J-H
Reserved for future use.
J-H
 Monday, May 7, 10am 
It's been a long journey - three weeks across the ocean.  Those who get seasick easily would have been miserable.  Happily for the four of you, one is undead, one possesses no stomach, and the other two have strong stomachs.

The tide draws your ship, the  Escalante , towards your destination as water flows into the bay.  The docks are built around the mouth of the Rimac, which is turning from blue to brown as you watch in a tidal bore that leaves the river salty, brackish, and undrinkable.

The land rises rapidly from the docks in front of you to cliffs on your right, upon which you can see clean grey-and-white walls and balconies looking over the ocean.  There are even some windows and balconies carved into the cliffs, although it's hard to make out any more detail from the middle of the bay.

To your left, you can see where the city wall reaches the bay and enters it slightly.  Not far off, the wall merges into Castle Espada, whose fortifications somehow manage to both sprawl and tower.  The city extends outside the castle and the walls to the north, although you know that the Ratlings to the north constrain too much expansion.

In front of you - the docks.  Numerous piers reach out into the salt water like fingers grasping for wealth and trade.  Most are made of dark wood, but several appear to be crafted or conjured from stone.  The docks are busy, with longshoremen loading and unloading crates, barrels, and packages from dozens of ships.  Gulls fly overhead, calling to each other and looking for scraps.  Dozens of small fishing boats appear to be pulling into smaller docks with the morning's catch, riding the tide just like the  Escalante  is.

The ship's weather sorcerer has arranged a dock appointment two days before, so there's not much waiting as the pilot guides your ship to one of the waiting piers.  Ropes are thrown and made fast as you stay out of the way of the crew.

A gangplank is put in place, and a pair of officials come onboard, speaking with the captain and reviewing the ship's manifest.  They conduct a brief walking tour of the ship, during which time your strange forms get barely a second glance.

About an hour after docking, you are clear to depart along with the few other passengers.  Captain Isaak wishes you good luck and safe travels.  You walk down the gangplank, hooves and rabbit-feet an odd contrast to the boots or shoes worn by most.

You are now in the Baraja district.  In front of you are portside taverns catering to sailors, a number of warehouses, some merchant offices located in three-story buildings.  The fish-market with all its smells is off to your right.  Just a couple of blocks away, you can see a large metal rod sticking up with a symbol on the top.
 
 Spoiler: Religion DC 12 

It bears the emblem of Talos, god of storms, and likely marks the location of his temple.
 

 City reference post. 
 =&gt;What do you do? 
Pyrophilios
      
       Abraxas     
 Reborn (Lizardman) Armorer 10 / Wizard 1 
 AC: 22 HP: 79/79 HD: 11/11  
 PPer: 16 PInv: 19 PIst: 16 
 35 ft, swim &amp; fly 35ft 
 Knowledge from a past life: 4/4 
 Flash of Genius: 5/5 
 Resistances: Poison  
 Conditions: Infiltrator Armor, Disguise Self (Hat of Disguise)    
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3   
 
  

Abraxas wore the face of a much younger lizardman as he stepped on land, apparently clad only in a simple robe and a staff in his hand. More from habit than anything else, he stretched an let  his old bones crack, before looking around and finally turning to his companions:

 "We made it. First things first: We need to find some shelter for tonight, from where we can take a look around to find a suitable base of operations. After that, we should request an audience to the king, so we can present our diplomatic credentials. That might prevent unnecessary complications with the local constabulary." 
Dr.Samurai
      
      Caerban Nog    
 Harengon Warrior 
 AC: 19 HP: 98/98 
 PPer: 16 PInv: 10 PIst: 20  
 Conditions: --  
 
  
  It's good to be on solid ground again,   Nog says, stretching once his feet hit the dock. He listens to Abraxus,   You know... I almost forgot the plan we've been bobbing on that ship that long. Okay,   he nods,   sounds as good a plan as any. So... which tavern you thinking?  
 
 Spoiler: OOC 
  Religion  - (1d20)[ 1 ] 

If Nog recognizes the shrine, he'll pay his respects to Talos with a brief prayer for providing safe passage.
 
Waistcoatwill
      
      Chiron of the Flowing Mane    
 Centaur Ranger: Fey Wanderer 
 AC: 19 HP: 81/81 
 PPer: 22 PInv: 10 PIst: 21  
 45ft, Climb and swim 45fg 
 Conditions: Advantage vs Charmed/Frightened 
[SIZE=1]Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3
 Concentrating: --  
 
  

Chiron trotted along the jetty doing his best to reign in the urge to run and jump like a foal. The voyage hadn't been unpleasant, with the sea air and distant horizons, but he'd dearly missed being able to properly stretch his legs. He listened to his allies whilst scanning the crowds of dockworkers. Only the stink of the distant fish market dampened his mood sligjtly.  Best to ask a local, wouldn't you say? Hmm...someone well to do but official, ideally not human, not obviously corrupt.. 

He sauntered up to the likely looking port authority worker, tossing his long hair to get attention, before locking his almost hypnotic gaze on them.  Good day friend, we are weary travellers looking for safe lodging where we won't get any trouble for being a little different. You can help us out can't you? 

He was no poet or wordsmith, but thanks to his eyes the direct approach usually worked well enough.

 
 Spoiler: Rolls 

Active rolls in case passive doesnt apply.
Perception  (1d20+7)[ 13 ] 
Insight  (1d20+11)[ 24 ] 

Persuasion  (1d20+12)[ 26 ] 
 
J-H
Chiron approaches a middle-aged woman whose salt-and-pepper hair is pulled back in a loose bun.  She appears to be making sure that cargoes going onto piers go to the right place.  She looks up at him, having already turned at the sound of his hooves, then eyes him head to foot for a moment.

 "Haven't seen your kind before."   Chiron feels like she might be suppressing a question like  "Did you catch the wizard that did that to you?"  - but it goes unsaid.   "If you want to be around other non-humans, I'd try the area around the Gate Nexus.  I've had a couple of exotic meals at some of the inns there.  They cater to folk stopping in from around the world, or even beyond the world.  You'll get few ill looks just for being a bit different."

"If that's not to your taste, I'd still stay a little farther away from the port just to have a quieter night, unless you like barfights and drunk sailors.  Nueva Estela's nice if you've got some money to spend, but not enough to be in the Clear District where most of their Lordships and Ladyships' estates are.  Old Escudo's got plenty of decent places to stay, same as it has for the last thousand years or so.  It's good enough for anyone."   She seems slightly defensive about that.

 "Or if you want some space to trot around, Seven Crests and Great Valley have more room, but you'll have to go clear through the city to reach them." 
Waistcoatwill
      
      Chiron of the Flowing Mane    
 Centaur Ranger: Fey Wanderer 
 AC: 19 HP: 81/81 
 PPer: 22 PInv: 10 PIst: 21  
 45ft, Climb and swim 45fg 
 Conditions: Advantage vs Charmed/Frightened 
[SIZE=1]Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3
 Concentrating: --  
 
  

Chiron smiles broadly at the words spoken and unspoken and shakes the woman's hand warmly.

 That's a fine help you've given us, a thousand thanks you my friend.
 

