Take him to Barbarian Heaven! He's a Wizard, He'd be the smartest one there, It's perfect .
Definitely a -1, since I'm fairly sure we can't do that in the first place.
Take the man where he belongs, and let that be the end of it.
I agree with this quote. Once done let's handle some paper work.
As fun as it could be to send him into Barbarian heaven, it could get us into trouble.
We're gonna have to check it afterwards though, For the sake of Curiosity.
Sure, but let's get this done first. Take him to wherever he needs to go.
1+
+1
We can do some paperwork after we check out whatever-it-is.
You take his hand. Worlds shift, the familiar warmth of the Stream embracing you on your way.
***
You arrive on the banks of the Styx, at the gates of
Hades. Colors are gone from the world. Darkness presses down on a land of grey and black. A profound emptiness claws at your thoughts. It rather reminds you of home, the Underworld of the Bureaucracy.
You do not waste your time here, passing the waters of the black river quickly. Only Charon acts as the Ferryman - most Guides find it more expedient to bring their subjects straight to where they belong. There are more important things to consider than if the mortals go through the entire process they have been promised.
The Fields of Asphodel soon spread out beneath you, endless and level as far as any eye can see. The plain is wreathed by white flowers, which seem to bring some light into the darkness. Souls not distinguished by crimes or heroics are doomed here, to live unchanging and thinking little in apathy. You let the soul go - perhaps he will find esteemed company here as he wished, but the dead of Hades live half-lives only. There is no place for discovery and change in the quiet of the grave.
You withdraw, back into the world you found him in.
***
More or less certain you found the right path, you move to the first pillar. A slight shudder passes through you, but there is no fiery death or wild burst of magic to try and end you. With growing confidence, you head to the next section, then the next, passsing the scholar's body at the third pillar. At times, you need to backtrack or come to the same place seemingly at random, but in the end, you reach the doorway. The power inside beckons, but you advance with caution, testing out for more traps. A short corridor and stairs leads to a smaller chamber that glows with gold.
The old man was right to hope for treasure. Gold, silver and precious jewels greet you from every corner, the walls lined with pedestals and stone plinths bearing fine vases, bowls, marble statues, containers of incense and smoke that fill your senses with pleasant scents. Chests of black stone, run with gemstones and silver, lay open, themselves filled to the bursting with wealth and craftsmanship. Bundles of fine cloth cover stacks of ancient-looking scrolls. The mosaics on the walls are faded and chipped, revealing pale stone underneath. The dust of hundreds of years covers everything.
[Arcane 3: 2+2=4,
Success] These mortal treasures are of less interest than the items displayed on the small shrine-like pedestal against the center of the opposite wall. They are clearly things of subtle, powerful magic - beyond your ability to understand. The touch of a god is evident on them.
You move closer. The first of the enchanted items is a neatly folded cloth, perhaps a cloak, of vivid, deep red trimmed with gold. It sits on the pedestal with an inscription beneath. The language is some variety of ancient Greek - your Guide's power lets you understand it:
HERE LIES THE MEMORY OF HIPPOLYTA, QUEEN OF THE AMAZONS
Above the cloak, on the wall, is a bow, masterfully crafted and inset with blood-red stones. On the wood appear to be carved scenes of hunting with inhuman precision and skill. It has its own inscription:
EVER-TRUE, BLESSED BY OUR LADY HUNTRESS AND MIGHTY ARES, FATHER TO THE QUEEN
You take a step back. These would be very powerful objects to possess, but taking them would be hardly proper.
>?