003. Black Mage's Guild

They rest well that night, holding onto the Black Mage's guild key.

The next morning, they head to the Black Raven’s Guild to inquire about the boy.  The gothic manse set beside a graveyard looks like an ominous site on such a warm spring day, but they enter the iron gates and approach the door.  The door, flanked by carved statues of demons heads, has a large iron knocker.  Toggaf, the magic user, reaches out to grab the iron kocker, but the door flies open on its own.  They cautiously enter the foyer of the house, but as soon as they do, they find their bodies pulled through the fabric of space.

 

They open their eyes, and find themselves sitting in a giant bird cage.  They are greeted by a kind but cold magic user, who warns them that Corvus the Black does not tolerate tresspassing.  A slender wizard with a slick of black hair and a sharp black beard enters with alarming slowness and precision.  He walks with purpose and never breaks eye contact with Corvus as he enters.  His furrowed brow does not deceive his annoyance as he asks, "who gave you that key?"

The party explain the previous night's adventure and how they found the key on a young wizard who was trying to murder a young dwarf boy.

Corvus the Black ponders this information. He weighs his words very careful, and explains, "As you can see, our guild is light on members.  Several months ago, we had a defection in a wizard named Turbo.  He left and took several apprentices with him.   My first impression was that you were working for Turbo, but I see you have been swept up accidentally into his schemes.  Turbo had cockamamie ideas about a prophecy and a 'divine cube.'  I am light on resources but you seem ready for the task.  Bring me turbo or proof of his death and I shall forgive your trespassing.  I know where he is, and can take you there."

The party agrees.

Corvus then teleports the party to a location a few miles from Ashvin, up into the Spider Hills.  There, they see an old keep.