He walks further through the docks with the gang until they're comfortably away from the lady.  What's the craic then fellas? Any preferences? We'll need to see it all eventually if we're to find a place for our folk here. 
Pyrophilios
      
       Abraxas     
 Reborn (Lizardman) Armorer 10 / Wizard 1 
 AC: 22 HP: 79/79 HD: 11/11  
 PPer: 16 PInv: 19 PIst: 16 
 35 ft, swim &amp; fly 35ft 
 Knowledge from a past life: 4/4 
 Flash of Genius: 5/5 
 Resistances: Poison  
 Conditions: Infiltrator Armor, Disguise Self (Hat of Disguise)    
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3   
 
  

Abraxas consulted a map, probably 50 years out of date, but the best that Rein had to offer:

 "Nueva Estelle sounds about right. The teleportation nexus, may be more hospitable but it's under close scrutiny at all times. We want to avoid entanglement with the guards until we have legal status here." 
Dr.Samurai
      
      Caerban Nog    
 Harengon Warrior 
 AC: 19 HP: 98/98 
 PPer: 16 PInv: 10 PIst: 20  
 Conditions: --  
 
  
  Yeah, it sounds too nice,   Nog chimes in,   Abraxas, you really want to hit the most expensive place our first night here? We need to make our coin last.  
Pyrophilios
      
       Abraxas     
 Reborn (Lizardman) Armorer 10 / Wizard 1 
 AC: 22 HP: 79/79 HD: 11/11  
 PPer: 16 PInv: 19 PIst: 16 
 35 ft, swim &amp; fly 35ft 
 Knowledge from a past life: 4/4 
 Flash of Genius: 5/5 
 Resistances: Poison  
 Conditions: Infiltrator Armor, Disguise Self (Hat of Disguise)    
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3   
 
  

Abraxas shook his head:
 "One night won't break the bank - and after so much time at sea you all earned some comfort.
Furthermore, we want contact to the locals to find a permanent place. Dwarves and halflings are a good place to start house hunting
Finally, all the saved money won't do us any good if you are murdered in your sleep." 
Auranghzeb
      
      Tyrfing and the Cow    
 Legendary Weapon 
 AC: - HP - 
 PPer: 15 PI: 11  
 Conditions: -- 
 Concentrating: --  
 
  

Tyrfing did not speak. He only sensed the city around himself. He allowed Dedalus to follow the other beastmen. Dedalus was useful. Strong and brave. He made Tyrfing remember his youth as a barbarian thane.


Dedalus spoke with the brute an naive voice:  Ah! Land at last. Where to my brave comrades! 


The minotaur felt a worthy member of the band.

That, Tyrfing found adorable.
Dr.Samurai
      
      Caerban Nog    
 Harengon Warrior 
 AC: 19 HP: 98/98 
 PPer: 16 PInv: 10 PIst: 20  
 Conditions: --  
 
  
 Finally, all the saved money won't do us any good if you are murdered in your sleep,  Abraxas says.

Nog smiles wickedly,   Can't blame a hare for wanting a little warmup after all that time on the ship.  

Dedalus spoke with the brute an naive voice:  Ah! Land at last. Where to my brave comrades!  Nog puts his arm around the giant minotaur's shoulder,   Put on your fancy pants Dedalus, sounds like we're going to the nice part of town.  
 
 Spoiler 
Off to Nueva Estelle!
 
Waistcoatwill
      
      Chiron of the Flowing Mane    
 Centaur Ranger: Fey Wanderer 
 AC: 19 HP: 81/81 
 PPer: 22 PInv: 10 PIst: 21  
 45ft, Climb and swim 45ft 
 Conditions: Advantage vs Charmed/Frightened 
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3 
 Concentrating: --  
 
  

Chiron snorts at Caerban's comment, but Abraxas's paranoia shouldn't be dismissed out of hand.  I don't think this place and its guards are as dangerous and terrible as all that, so I don't. Even so, I agree that we need to keep our wits about us. If the city is too hazardous or corrupt we might have to try elsewhere to make a home for our people.

I'm happy to stay anywhere that doesn't try to have me tied up in the stable. Let's hope Nueva Estelle doesn't fall at the first hurdle. 
J-H
You head south on foot/hoof, going inland a bit to bypass the fishmarket at Chiron's request.  This leads you to pass a temple to Talos, which has the large lightning rod some of you noticed earlier.  Turning just past it, you find a broad major street with plenty of traffic, which leads you past an office of the City Watch.  The road curves to the west and ascends into Nueva Estela in a moderate but steady climb away from the ocean.

Most of Nueva Estela appears to be newer construction, and built of stone.  There are a number of buildings obviously sized for shorter people, and some indications of underground housing and lodging.  Some areas also have water fountains, which see steady traffic of children, teenagers, and adults coming with buckets or skins to fill with water.  Apparently not all areas have running water here.

 =&gt; Party
(What are you looking for)? 
Dr.Samurai
      
      Caerban Nog    
 Harengon Warrior 
 AC: 19 HP: 98/98 
 PPer: 16 PInv: 10 PIst: 20  
 Conditions: --  
 
  
Nog eyes the structures built for shorter folk,   Abraxas, why do you think dwarves and halflings will be best to talk to about accommodations? If that's the case, wanna try the small buildings first?  
Pyrophilios
      
       Abraxas     
 Reborn (Lizardman) Armorer 10 / Wizard 1 
 AC: 22 HP: 79/79 HD: 11/11  
 PPer: 16 PInv: 19 PIst: 16 
 35 ft, swim &amp; fly 35ft 
 Knowledge from a past life: 4/4 
 Flash of Genius: 5/5 
 Resistances: Poison  
 Conditions: Infiltrator Armor, Disguise Self (Hat of Disguise)    
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3   
 
  

Abraxas replied:
 "Their places tend to have low overhead..." 

The Lizardman smiled.

 "We are looking for a place to stay the night. Halfling cuisine is generally exceptional. Dwarves are generally well connected and business conscious - so let's ask for an inn or hotel." 
J-H
Asking a few passers-by for directions, you end up choosing the Homely Hearth as a likely destination for the night.  It's comfortable, hospitable, run by halflings, and located within sight of the Temple of Yondalla.

Along the way, you pass a short, squat tower with a sign out front carved in Common and in Dwarven Runes indicating that Nornebera Coalfeet, Enchanter, has her place of business there.
From the way the tower is built, you're pretty sure that it extends underground.

When you arrive at the Homely Hearth, you find that it is run by an  extended  halfling family, with a variety of cousins young and old taking on many of the jobs.  They aren't sure what to do for Chiron at first, but end up improvising something out of a stack of cushions and a padded backless bench.

You enjoy lunch there.  It's not particularly sophisticated or fancy, but there is a wide selection of food, and it is all of good quality both in ingredients and in preparation.  You do get a number of questions from passers-by and regulars during lunch, as you're quite an unusual group (does Abraxas eat?), but nothing hostile.  As far as business goes, you don't pick up any leads on real estate, but you do learn that the district sprawls outside the city walls.  There are several alchemists and two noble estates not far away, as well as the main temple of Moradin for the city.

