Ask to speak with either a historian or the Archbishop and also ask who I am speaking to. Nod to nearby statues.
You're speaking with the Archbishop already. He is hte one that receives guests ((all of which i said in the original post))
Go to the leader of Moun's abode (I forgot what he was called) and ask for a meeting.
The Archbishop sits upon a raised dais in the 'Common' Temple of Moun. Common has always been a strange word for a place so uncommon. Decorations, artifacts and murals of nearly every religion known to the coast (and several not) adorn the interior of the building. Many believe that Moun may be the only place in the Coast where one can be open about who, or what, they are without fear of persecution. All the religions are represented among the council, yet none have absolute rule. The Archbishop himself is simply the figurehead, a symbol of the city and its purpose.
Ask for donations and inform people of more being delivered next day. Retire to an inn for the night using .1d
You manage to collect [.3] ducats as well as the .1 from William in donations. The
flock seemed to have taken the experience well.
You retire for the night to your inn of choosing. Your 'donation' of .1d for the room gives the proprietor the idea you'd like to not be disturbed for the night. He simply asks if you'll need anything before sleeping.
-Terryn and some of his men surreptitiously follows Gavin/The Preacher back to whatever tavern he is staying in.
[5] You have little trouble following the man to the Inn he's stayign at. He doesn't appear to make any attempt to hide himself.
Sometime Later...
-Terryn seeks out a suitable abandoned dock-side warehouse. He has the regiment of thugs lay in waiting surrounding it. He then goes to meet with the Guard Captain, with the following story: First, Terryn apologizes for having left without finishing the job. Second, he explains that his men have been following the Captain only to ensure that he had not fallen in league with William. Finally, he explains that he wishes to help in breaking Polca free of the Lonemine Lord's grip, and that the Captain should come with him to discuss things privately. The captain may bring some trusted guards, if he feels safer that way. Then Terryn leads the Captain to the warehouse (wherein his own regiment is waiting). Once the Captain is inside, the Thug Regiment (if I still have them helping me out) will close in on the warehouse to aid the Thornbred in killing/capturing the Guard Captain. (This may all be rolled in one go, I guess)
[52,3] The Captain agrees to your story about following him, but is leary enough to meet with you as a known associate of William 'the Snake' and brings some of his more competant men with him.
Terryn And Men: 5hp
Captain and Guards: 5hp
[4,4+1v4] The Thug regiment will be delayed in their arrival to assist you and your men for several rounds yet as they're busy causing distractions around the city still. You do, however, manage to catch the Captain and his guard unaware to your deception (Captain: -1hp)
[4v3] His men are truly not accustomed to anything remotely resembling fair combat, and your men make great use of that fact. (Captain: -1hp)
[3v5] They are, however, accustomed to unfair combat and using numbers to their advantage. They do so, scoring what would likely be the only strike against yourself. (Terryn: -1hp)
[5v1] The Captains men go down as they begin to run for the exit. The Captain reaches the door, only to find a large number of angry men outside (Captain: -1hp)
[5+1v1] The Thugs finally arrive to surround the building just as the Captain finds his way to the exit. The distraction of seeing the remaining gangs outside causes the Captain to be unaware of the blade you just thrust through his spine - until he sees it exit his chest (Captain: -2hp - Dead)
Offer my service to the Merchants. Another regiment's worth of protection would do well, especially one that is disciplined and trained in Military tactics.
[56] The merchant group accepts your offer of service and they head out later that day. The size of the group discourages any bandit activity, yet everyone is sure they could have sworn seeing regiments off the trade routes watching you all leave.
William arranges a meeting with the Old Lord. And purchases a high quality gem for .1d or .2d for Eurika to enchant. William also raises another PG regiment and sets them to guarding the walls as well.
-.1d Gem procured for Eurika
PG Recruited
Cast the seeking spell on the gem and another compass. Try again if it fails, barring destructive situations.
[222] Your attempt to recast the spell is wrought with failure. You reattempt to cast th spell several times, every one of them a failure in some way. You feel you may be distracted and try to clear your mind and try again.
[354] After several moments of meditation and cleared thought, your cast goes much better. You won't get as much time out of this cast as the last, but it should be sufficient.