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Post by Gunslinger Vinny on Mar 28, 2011 21:31:03 GMT
Vinny nodded and started up the engine again before resuming their course, careful to avoid the wormpit. He drove along as safely as he could, trying to pay attention to the road and watch out for any more unpleasant guests.
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Post by Someguy on Mar 29, 2011 12:38:48 GMT
You continue on your way to Paris, down the motorway. As the road crests a valley, the city comes into view below. It's massive, perhaps larger than the Paris of the old world, and the rust-red remains of the Eiffel Tower greet you as the stand-out landmark rising above the cosmopolitan boulevards and trendy shopping districts. Paris is called the capital of West Europe. As the road dips and twists down toward the city you can see a multitude of airliners and airships floating about the city of every colour, bright red, yellow, blue, and the grey-white of the Marines keeping a close watch over the city. You also get a glimpse of Maxwell's massive ship, docked on the far side of the city but still visible.
The road slips under the earth and you enter a tunnel. A cool breeze hits all of you, and the dark smell of tunnel. There are other vehicles joining the road now, and your van attracts more than one strange look from the traders arriving into town from the other corners of France. Before you can pass through the tunnel, you must pay a toll at the far side. Joining the queue, you are informed upon reaching the tollgate that it will cost 25g per person to pass through, 30g for your dog, plus an extra 100g for your vehicle. You are also asked if there is anything you wish to declare before entering the city, as an official boards the back to check for any contraband or illegal goods.
You pay the toll, and are waved through. Exiting the tunnel, the van enters the first streets of Paris. You made it! Before driving on, however, you pull over and gather outside the van to discuss your next move. In the city are the following locations:
-) Adventurer's Society HQ: West Europe branch -) Labour Lodge: for recruiting new members. -) Aeroport: Maxwell's ship is docked here. -) Shopping District: Stores of note include weapons & protectives, sundries, pharmacy, pet store, relic shop, a famous pub, and a garage for vehicles.
Of course, if there's anywhere else your planning to go then say the word.
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Post by McBain on Mar 30, 2011 10:48:52 GMT
"Starlong?" I ask, "Would the Adventurer's HQ have the appropriate medical establishment to deal with our miscellaneous injuries, and if so, would we be permitted to use it?"
In essence, I want to get rid of this troubling back.
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enigma
Tenacious Typer
It's OK to be not OK... And it's perfect to be not perfect.
Posts: 299
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Post by enigma on Mar 30, 2011 11:05:50 GMT
"Anyone averse to me taking 400g and heading for the Labour Lodge? Don't worry... I have a plan." grins Tsunami, winning smile plastered across his face.
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Post by Fire Bear on Mar 30, 2011 21:24:05 GMT
Fire Bear frowns at Tsunami. "I suppose... But I hope it doesn't involve overthrowing anyone... "I like the healing idea as well. Afterwards, though, I want to go to the pet store!"
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Starlong
The Master
I have a theory. Let's conspire about it...
Posts: 938
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Post by Starlong on Mar 31, 2011 1:00:17 GMT
"Tsunami, wait please." I say before he walks off. I then address Pete, "Yes, the lodge will have medical facilites and lodgings for us all for as many nights as we need, but you all have to be with me when I sign in so you can get passes. This isn't the small lodge that we left back in Nou Havre, they take their security seriously. We should get to the lodge first before we run our errands..."
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Post by Fire Bear on Mar 31, 2011 8:32:31 GMT
"To the Lodge it is, then!
"Well, that is... if Blanka agrees?"
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Post by Someguy on Mar 31, 2011 12:34:43 GMT
Blanka considers your proposal, seems about to protest something, then reconsiders and regally approves the plan. You get back in the van, gun the engine, and rejoin the flow of traffic that thickens as you pass into the heart of of metropolitan Paris. Jutting from the skyline like broken metal teeth, visible no matter where you are, are the ruins of a few skyscrapers that used to brush the clouds. It is in one of these that the Adventurer's Society makes it's headquarters here in Western Europe.
The van passes through the centre of the city, on its way toward the Adventurer's Society HQ. As you drive, you pass several crime scenes blocking off alleyways and small boulevards and can't help but notice the heavy police presence on the streets. There are also little pedestrian traffic and the people you do see are walking quickly, looking alert, and always in groups.
You approach the industrial district of the city, formerly a centre for stock markets and corporate HQs. The ruin now housing the Adventurer's Society has been renovated, reaching ten floors, and the neighbourhood around it bears the unmistakable marks of having used parts of the broken skyscraper in their construction. You approach the compound and hit a queue outside the compound gates, which have been fitted into thick anti-blast walls; another left-over of the original construction and now rigorously maintained by the new owners.
When your turn comes up, you drive up to the gate and are stopped by the custodian on duty. He asks to see your papers and to check your vehicle. Starlong shows his membership and you are directed, after a search, to the guest's entrance for registration and further checks. You park the van up and are escorted to the guest's entrance, where a sizeable receptionist called Barry is just finishing dealing with the previous group.
"More of you!" he bellows, turning to a new page in his ledger. "Gonna have to have your membership docs...thanks, pal."