By the time you're unpacked and have eaten and washed off, it's about  3pm in the afternoon .
Pyrophilios
      
       Abraxas     
 Reborn (Lizardman) Armorer 10 / Wizard 1 
 AC: 22 HP: 79/79 HD: 11/11  
 PPer: 16 PInv: 19 PIst: 16 
 35 ft, swim &amp; fly 35ft 
 Knowledge from a past life: 4/4 
 Flash of Genius: 5/5 
 Resistances: Poison  
 Conditions: Infiltrator Armor, Disguise Self (Hat of Disguise)    
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3   
 
  

Abraxas did eat - but only very little and only particularly tasty morsels, as his body didn't pull any nourishment from them. When he had a minute, he went over to the enchanter shop to buy some quality parchment. Coming back he announced to this comrades:
 "I'm drafting a letter of introduction for our group, asking for an audience. I expect that we'll need to find a few influential people who'll advocate for us and our people to settle here. That means rubbing shoulders with high society and likely doing them some favors. Dirty work included. That in turn means, best behavior from our side and no raging at stupid puns or barbs thrown in our direction. At all times we need to show them that we are at least as civilized as them.

Anyone any preference where we should start?" 
Waistcoatwill
      
      Chiron of the Flowing Mane    
 Centaur Ranger: Fey Wanderer 
 AC: 19 HP: 81/81 
 PPer: 22 PInv: 10 PIst: 21  
 45ft, Climb and swim 45ft 
 Conditions: Advantage vs Charmed/Frightened 
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3 
 Concentrating: --  
 
  

Chiron was delighted by his sleeping arrangements and the hearty food on offer. He amuses the younger halflings by making his eyes swirl.

Feeling mightily refreshed, he joins in with Abraxas with enthusiasm.  Good plan, I've been thinking on that myself let's compare notes!

As to getting a foot in the door after the letter, we should try the nobles with estates nearby.  He hails a passing staff member he's spoken with before.  Sorry, my friend. Do you know anything about the nobles that live hereabouts? What're they like? 
Dr.Samurai
      
      Caerban Nog    
 Harengon Warrior 
 AC: 19 HP: 98/98 
 PPer: 16 PInv: 10 PIst: 20  
 Conditions: --  
 
  
Nog rolled his eyes and looked away, rankled by the notion that they were somehow not civilized, or that these nobles were civilized just by being noble. He crosses his arms and looks back,   Wherever you think Brax. Lead the way.  
J-H
Abraxas finds that Nornebera Coalfeet doesn't sell paper - she enchants magical items.  Luckily, her apprentice is the one to deal with him, so he doesn't upset her with his assumption that she's a shopkeeper.  He's able to get a referral to someone who does sell good quality parchment.

Asking around, you find that the Nueva Estela district includes the estates of the Lee and Rossi families.  Both are known for producing excellent duelists proficient with rapiers; the Lees are not held back at all by the fact that halflings have shorter arms and legs.

The City is currently run by a regency council of nobles, with the lady Zhong Chen at its head.  That's about all the halfling innkeepers can tell you, other than that the Prince-in-Waiting Marcus Sergius Cassius Dignius Rex is 13 and tall.
Pyrophilios
      
       Abraxas     
 Reborn (Lizardman) Armorer 10 / Wizard 1 
 AC: 22 HP: 79/79 HD: 11/11  
 PPer: 16 PInv: 19 PIst: 16 
 35 ft, swim &amp; fly 35ft 
 Knowledge from a past life: 3/4 
 Flash of Genius: 4/5 
 Resistances: Poison  
 Conditions: Infiltrator Armor, Disguise Self (Hat of Disguise)    
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3   
 
  

Abraxas grumbled about the shop while he left  "Enchanters who don't write spell scrolls - preposterous." 

But he happily incorporated Chiron's suggestions into the letter for Lady Zhong Chen, introducing their delegation and asking for an audience about establishing relations between the two nations, promising help with the defense against the ratling threat - subtly hinting at interest in developing existing slum areas into productive, tax-paying parts of the city.

 
 Spoiler 


Persuation w/ advantage (help from Chiron), guidance, knowledge from a past life, flash of genius

 (1d20)[ 12 ] ,  (1d20)[ 2 ] + (1d4)[ 3 ] + (1d6)[ 6 ] +5
 
Dr.Samurai
      
      Caerban Nog    
 Harengon Warrior 
 AC: 19 HP: 98/98 
 PPer: 16 PInv: 10 PIst: 20  
 Conditions: --  
 
  
Abraxas grumbled about the shop while he left  "Enchanters who don't write spell scrolls - preposterous." 
  Careful to maintain your civility Abraxas, wouldn't want people getting the wrong impression,   Nog smirks.
Pyrophilios
      
       Abraxas     
 Reborn (Lizardman) Armorer 10 / Wizard 1 
 AC: 22 HP: 79/79 HD: 11/11  
 PPer: 16 PInv: 19 PIst: 16 
 35 ft, swim &amp; fly 35ft 
 Knowledge from a past life: 3/4 
 Flash of Genius: 4/5 
 Resistances: Poison  
 Conditions: Infiltrator Armor, Disguise Self (Hat of Disguise)    
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3   
 
  

Abraxas finished the letter with every calligraphic trick and refinement as well as whatever rethoric ability he could dredge from his still somewhat spotty memory.

 "Alright, time to search for a more permanent place to live. I'll hit the town and ask around - anyone who wants to join me? I'd be grateful for the help." 

Heading out, he looked for any suitable house in need of fixing and if found, asked around for the owner. A time consuming task, but the best he could come up with on the spot.

He also used the opportunity to hand the letter in at the regency council.

 
 Spoiler 

Investigation - if no-one adds the help action, please ignore the advantage

 (1d20+9)[ 24 ] ,  (1d20+9)[ 21 ]  + (1d4)[ 2 ]  guidance
 
Waistcoatwill
      
      Chiron of the Flowing Mane    
 Centaur Ranger: Fey Wanderer 
 AC: 19 HP: 81/81 
 PPer: 22 PInv: 10 PIst: 21  
 45ft, Climb and swim 45ft 
 Conditions: Advantage vs Charmed/Frightened 
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3 
 Concentrating: --  
 
  
 You want to leave here already? I don't remember any of you being able to cook as well as these halflings, but very well. Let me try and find a courier to deliver the letter then, even Caerban and I aren't gast enough to be in two places at once! 

Chiron hunts around for a rustworthy messenger to deliver the letter.

 
 Spoiler: Insight roll 
 (1d20+11)[ 17 ] 
 
J-H
Chiron is able to locate a nearby office of what is apparently a Runner's Guild, able to deliver messages and light packages anywhere in or around the city.  However, he realizes that having a random teenage messenger deliver the missive will get less prompt attention than delivering it in person... although it would be a more efficient use of your personal time.
J-H
The four of you travel back downhill and across town to the Espada district.  The road you follow takes you past a large open field marked with numerous stone circles.  You don't see any extraplanar activity, but the small fortress that sits in the middle of the area, looming over the field, tells you that Escudo is prepared for anything to portal in.

You cross one of the smaller bridges over the Rimac.  The tide has reversed, and clearer water is starting to run back towards the ocean, but it still smells of salt and brine.  Approaching Castle Escudo, you pass the headquarters of the City Watch, a large four-story building made of stone.  Next to it sits a jail, and then a courthouse beyond the jail.  Dark coal smoke blots the sky, and you hear the ringing of hammers in the distance.

