fe.settings:getUserBoardSettings - non array given[tulpa] - Endchan Magrathea
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https://youtube.com/watch?v=ipFaubyDUT4

 >>/3807/
 >>/3824/

With a clear plan, Yulya and Cat walk with purpose back to the Gate. The majority of carts had been cleared from the busy trade port, having caught up after the hour long delay, and a train of carts could be seen sitting along the storehouse row north from the Gate, working their way toward getting their wares unloaded with the help of laborers. 

Coming back south, another row of Carts are parked after being loaded with wares for the return trip to places such as Waterdeep, Thornhold, Daggerford, and others along the High Road and the Long Road. 
Presumably carts are headed across town to the North market district where finer things may be sourced and further North to Luskan, Mirabar, and Raven Rock via the Blackford Road.

The city is bustling with activity, prosperous, and free owing in no small part to Adventurers like you, recycling past treasures, clearing mines of ne'er-do-well and monsters, and keeping the vast farmlands safe from strife far and wide. Along with the royal guard and knights, city guards and mercenaries for hire, responsible for keeping the civil city-states free from foreign invaders and hostile actors. In this world, the adventurers are the highest technology defense and well loved for it by the people of the realm.

Looking East you pass a road sign, "Church of Ilmater" pointing Northwest, "Hall of Justice" pointing North-northwest, "Church of Tyr" Pointing North towards the main street, "Guild" pointing North-northeast, "Royal Gardens" pointing East.

You'd have to ask around for directions for those other places you'd heard of, as the guard said, but friendly faces abound in the big city, so no worries there.
 >>/3512/

The Banded Mare, Tris' Lockup were only suggestions though; perhaps not the best but maybe the best value as compared to others you passed along the main street that looked fancier than he had described. Not to forget the most convenient and discounted lodging available at the Guild, presuming there was vacancy, good food, good entertainment, and good rest awaiting you there. Your mind hopes foe a respite after a very long day--any normal party would take such things for granted.

You approach the Gate and you can see Alice, again shifted to look more like a chandelier of snot rather than anything natural. 

You position yourself standing below the offended tree, the coast is clear, the cart drivers don't even glance your way as they pass, the guards are busy inspecting the in traffic, it's the perfect time.

Yulya grabs a hanging tendril and yanks hard causing the tumorous looking mass to fall to the ground with a thump. Slowly it reforms into the form of a little girl, her clouded eyes open.

Still groggy but quickly waking up, you help her put on the fine fabric and mask.

[I may regret this after recent posts, but now is the time for Alice to act under her own willful accord. Your guess is as good as mine if she'll cooperate and follow you to the guild where as far as you know, Ashley is patiently waiting. Though she's small and weak at this point you could drag her unwillingly. At this point you're hungry and tired but otherwise ready to make the short walk Northeast. Hopefully with a happy, cooperative slime girl, plied with or perhaps promised a candied apple if she's good.]