The weeks pass slowly but they still pass. The improvements to the house in the town are coming along as is the training of the homeless. The bottom floor of Durgans house now resembles a temple with a room where services can be held and a couple side offices that can be used for private prayers and meditation.
Zorks new place is looking less like a fort and more like a way station with two inns now up and running and a general supply store more than half way done. The past few weeks have cost Zork 250 gold but he is now seeing money coming in as more and more travelers are stopping to spend the night. Lonnie informs you that you should make up the 250 gold in a few weeks and then be more profitable in the future. A black smith has petitioned Zork to build a smithy in the fort to better service weapons and armor for the guards and travelers. A couple of the guards families have moved to the fort and are building homes. One is building a farm that will help sale produce to the fort and the inns. All of these people will be paying a tithe to Zork for protection. You dogs were delivered a couple weeks after everything started to be built and have made themselves at home in the fort. There is a total of six dogs that are well trained and listen to you.
During all this time Lady Estari has been in touch with you and listening to rumors in the city. She can tell you that word has it that someone is working on deposing Zork and his strong hold. She does not specifics but she feels that you should be on guard. The Lady Mithalindre responds to Zork saying that she will post a lady in your strong hold in a few months to help advise you and watch for promising your ladies to send for training.
Durgan you hear from the council of clerics. They would like you to join them in meetings once per month to discuss option to help save the people of the city. They have seen the work you have done with the homeless and feel you will be an asset. They will also tell you that a couple days west of the city is rumored to be some unexplored ruins that may have some bad things that could be cleared by ones such as yourself.
In Character: Zork, already aware of the conspiracy, decides to take further action since the rumor is becoming more open. He thinks up a plan to get someone who is a thief to eavesdrop on the thieves guild to see what their plans are but to do this he looks for someone that is not part of the city.
Out of Character: Besides the city and my fort where is the next nearest place that I can go to for mercenaries and a thief?
"Another temple perhaps?" Durgan asks rhetorically. "As it happens, there is one to the east that I helped clear. A house of an elven god, I believe the priests of Oghma had a copy of their symbol." Durgan goes on to explain his experiences and the countless undead.
"I must ask, what would one expect to find in these ruins? In terms of both challenges and rewards?"
Zork the closest city to you from where you are in two weeks south and west from your way station. You may be able to hire some mercenaries and a thief from there.
Durgan they can not tell you what is in the ruins as no one they sent that way ever returned. All they know is it is mostly forest area and hills between here and there. The ruins are not big as far as they know maybe a old keep or tower.
Sessativa takes two days, visiting the temple of Oghma, libraries, historians and even taverns. She tries to find out as much as she can about these ruins and possibly about the parties that already went that way.
Durgan takes a day to ride to Zork to inform him of this opportunity for exploration.
"The clerics also told me it only lies a few days west of the town. On horseback we should be there and back in no time. Sessativa is itching to use her newly researched spells."
Zork considers Durgan's information as good news but he wonders about getting hired help first and mentions it. He gets his horse and gets his dogs to follow.
Out of Character: Dungeon Master, will you be tracking dogs or do I need to do that?
You will be tracking your dogs as you will be ordering them to attack or not. You should use the stats for a wolf for a trained guard dog. 2d8 +4 for hit points, AC is 14 base attack bonus +1 Attack is a bite +3 to hit 1d6+1 for damage.
Sessativa does not find any reference for sure about the ruins. The only thing that she can say for sure is that one passage she found said something about a evil paladin that once roamed the area but no one ever knew where his base was. IF this is the ruins the clerics are referring to no one knows for sure. As far as the parties that headed that way they just know it was some new adventures who were in town a day or two before setting out west. They never came back so very little is known about them.
Durgan replies, "I feel that we are more capable than most of the other people around here, and anyone who is good would charge accordingly. If we meet a threat we can't face, the town will still be here. Are you in?"