Reaching the castle, you have a short wait before a dark-haired half-elf comes out to meet you.  His long hair is gathered in a bun at the back of his head, and his clothes are of fine make, but the ink-stains on his fingers tell you that he is not likely a noble, but some type of record-keeper.

His manner is direct but polite, and his speech slightly faster than most people's.   "Good afternoon to you all."   He looks up at the group, as a couple of you are rather tall.   "I understand your very distinctive group is new to Escudo, and has a message you would like relayed to a member of the Regency Council?  Please, tell me what this is about so I can determine who it should go to."   
 
 Spoiler: Insight 15 

Unsaid:  ...if anyone
His job may be to filter out cranks and kooks.
 
Pyrophilios
      
       Abraxas     
 Reborn (Lizardman) Armorer 10 / Wizard 1 
 AC: 22 HP: 79/79 HD: 11/11  
 PPer: 16 PInv: 19 PIst: 16 
 35 ft, swim &amp; fly 35ft 
 Knowledge from a past life: 3/4 
 Flash of Genius: 4/5 
 Resistances: Poison  
 Conditions: Infiltrator Armor, Disguise Self (Hat of Disguise)    
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3   
 
  

Abraxas indicated a small, polite head nod:

 "We are the duly appointed representatives of the Nation of Rein, colloquially known in these parts as the "Beastlands". We are here on a mission to reach out to Escudo involving trade and military support. This letter of introduction is addressed specifically to Lady Zhong Chen. We have currently taken lodgings at the Homely Hearth. We are looking forward to hear from her Ladyship." 
 
 Spoiler 

Insight - is it proper to give the man a tip to expedite the delivery?

 (1d20+5)[ 7 ] 
If so, Abraxas will discreetly add five gold coins while handing over the letter
 
Waistcoatwill
      
      Chiron of the Flowing Mane    
 Centaur Ranger: Fey Wanderer 
 AC: 19 HP: 81/81 
 PPer: 22 PInv: 10 PIst: 21  
 45ft, Climb and swim 45ft 
 Conditions: Advantage vs Charmed/Frightened 
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3 
 Concentrating: --  
 
  

Chiron fixes the half-elf with his hypnotic gaze.  Our natuons are very similar, old societies beset by difficulties on all sides. What we propose will help secure the bright future for all of us. 

He glances briefly to check with Abraxas.

 What can you tell us of the council members? What are their goals? Is Lady Zhong Chen is most likely to receptive to our petition and goals? 
 
 Spoiler: Rolls 
Persuasion  (1d20+12)[ 18 ] 
Insight  (1d20+11)[ 19 ] 
 
J-H
The half elf clears his throat.  "Right, you are new to Escudo.  I don't think we've had diplomatic correspondence with your people before...?"

Assuming the answer is in the negative.   "My name is Lukas Ekonomidas.  I'm one of the secretaries-at-large for the Regency Council." 

Chiron does a good job persuading Lukas that you need to know who to talk to, so he takes the time to give you a brief overview.

The current Regency Council members are:
 Name (Male/Female)    Role (Summary) 
Zhong Chen (F) 	Executive Regent (day to day)
Fukuyama Sato (F) Master of Swords (war/training)
Jae-Sun Park (M)	Master of Letters (diplomacy, trade)
Gao Wong (M)	Master of the Lands (farmers, herders, food importation); jokingly, “Master of the Belly”
Esther Martin (F) 	Treasurer (taxes, finances)
Diego Lopez (M)	Port Master (ports, smuggling)
Valentina Santos (F) Master of Portals (extraplanar security)
Vu Dinh Tran (M)	Master of Laws (guard/judges)
Luc Kim Tran (F)	Master of Secrets (intel service)
Pedro Rodriguez (M) Minister without Portfolio (variable)
Pyrophilios
      
       Abraxas     
 Reborn (Lizardman) Armorer 10 / Wizard 1 
 AC: 22 HP: 79/79 HD: 11/11  
 PPer: 16 PInv: 19 PIst: 16 
 35 ft, swim &amp; fly 35ft 
 Knowledge from a past life: 3/4 
 Flash of Genius: 4/5 
 Resistances: Poison  
 Conditions: Infiltrator Armor, Disguise Self (Hat of Disguise)    
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3   
 
  

Abraxas nodded again:

 "Thank you, in this case the Master of Letters is likely our best bet. We will return shortly with a new letter of introduction." 

When they had gained a bit of distance, he told the others:  "Let's go to a restaurant - I'll need only an hour to recreate this letter for Master Park. You can get something to eat meanwhile." 
 
 Spoiler 


Assuming, I can just modify the content of the existing letter and reproduce it otherwise, I'll just do that without another roll.
 
Auranghzeb
Tyrfing was quiet. But Dedalus had the hunger of youth, and the maturity of a young bull. He couldn't help salivate when Abraxas mentioned food.

 Yes, let's have something to eat! 


Tyrfing observed the others, their actions and motives... jut in case Dedalus was too stubborn.
Waistcoatwill
      
      Chiron of the Flowing Mane    
 Centaur Ranger: Fey Wanderer 
 AC: 19 HP: 81/81 
 PPer: 22 PInv: 10 PIst: 21  
 45ft, Climb and swim 45ft 
 Conditions: Advantage vs Charmed/Frightened 
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3 
 Concentrating: --  
 
  

When they were all seated and Abraxas settled to his work, Chiron looked slowly between his colleagues.  Now, I've no objection to exploring the cuisine of our potential new home, but we can't just be living the highlife whilst Abraxas does the work. 
 We know a little more about the council members. We need to be prepared to get any one of them on side if we're to be successful in this venture. I'm no complete stranger when it comes to politics, and I'm sure none of you are either.  He charitably includes Dedalus in this statement.  There'll be deals, back scratching, doing favours, proving ourselves, the whole kit and caboodle.

As I see it, the more of that guff and faction fighting we get involved with, the more likely the whole plan'll get banjaxed. If we can just convince a few of them that it's fully in their interests to have us, the less nonsense we have to deal with.

It's obvious what we have to offer the Master of Swords and this "belly" character. What about the rest though? We could leverage our connections to the Fey to help out Letters and Portals, if they don't have much existing dealings with the Feywild. Many of us have our own tricks that could help Secrets, and help securing aid from some of the arch-tricksters of all planes has got to be tempting. Any ideas for the rest? 
Pyrophilios
      
       Abraxas     
 Reborn (Lizardman) Armorer 10 / Wizard 1 
 AC: 22 HP: 79/79 HD: 11/11  
 PPer: 16 PInv: 19 PIst: 16 
 35 ft, swim &amp; fly 35ft 
 Knowledge from a past life: 3/4 
 Flash of Genius: 4/5 
 Resistances: Poison  
 Conditions: Infiltrator Armor, Disguise Self (Hat of Disguise)    
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3   
 
  

Abraxas looked up from his work:

 "A good analysis. We need a voting majority - and preferably the head of the regency council - to grant us their favor. That also means we have to learn who hates whom and who is allied with which faction. We'll likely have to make a decision here - preferably one that won't spark a civil war.
For example: Their river is completely useless - the tide goes in for miles, making it unsuitable as drinking water. I know how to design a tide lock that could turn the whole river into freshwater. But I certainly won't suggest that before I know who benefits from selling water to the slums or whose business uses the river as a convenient dumping ground as long as it's not freshwater.

