. He almost killed me. And there's more of them. It wasn't safe! (starting to flow) I saw at least three of them, and those carnival bastards were for sure on to me, if not us all, they tried to kill me! What if I would have gotten another club to the head, then what? I'd be dead, that's what. I wasn't doing any good anyways, I'm no guard - man, I'm only 17, I've never even seen 30 gold pieces, it was easy money! Jeath: Do you have any idea what's been going on back at the caravan? Erilyx merely shakes his head, gulping long draughts of water, looking over the mug to the door. Jeath: Do you know how long I've been chasing you trying to catch up? (more shaking of Erilyx's head) For all that, you need to learn to check your backside more carefully. Jeath: Frankly you're lucky I caught up with you first. Violence isn't my style. If anyone else in the group had found you they probably would have hit you first, then asked questions. "So here it is. Do I get any decent answers, or should I just hit you instead." Erilyx: Why would I have to worry about anything from them. I didn't feel safe there, and I wasn't doing any good anyways, I almost ruined everything, that's why I had to go when I did. (glance to the door again) . . . and if nobody could protect Zeptha from getting kidnapped, who was going the protect me? I had to run, I HAD To. Peering out once again, Phearez makes one last long look at Jeath, and will start to stand up, and head out of the inn in an attempt to make up this lost time up. : Put my hand on his shoulder again, and stop Erilyx from leaving. "Sit down. We have a few minutes. No need to rush off anywhere." "!@#$%. !@#$% again. You're just a scared kid. Hell, Erilyx, as elves go I'm no older than you are. Maybe younger. Look, nobody is tailing us now. I made sure of that. That's part of the reason it took me so long to catch you." "You are absolutely right. They were on to you, and they did try to kill you. But running isn't going to solve anything. And running away from us cost you any help you could get from us. Why do you think Onyx killed that man. Not because Onyx likes to kill, though I suspect he does, but because the guy tried to kill you. We all rose to your defense, only to have you take off. Everybody in the group is pretty upset with you for running off when we put our lives on the line for you. But come back with me and I'll vouch for you." "And you have to come back. And so do I. And we should go soon. Things are going to be happening, and fast. Zeptha's dead. AJ, the caravan master, had her murdered, if he didn't do it himself. I suspect he didn't, he doesn't seem the type to do his own dirty work. I think Darrin and her fiance Ross can afford to have her raised, though, so I think she's going to be alright in the long run. Meantime, AJ had Zep killed, Onyx killed Garth-one of AJ's henchman, the guy that tried to kill you, and Iago went nuts for no reason I could see and attacked Onyx, so Onyx killed him as well." "It gets even more confusing. Verdak, the strongman, hid the bodies of Garth and Iago in the woods, no one found them. So the only death everyone knows for sure is Zep's, and the twist is AJ tried to frame Darrin and the rest of the group for it. This is why you and I have to get back. You are the only one who knows who took Zep, and I'm the only one who overheard AJ order Garth to kill you." "Now that we are in town you shouldn't have to worry as much about an assassination attempt. To many witnesses, and AJ's not likely to kill when he can't get away with it. As it is, all we have is circumstantial evidence against him. But it's enough to get us out of trouble." "Besides, it may not matter. Darrin went to get Ross-Zep's fiance-and his band of warriors. Unless we hurry, there's a pretty good chance AJ will be dead before we return. Frankly, I'd like to have a hand in that if I could. And like I said, I'm not the violent type." Drain the last of the wine. Stand and look Erilyx in the eyes. "Are you coming along? If so let's go." Christeel will quickly get up and exit while Jeath is still trying to get Erilyx to leave. Once outside Christeel will get his horse and head away from the gate for a little, Christeel will walk next to his horse and use it as a sheild to block viewing him directly. Christeel will give them some distance and then head out in the same direction that they are headed. Erilyx's usually pale face whitens even further. "Sh..she's dead?" The young man's cheeks flare, as he clenches his jaw muscles tightly, and allows his head to fall into his hands. "I.. i could have stoped.. it. I didn't act - I . . . watched. And they hit me." His speach is broken, but the tone is of utter bitterness and anger... an anger that seems directed wholly at his self. A long pause. . . Jaw muscles flaring, his head rises. "You're right. We must get back." As steady as Erilyx has made his tone, his face holds a slightly blue tinge to his skin. His face is slightly contorted in what seems to be a mixture of anger and anguish, but he looks determined... ever so determined. "Let's go." I rise quickly, say "Let's return, and quickly at that." Then I'll lead Erilyx back to his horse and mount mine. I will make sure we start slowly so I know Erilyx is okay to ride. Then I'll try to travel as quickly as possible with Erilyx and join the caravan at the planned rendezvous. Christeel for the time being will choose to keep some distance behind Jarth and Erilyx, just to make sure that Erilyx is still up to something. As you ride in the unfamiliar city, away from the Mountain in the west, you notice that plenty of guards are pointing out directions to many passersby. With their assistance you are able to find the East gate and the area of parked wagons here for the Spring Festival of Greengrass. So numerous are the wagons that you must take your time looking for the Carny's caravan.