Team C - Party Assignments
From Sola: Guild Representative for the parties of Team C
To my current roster of adventurers,
Welcome to your official assignment under Guild charter. You’ve each found yourselves sponsored by an anonymous patron who believes you’re worth investing in. Whether they’re right remains to be seen, but I’m here to ensure your opportunities aren’t wasted.
Name’s Sola. Cleric of Pelor. Guild-certified Liaison. Former adventurer, part-time philanthropist, and full-time realist. I run a number of services out of the Forest Inn—healing, potions, resurrection insurance, and the occasional divine intervention if the paperwork clears. I also sell snacks, in case you need a pickle while bargaining for your soul.
Now, let’s be clear: I don’t heal for free. You signed up for danger, you pay the going rate like everyone else. If that’s a problem, consider one of my adventurer’s insurance packages—first resurrection’s a freebie, after that, your premiums go up. That’s life. Or afterlife, depending.
I'm also well-connected: temples, trainers, suppliers, even a few folks we don’t put on the official scrolls. You need something? I probably know someone. You want it fast? Well… sorry hun, I respond much better to generosity than to whining. And no, your tragic backstory doesn’t count as currency.
Now—your benefactor has issued three assignments. Each party must take one. You may negotiate among yourselves—pay each other off, call in favors, offer gifts (to each other or to me), and try to work it out like adults. If you can’t come to a consensus, I’ll make the assignments myself when the month ends, and I promise you won’t like how I do the sorting.
Also, don’t forget: report any permanent magic items you find directly to me. You keep them, yes, but the Guild requires documentation. And who knows? A well-logged find might earn you something extra later.
Now then. Here’s what your benefactor has tossed down from on high. Read carefully. Choose wisely. And remember—sunlight burns just as easily as it heals.
Mission One
Until the gift of Mannanan's Door, the Tempest Isles were little more than whispered myth—waters where ships disappeared and legends were born. Now, access has been secured, and an opportunity awaits. You are to travel to the Isles, engage with the locals, and recover a lost relic from a sunken wreck. The sea holds its secrets tight—be sure it doesn’t hold you with them. When your task is complete, return to the location where your door opened; it will bring you safely back to the Forest Inn.
Mission Two
Dale Farseer of the Great Swamp is an apothecary of considerable renown, though lately his shipments have stopped without explanation. He claims to be short on ingredients and reliable help—but others suspect the swamp has claimed more than just herbs and apprentices. The matter has come to the attention of certain interested parties who wish to see his business remain uninterrupted.
Assist Dale in gathering the necessary ingredients to resume operations. Expect resistance from the local wildlife—some of which has been described as... inhospitable. When complete, return to the place where you first arrived. Mannanan’s Door will bring you back to the Forest Inn.
Mission Three
On one of the newly accessible islands in the Storm Sea, explorers have encountered a malevolent force. A dwarven scouting team reported a “weeping woman” drawing villagers into the rivers—none return. It is believed a magical anchor binds this spirit to the mortal plane. Your task is to determine the truth behind these drownings, uncover the source of the binding magic, and end the threat. Whatever relics you discover in the process are yours—consider them hazard pay. When your task is complete, return to the place your journey began, and Mannanan’s Door will return you to the Forest Inn.
You’ve got until the end of this month. Sort it out amongst yourselves—or I will.
With sunlight and receipts,
Sola
Cleric of Pelor & Guild Representative
Healer, Broker, Resurrector of the Affluent