But these problems have some time yet to be solved. First we need to establish an address for ourselves. Then we can seek out the various lords and ladies, learn their desires and forge our bargains. Once we are established, we can turn to the council with our true proposal. And we have to do it sooner than later. Our homeland isn't save much longer.

Now, we have to make another decision: Are we turning in for an early night, or are we exploring the city after dark. We might learn some interesting things, including finding a suitable piece of real estate - but we also might run afool of local toughs and criminals - and I'm including the constables in this lot.
Now that we are of the ship, I also should start crafting again. Either magic weapons or an alchemy jug. Any preferences from your side?" 
Waistcoatwill
      
      Chiron of the Flowing Mane    
 Centaur Ranger: Fey Wanderer 
 AC: 19 HP: 81/81 
 PPer: 22 PInv: 10 PIst: 21  
 45ft, Climb and swim 45ft 
 Conditions: Advantage vs Charmed/Frightened 
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3 
 Concentrating: --  
 
  

Chiron considers for a moment before replying to Abraxas.  I think we're all pretty well armed, so the jug sounds more helpful to me. You're the expert though. Either way, we'd best get back to our accommodation. We can begin searching for permanent lodgings in the morning. We can talk to some guards in the morning and get the measure of them. You're right that we should be cautious before we know a bunch of corrupt hoodlums or murderous thugs. 

The next morning, when they set out looking for lodgings, he keeps an eye out for any guards that don't look immediately occupied.  Good day officers, may I trouble you for.just a moment? We are a diplomatic delegation, newly arrived in the city. We don't want to set a foot wrong before we know get to know the city. Are there any curfews or prohibited areas we should avoid? 
 
 Spoiler: Roll 
Persuasion  (1d20+12)[ 20 ]  just trying to get them to flag up anything  we could trip up on and get a reading if the guards are generally antagonistic.
 
J-H
Chiron is able to get a brief overview, and the laws are generally what you'd expect.  No murder, robbery, dueling in the streets, slanderous accusations, consorting with demons, interfering with the city's defenses, etc.  There are no specific quarantined or curfewed areas, although of course some areas like the gate fortress and the castle have controlled access.

He also notices that members of the City Watch travel in pairs, and carry whistles to summon aid with.  This particular pair has a helpful senior guard and a fairly helpful junior guardsman.  Each district of the city has a local Watch office, with the headquarters in the Espada.
Pyrophilios
      
       Abraxas     
 Reborn (Lizardman) Armorer 10 / Wizard 1 
 AC: 22 HP: 79/79 HD: 11/11  
 PPer: 16 PInv: 19 PIst: 16 
 35 ft, swim &amp; fly 35ft 
 Knowledge from a past life: 3/4 
 Flash of Genius: 4/5 
 Resistances: Poison  
 Conditions: Infiltrator Armor, Disguise Self (Hat of Disguise)    
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3  
 Current crafting project: Alchemist's Jar 8/20 hours completed   
 
  

Abraxas went with the others back to their lodgings. On the way he bought a simple clay tea pot. Since he needed only little rest, he proceeded to set up his workspace and started on his work to create an alchemist's jar.

The next morning, he was coming down when the others were just ready to begin their day.

 
 Spoiler 

 (1d20+9)[ 21 ] + (1d4)[ 3 ]  Arcana check - auto succeed to know the formula

Crafting time as a 10th level artificer: (10 workdays)/4 =20 hours

Spending 4 hours before rest and 4 hours after rest for the first 8 hours

Cost 200gp/2= 100gp + a few silver for the teapot
 
Pyrophilios
      
       Abraxas     
 Reborn (Lizardman) Armorer 10 / Wizard 1 
 AC: 22 HP: 79/79 HD: 11/11  
 PPer: 16 PInv: 19 PIst: 16 
 35 ft, swim &amp; fly 35ft 
 Knowledge from a past life: 3/4 
 Flash of Genius: 4/5 
 Resistances: Poison  
 Conditions: Infiltrator Armor, Disguise Self (Hat of Disguise)    
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3  
 Current crafting project: Alchemist's Jar 8/20 hours completed   
 
  

When no-one had anything to say, Abraxas took the lead and announced:
 "Let's head out, we need to look for any suitable house - preferably in need of fixing. If we find one,  we'll ask around for the owner. A time consuming task, for sure, but without local connections the best we can do right now. 
Dr.Samurai
      
      Caerban Nog    
 Harengon Warrior 
 AC: 19 HP: 98/98 
 PPer: 16 PInv: 10 PIst: 20  
 Traits: Bestial Soul (Jump) 
 Conditions: --  
 
  
  You know a lot about building houses Abraxas?   Nog asks as they head out,   We should find a place with ample room for sparring, to keep our skills sharp. Should we see this Minister Without Portfolio, or just try our luck looking around?  
Pyrophilios
      
       Abraxas     
 Reborn (Lizardman) Armorer 10 / Wizard 1 
 AC: 22 HP: 79/79 HD: 11/11  
 PPer: 16 PInv: 19 PIst: 16 
 35 ft, swim &amp; fly 35ft 
 Knowledge from a past life: 3/4 
 Flash of Genius: 4/5 
 Resistances: Poison  
 Conditions: Infiltrator Armor, Disguise Self (Hat of Disguise)    
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3  
 Current crafting project: Alchemist's Jar 8/20 hours completed   
 
  

Abraxas shrugged:
 "I have forgotten a lot about everything. These days, I have to develop most things from first principles. Physics and magic are fortunately dependable forces, so it's not too hard.

I'm open for better ideas. For now I think we should learn more about our future home. 
J-H
You spend the day meandering about Nueva Estela.  You find that about half of the district seems to depend on water fountains located every few blocks.  These fountains are a hub of activity, with children and teenagers seeming to do the bulk of water-fetching.  The nicer areas don't seem to have these fountains, and presumably have water plumbed into their homes.  You'd put it at around a 50/50 split.

The water in the fountains seems to be clean, and there's no charge.

The Lee family of halflings makes their estate in Nueva Estela in a mixed above-ground/under-ground manor that covers most of a city block.  As you pass their walls, you can head the thuds of arrows in butts and the occastional clashing of blades during some morning practice.

There are a number of similarly-built houses around, including one that appears to be unoccupied.  However, it'd take some work to adapt it for your size, as it is built for halflings.

Housing outside the city wall is more varied, and sometimes larger.  You do see one house for sale, a two-story residence.  A placard near the door indicates where you can contact the owner's agent.  It's adjacent to a sturdy stone building with a lime-green chimney jutting out of the roof into the sky, some twenty feet high.  There's an odd smell, and the sign in front of the stone building indicates that it is an alchemist's shop.