He takes your card and turns to look Starlong's file in the array of cabinets behind him. He comes back with it, and starts jotting some details down.
"You're bringing in seven people, including that damn dog. I'll need their signatures, dates of birth, medical history, criminal records-"
When it's all done, you are directed from the lobby and into a corridor. Your guest cards will be issued tomorrow morning, and you'll be able to come and go as you like as well as have access to the guest facilities for the next week. Bear in mind that guests can't bring in new folk; a fully-certified member (Starlong) has to do that, and there's a maximum of ten guests to one member at any given time. You exit the corridor and come into the main lobby.
The lobby is very big, with scuffed marble floors, pillars, and a ceiling decked with modern lights that no longer work. The front desk stretches from one side of the lobby to the other, and a dozen tellers are dealing with the massive queue that snakes between some ropes. The lobby is loud, and you take your place in the queue trying to stick together.
When you get to the front desk, you request lodging and hand over the provisional papers Barry gave to you to serve as temp passes until your cards are made. You are registered into Communal 17, a large barracks-like room on the seventh floor in which you'll be sharing lodging with their groups.
You head for the stairs, up and down which goes a constant flow of adventurers, workmen, security, scientists, contractors, and businessmen. On the way up you think you see an orange mohawk dancing about in the crowd on the fifth floor...but maybe you imagined it.
You hit the seventh floor and find Communal 17 through a set of double doors leading into a conference room turned barracks. The are a few people inside and they don't pay you much attention as you come filing in save for a groan from one man when he sees Blanka coming in beside you. He sneezes violently and lies back down in his bunk, muttering about allergies.
You take the western-side of the room and take three of the bunk-beds in the corner. There are some padlocked lockers here for storing any stuff and you all decide on a four-digit keycode. These footlockers are secure.
So, you've reached Paris and are now set up in the Adventurer's Society HQ. You can come and go from here freely come tomorrow morning, and are free to use the medical facilities on the third floor right now with your provisional papers should you need to. Starlong describes the layout of the building:
B1 floor: Research and Weapons Testing Labs (restricted access) B2 floor: Warehouse (restricted access) B5 floor: [CLASSIFIED] (restricted access) 1st floor (Ground): Lobby and registration. Motor-pool. Parking lot. 2nd floor: Commissions & Cash Office. 3rd floor: Medical facilities & chemical development (restricted access) 4th floor: Equipment Storage & Quartermaster (restricted access) 5th floor: Job room & Guild Member communal room (restricted access) 6th floor: Communal rooms 7th floor: Communal rooms 8th floor: Guild Member Accommodation (restricted access) 9th floor: Guild Member Accommodation & Bar (restricted access) 10th floor: Guildmaster's quarters. Conference room. Faculty common room (restricted access)
Floors with restricted access may limit where you can go on that floor. Some floors outright do not allow anyone without clearance to enter, which can include guild members. Starlong has free access to the B1, 4th, 5th, 8th, and 9th floors.
Before you rest up or head to the medical facilities for treatment, you might want to chat or discuss your next move. In any case, this chapter is nearly over.
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enigma
Tenacious Typer
It's OK to be not OK... And it's perfect to be not perfect.
Posts: 299
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Post by enigma on Mar 31, 2011 21:36:46 GMT
Alright, I'm going to assume that as we're Starlong's guests, we have the same access as him? If not, I'm dragging him with me to B1 floor.
My first question is to ask if they could make a more awesome version of a steel chair/sledgehammer/kendo stick/any other wrestling based weapon?
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Post by Someguy on Mar 31, 2011 22:53:55 GMT
Nope. Only guild members can access those floors freely (and even then with some restrictions). You can use the medical facilities but the quartermaster, the basement floors, etc are closed to the public.
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enigma
Tenacious Typer
It's OK to be not OK... And it's perfect to be not perfect.
Posts: 299
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Post by enigma on Mar 31, 2011 22:59:42 GMT
Does me dragging him with me get me access? If not, I request Starlong checks if they have that kind of weapon.
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Starlong
The Master
I have a theory. Let's conspire about it...
Posts: 938
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Post by Starlong on Apr 1, 2011 1:53:05 GMT
"No." I say, yawning deeply. "Switch off, Tsunami... There's nothing that can't wait til morning. Can't remember the last time I got a proper nights sleep..."
I put everything valuable into the storage locker and prepare to get some shut eye. I leave the lodgings first though, and return about 20 minutes later, with some bread and a glass of milk, both almost finished.
If Tsu's still around, I say to him as I climb into bed "I'll... I'll take care of your weapons and stuff like that tomorrow."
I listen to what everyone else says before I allow myself to drift off to sleep, but I very much look forward to some peaceful shut eye.
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Post by McBain on Apr 1, 2011 2:25:36 GMT
"A good night's sleep sounds mighty damn fine," I reply, "but it would be a damn sight better if I didn't have this aching back. Think I'll check out the medical facilities."
To which I wander off to the third floor to be healed up in whatever manner the staff are capable of.
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Post by Fire Bear on Apr 1, 2011 14:26:50 GMT
As do I.
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Post by Someguy on Apr 2, 2011 18:27:23 GMT
Then with that, the day ends and Chapter four with it. Congrats for surviving thus far!
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