You also learn that there is an organized group of dwarves who specialize in building houses to order, named Overstone, Understone, &amp; Rightstone.
Waistcoatwill
      
      Chiron of the Flowing Mane    
 Centaur Ranger: Fey Wanderer 
 AC: 19 HP: 81/81 
 PPer: 22 PInv: 10 PIst: 21  
 45ft, Climb and swim 45ft 
 Conditions: Advantage vs Charmed/Frightened 
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3 
 Concentrating: --  
 
  
Chiron's gait shifts slightly as they leave the city walls, strides lengthen and his shoulders relax slightly. If not claustrophobic exactly, he doesn't take naturally to being penned in.

 Well, if part of the plan is to be able to invite guests to our own residence, we might need to employ them builders. I'm sure we'd find living next to an alchemist very convenient, but the smell is....noticeable. Maybe a good temporary measure until we're more established? Sure, staying at the Inn in the meantime is still an option too. I can't say I object to living outside the walls.

Should we stop in and introduce ourselves to the Lee family? It'd be good to get to know ow our neighbours whilst we're waiting to hear back from the council.

 
Pyrophilios
      
       Abraxas     
 Reborn (Lizardman) Armorer 10 / Wizard 1 
 AC: 22 HP: 79/79 HD: 11/11  
 PPer: 16 PInv: 19 PIst: 16 
 35 ft, swim &amp; fly 35ft 
 Knowledge from a past life: 3/4 
 Flash of Genius: 4/5 
 Resistances: Poison  
 Conditions: Infiltrator Armor, Disguise Self (Hat of Disguise)    
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3  
 Current crafting project: Alchemist's Jar 8/20 hours completed   
 
  

Abraxas replied:
 "Yes, though the alchemist neighbor gives us a better negotiation base. Building from scratch is certainly more expensive - let's talk to the shop owner - I'm sure he knows more about the building. 
Dr.Samurai
      
      Caerban Nog    
 Harengon Warrior 
 AC: 19 HP: 98/98 
 PPer: 16 PInv: 10 PIst: 20  
 Traits: Bestial Soul (Jump) 
 Conditions: --  
 
  
  I agree with 'brax,   Nog says,   Let's see what the alchemist has to say.  
J-H
The alchemist's shop door is locked, but when you knock, it swings open.  A small clay creature standing on a ledge inside the door apparently lifted the bar on the lock for you.  It studies the four of you for a moment, then mimes walking in and sitting down.

There is indeed a small sitting area, surrounded by wall-mounted shelves lined with glass vials of various shapes and sizes, about a quarter of which are full of different-colored fluids.  A slick, seemingly waterproofed, sheet of paper sits on a table between the three chairs and two sofas.  It appears to be a pricing table.  This alchemist makes healing potions, as well as oils and potions that carry other effects, such as flight, courage, and even weapon enhancements.

After a few moments, a door in the back wall opens, and a human woman in her mid-30s walks out.  Her shoulder-length hair is pulled back in a ponytail, and appears to be splotched in at least five different colors.  You're not sure if it's deliberate styling, or a side effect of her work.

She introduces herself as Alicia Todd.  The house next door is for sale; the previous owners apparently preferred to sleep during the day, and the smell and noises from her work were unpleasant.  She had installed some baffles to reduce the smell and noise, but apparently they had a family member they chose to move in with.  Alicia doesn't sound like she knew them very well.

What other questions do you have for her?
Pyrophilios
      
       Abraxas     
 Reborn (Lizardman) Armorer 10 / Wizard 1 
 AC: 22 HP: 79/79 HD: 11/11  
 PPer: 16 PInv: 19 PIst: 16 
 35 ft, swim &amp; fly 35ft 
 Knowledge from a past life: 3/4 
 Flash of Genius: 4/5 
 Resistances: Poison  
 Conditions: Infiltrator Armor, Disguise Self (Hat of Disguise)    
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3  
 Current crafting project: Alchemist's Jar 8/20 hours completed   
 
  

Abraxas greeted the Alchemist friendly, almost enthusiastically:
 "Good Morning, what a wonderful shop you have there. Might we inquire..." 

Having gotten the basics, he expanded on his questions:
 "Do you know where we can contact the owner? We'd certainly be interested in acquiring a new home in this wonderful city. Also, can you tell us about the neighborhood? Anything we should look out for or be vary about?
Also, is there an alchemist's guild in this town, or how are you organized in general? What's the tax situation like here? Any rules and ordinances we should be familiar with?
Do you know of any other plots of land for sale here - or good sized houses for that matter?"
 
J-H
There's an estate agent who is handling the sale, and contact info should be on a sign or placard at the house for sale.

The neighborhood is pretty safe, although not always quiet.  The alchemists don't have a guild as such, but there are only a dozen or two of them, so they know who each other are.  Word gets around.
Alicia doesn't know anything about properties for sale - not her thing.

At this time, taxes or specific ordinances aren't something I think we'll have to worry about.
Pyrophilios
      
       Abraxas     
 Reborn (Lizardman) Armorer 10 / Wizard 1 
 AC: 22 HP: 79/79 HD: 11/11  
 PPer: 16 PInv: 19 PIst: 16 
 35 ft, swim &amp; fly 35ft 
 Knowledge from a past life: 3/4 
 Flash of Genius: 4/5 
 Resistances: Poison  
 Conditions: Infiltrator Armor, Disguise Self (Hat of Disguise)    
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3  
 Current crafting project: Alchemist's Jar 8/20 hours completed   
 
  

Abraxas nodded and thanked the alchemist:
 "We will contact the agent next. We'll be on our way then. Maybe we'll meet next as neighbors. Good day!" 

Once outside, he noted the details on the for sale sign and steered the group in the indicated direction. Once they found the agent, he inquired:
 "Hello, we were wondering about the building next to the alchemist. Must be hard to sell with stink and fire hazard. We might be interested in taking it though - if the price is not too outrageous for the compromised situation.
 
J-H
The real estate agent, Jaxon Underhill, a sandy-haired halfling, is happy to hear you're interested in the house.  It's for sale for 440gp.
It's a two story wood house located outside the city walls.  It's built within the last 20 years and has a kitchen, running water, four small bedrooms, a bathroom, and a parlor.  It backs up to a small dirt-floored alley.
Waistcoatwill
      
      Chiron of the Flowing Mane    
 Centaur Ranger: Fey Wanderer 
 AC: 19 HP: 81/81 
 PPer: 22 PInv: 10 PIst: 21  
 45ft, Climb and swim 45ft 
 Conditions: Advantage vs Charmed/Frightened 
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3 
 Concentrating: --  
 
  
 I ain't a fain of the smell, but it's a foothold. That's something our people need. I'll be loath to let go of it later too, even if we have to get somewhere fancier if we mean to invite the Council round for tea. 

He turns to the estate agent.  Jaxon, is it? So if we outside the wall and the area is well developed, I take it this region is safe from the Ratlings? Is that right? 

After getting a response he files out with their company.  Speaking of tea, how about we meet the neighbours? Let's call in on that noble estate we saw earlier. Always good to make a connection whilst we're waiting to hear back from the council. 
J-H
The ratlings attack from the north, so the area south of the wall is generally safe.
Dr.Samurai
      
      Caerban Nog    
 Harengon Warrior 
 AC: 19 HP: 98/98 
 PPer: 16 PInv: 10 PIst: 20  
 Traits: Bestial Soul (Jump) 
 Conditions: --  
 
  
Once back outside with the others, Nog chimes in,   Eh... real estate's not really my thing. We need a place to stay... we found a place to say. I say we take the offer. Besides, we're right next to a healing house, of sorts. That'll come in handy if we wind up as mercs.  
Pyrophilios
      
       Abraxas     
 Reborn (Lizardman) Armorer 10 / Wizard 1 
 AC: 22 HP: 79/79 HD: 11/11  
 PPer: 16 PInv: 19 PIst: 16 
 35 ft, swim &amp; fly 35ft 
 Knowledge from a past life: 3/4 
 Flash of Genius: 4/5 
 Resistances: Poison  
 Conditions: Infiltrator Armor, Disguise Self (Hat of Disguise)    
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3  
 Current crafting project: Alchemist's Jar 8/20 hours completed   
 
  

Abraxas shrugged:
 "It's a reasonable price and we can use the alchemy support - if necessary, we can think about buying out the shop and taking over. "

And yes, an excellent idea - after closing the deal, we should visit our new neighbors. After that, we have to start getting to work currying favor with the mighty around here. We also have to tell the inn, that we move our lodgings and to forward our mail.
 
J-H
After discussing things, you return to the real estate agent with your decision to purchase the house.  It will take  (1d4+3)[ 4 ]  days to get the paperwork prepared so you can close the transaction.  You make an appointment to meet late in the morning on that date at the Dragon Bank in the Clear District.

Returning to your temporary lodging, you all get a good night's rest.
You will need to procure furniture, and will either need to handle your own cooking and cleaning, or will need to hire a servant.

 End of Tuesday, May 8 
Pyrophilios
      
       Abraxas     
 Reborn (Lizardman) Armorer 10 / Wizard 1 
 AC: 22 HP: 79/79 HD: 11/11  
 PPer: 16 PInv: 19 PIst: 16 
 35 ft, swim &amp; fly 35ft 
 Knowledge from a past life: 3/4 
 Flash of Genius: 4/5 
 Resistances: Poison  
 Conditions: Infiltrator Armor, Disguise Self (Hat of Disguise)    
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3  
 Current crafting project: Alchemist's Jar 12/20 hours completed   
 
  

Abraxas didn't exactly get up - he had worked a few hours in his improvised workshop with his all purpose tool and then just stood there for four hours, looking at nothing. When the first rays of the sun reached his room, he animated again and went down to meet the others for breakfast:
 "We made good progress yesterday. I think it's time to get to know the rest of the city - and look for a source of quality furniture - or failing that, the raw materials for us to build it. So yes, shopping is in order. And while we are at it, maybe we can help out some citizens and make some new friends. Friends will be very important in the days to come."
 
Waistcoatwill
      
      Chiron of the Flowing Mane    
 Centaur Ranger: Fey Wanderer 
 AC: 19 HP: 81/81 
 PPer: 22 PInv: 10 PIst: 21  
 45ft, Climb and swim 45ft 
 Conditions: Advantage vs Charmed/Frightened 
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3 
 Concentrating: --  
 
  

Chiron stretches each leg as he stands up fro. His makeshift bed. It was surprisingly comfortable. He'd have to try and make a similar arrangement on their new lodging. Some fragrant plants might also be in order. If they were lucky they'd engage a cook as good as the halflings downstairs as well.

He smiled warmly as he went down to join the others.  Good progress indeed. We can leave your cards at any noble estates we pass and keep an eye out for any groups that look on need of help. Impressing the nobles will help us get our people here, but if they'll need to warm welcome from the citizens to make this city feel like a new home. 
Dr.Samurai
      
      Caerban Nog    
 Harengon Warrior 
 AC: 19 HP: 98/98 
 PPer: 16 PInv: 10 PIst: 20  
 Traits: Bestial Soul (Jump) 
 Conditions: --  
 
  
When the others come down, Nog is already there engaging in a post-run stretch,   Don't let this new land dull your blades; we have to stay limber and ready... for, the socializing, I guess,   he finishes as the others mention making friends.

The rabbit-man sighs but nods in agreement,   Yes, furnishings, contacts, making nice will all be helpful. And boring. Let's get it out of the way then.  
Pyrophilios
      
       Abraxas     
 Reborn (Lizardman) Armorer 10 / Wizard 1 
 AC: 22 HP: 79/79 HD: 11/11  
 PPer: 16 PInv: 19 PIst: 16 
 35 ft, swim &amp; fly 35ft 
 Knowledge from a past life: 3/4 
 Flash of Genius: 4/5 
 Resistances: Poison  
 Conditions: Infiltrator Armor, Disguise Self (Hat of Disguise)    
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3  
 Current crafting project: Alchemist's Jar 12/20 hours completed   
 
  

Abraxas got up:
 "Alright, let's head out. We can start with a printer, so we can get some nice business cards for ourselves as ambassadors for our nation." 
Dr.Samurai
      
      Caerban Nog    
 Harengon Warrior 
 AC: 19 HP: 98/98 
 PPer: 16 PInv: 10 PIst: 20  
 Traits: Bestial Soul (Jump) 
 Conditions: --  
 
  
  A card huh,   Nog says,   I guess mine could say... Good with locks,   he pumps his fist in the air,   and cleaning out clocks!  
J-H
You're able to find a skilled calligrapher with a couple of apprentices to copy his work down in Old Baraja, and you'll have a set of calling cards by the end of the week for 6 gp.  If you're searching for ordinary household furniture, that'll take most of a day - or two days, if you're being particular about what woods, designs, engravings, etc. you each prefer.  Furnishing the house fully will cost 10% of its purchase price, so 44gp, including linens, dishes, and other incidentals.

If you'd like to also buy any sets of tools, use DMG pricing for those.

Are you going to do your own housekeeping, or hire a servant (servant 1.5gp/week, 1-2 days to interview/hire)?
Pyrophilios
      
       Abraxas     
 Reborn (Lizardman) Armorer 10 / Wizard 1 
 AC: 22 HP: 79/79 HD: 11/11  
 PPer: 16 PInv: 19 PIst: 16 
 35 ft, swim &amp; fly 35ft 
 Knowledge from a past life: 3/4 
 Flash of Genius: 4/5 
 Resistances: Poison  
 Conditions: Infiltrator Armor, Disguise Self (Hat of Disguise)    
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3  
 Current crafting project: Alchemist's Jar 12/20 hours completed   
 
  

Abraxas was quite content with what they had gotten for their new domicile and wasn't about to look for extravagance.

 "For the moment let's see if we can manage without a servant just yet. Between a few unseen servants and some constructs I can whip up if necessary, I think we are better served with conserving our coin and keeping our secrets from prying eyes." 
At that he looked meaningful at the sword carried by the minotaur.

 "My little project is coming along nicely, so fresh water won't be an issue for you. It's getting late - let's try getting to know the locals tomorrow - and after that we can spend a day renovating and furnishing our home - once the deal goes through." 
Waistcoatwill
      
      Chiron of the Flowing Mane    
 Centaur Ranger: Fey Wanderer 
 AC: 19 HP: 81/81 
 PPer: 22 PInv: 10 PIst: 21  
 45ft, Climb and swim 45ft 
 Conditions: Advantage vs Charmed/Frightened 
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3 
 Concentrating: --  
 
  

Chiron wrankled internally at the slow pace they are setting. Left alone he might have sought more direct  decisive interaction with the nobles of the city. But he was, after all, a hunter. He knew that the most dangerous weapon in his arsenal was patience. This was certainly a hunt, if of a different kind than he was used to, and Abraxas was more familiar with their quarry.

 That's fair enough, especially on the secrets part.I warn you though, noone ever puts me in charge of the cook fire during a hunt, not more than once anyway. I won't complain about any of yous being bad at keeping house if you don't complain about me. 

He grinned casually to underline the good humour behind his words, but he kept his eyes an ears open, scanning their surroundings continuously. It would be a long time before they had any business properly relaxing in this city.
Pyrophilios
      
       Abraxas     
 Reborn (Lizardman) Armorer 10 / Wizard 1 
 AC: 22 HP: 79/79 HD: 11/11  
 PPer: 16 PInv: 19 PIst: 16 
 35 ft, swim &amp; fly 35ft 
 Knowledge from a past life: 3/4 
 Flash of Genius: 4/5 
 Resistances: Poison  
 Conditions: Infiltrator Armor, Disguise Self (Hat of Disguise)    
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3  
 Current crafting project: Alchemist's Jar 12/20 hours completed   
 
  

Abraxas shrugged:

 "Cooking is just another application of alchemy - there are instructions and if you follow them you receive what you wanted. Besides, a diet of goodberries would leave you all in the best fighting shape and keep costs down for us. Plus it doesn't hurt to have a bit of healing in your pocket along the day." 

Abraxas sighed a little:

 "Though I have to admit, I'm longing for action. It's nice playing house and home for a bit, but in the end we are all seasoned warriors and we need to stay sharp. So while we roam the city, let's also keep an eye open for notice boards where locals can request help. Even clearing out a little rattling infestation might be a good start for building a reputation." 
Dr.Samurai
      
      Caerban Nog    
 Harengon Warrior 
 AC: 19 HP: 98/98 
 PPer: 16 PInv: 10 PIst: 20  
 Traits: Bestial Soul (Jump) 
 Conditions: --  
 
  
  Now  that  is a good idea. Notice boards, why I didn't I think of that. Yeah, we should check every board in town, see what problems need solving.  
Pyrophilios
      
       Abraxas     
 Reborn (Lizardman) Armorer 10 / Wizard 1 
 AC: 22 HP: 79/79 HD: 11/11  
 PPer: 16 PInv: 19 PIst: 16 
 35 ft, swim &amp; fly 35ft 
 Knowledge from a past life: 3/4 
 Flash of Genius: 4/5 
 Resistances: Poison  
 Conditions: Infiltrator Armor, Disguise Self (Hat of Disguise)    
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3  
 Current crafting project: Alchemist's Jar 12/20 hours completed   
 
  

Abraxas nodded:

 "Quite so, maybe there is even an adventurers guild - the city is large enough that it should have something like that. Let's had inwards to the core." 

Taking the role of the leader as there was no-one else interested, he proceeded to walk ahead in his disguise of a humble lizardfolk monk.
Dr.Samurai
      
      Caerban Nog    
 Harengon Warrior 
 AC: 19 HP: 98/98 
 PPer: 16 PInv: 10 PIst: 20  
 Traits: Bestial Soul (Jump) 
 Conditions: --  
 
  
  Right behind you 'Brax,   Nog says as he lopes after the lizardfolk,   We should probably try out their cuisine as well. It'll help us blend in.  
Pyrophilios
      
       Abraxas     
 Reborn (Lizardman) Armorer 10 / Wizard 1 
 AC: 22 HP: 79/79 HD: 11/11  
 PPer: 16 PInv: 19 PIst: 16 
 35 ft, swim &amp; fly 35ft 
 Knowledge from a past life: 3/4 
 Flash of Genius: 4/5 
 Resistances: Poison  
 Conditions: Infiltrator Armor, Disguise Self (Hat of Disguise)    
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3  
 Current crafting project: Alchemist's Jar 16/20 hours completed   
 
  

While they walked, Abraxas said:

 "My creation is nearly done, by the way. Tonight I'll add the finishing touches and we'll have a never ending supply of fresh water. Or poison. Or mayonnaise - should the need arise." 
J-H
Getting some basic directions, you make your way to the adventurer's guild.  You expect some sort of sturdy building with a training yard, meeting area, and amenities.  You find the remains of that.

The Adventurer's Guild is located in a two-story stone building in Old Escudo. It's a rather large building, and the multiple colors of stone used in its outer wall indicate that it was probably built by combining two or three pre-existing structures.  This is highlighted by multiple cracks and fissures in the wall where portions of the building have shifted inwards and others have collapsed outwards.

Several of the neighboring buildings also show signs of damage, and the very road itself is cracked and uneven.  A 10' wide crack runs straight across the road you're on.  Hastily-made wooden barricades block easy access, although planks have been laid down to form a narrow bridge.

Inside the circle, you see a several City Watch members, a dwarf wearing the garb of Moradin, and a number of others standing in a couple of small clumps.  You're too far away to hear what they are discussing.
Dr.Samurai
      
      Caerban Nog    
 Harengon Warrior 
 AC: 19 HP: 98/98 
 PPer: 16 PInv: 10 PIst: 20  
 Traits: Bestial Soul (Jump) 
 Conditions: --  
 
  
  That don't look natural,   Nog says.   We should introduce ourselves instead of standing here gawking like weirdos.   He walks closer to the groups, as far as the barricades will allow, and hails the dwarf,   Ho there! Need some help?  
Waistcoatwill
      
      Chiron of the Flowing Mane    
 Centaur Ranger: Fey Wanderer 
 AC: 19 HP: 81/81 
 PPer: 22 PInv: 10 PIst: 21  
 45ft, Climb and swim 45ft 
 Conditions: Advantage vs Charmed/Frightened 
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3 
 Concentrating: --  
 
  

Chiron lets out a low whistle at the scale of the destruction before him. He waits until the guards come close before joining in with Caerban.

 We came here today looking for a way to help folk in this city, maybe we're meant to help you instead? We've got some very experienced hunters and trackers, in case that's of any use? Looks like something bad went down. 
 
 Spoiler: Persuasion  
Persuasion  (1d20+12)[ 29 ] 
 
Pyrophilios
      
       Abraxas     
 Reborn (Lizardman) Armorer 10 / Wizard 1 
 AC: 22 HP: 79/79 HD: 11/11  
 PPer: 16 PInv: 19 PIst: 16 
 35 ft, swim &amp; fly 35ft 
 Knowledge from a past life: 3/4 
 Flash of Genius: 4/5 
 Resistances: Poison  
 Conditions: Infiltrator Armor, Disguise Self (Hat of Disguise)    
 Spells 1st 4/4 - 2nd 3/3 - 3rd 3/3  
 Current crafting project: Alchemist's Jar 16/20 hours completed   
 
  

Abraxas shrugged:

 "Looks like the aftermath of an earthquake - or an experiment gone wrong. Let's see what the guards have to say." 