"Good."
Follow Lee. Find our man.
You head upstairs, falchion in hand, and find yourself in something that reminds you of an office, though slightly reorganized. There's a painting on one of the walls, for one, featuring an unusual-looking old man. It seems to have been considerably vandalized, the eyes cut out, unflattering smears of charcoal painting suggestive shapes and highly profane words on the canvas.
The rest of the room is hardly better, with a desk nearby strewn with recently used sharp tools of unorthodox shapes, all stained with a great deal of dried blood, and also with a similarly bloodstained selection of feathers of various sizes and origins, and even with some other things you're not at all sure as to the purpose of. Then there's a somewhat modified wine press that appears to be serving as a vice, and a couple of hammers lying on the ground next to it. And there's a small coffee table on one side of the room, seemingly brought in from elsewhere, stacked with a variety of snacks and refreshments, all of them without a doubt less than a couple hours old.
Finally in the middle of the room there is a chair that likely used to be quite comfy before somebody covered it in broken glass. Tied to this chair is a dark-skinned, middle-aged man, his eyes a little delirious as he stops staring at Lee, who has evidently been studying him in turn, to look over at you. You notice that both his feet and one of his hands look... well, less than whole. Crushed, partly diced, salted and then ineptly dressed, it seems that his captors have wanted to drag this out for as long as possible, which they've likely succeeded in.
[Plots Within Plots: 3]
Aha, says he! He knew you'd arrive sooner or later, oh yes.
Well... that was about what I expected.
"Hey!" I shout, making my way toward the pile. "Are you still in there? Climb upward!"
I clear some more debris off the top.
[Brave Rescue: 3]
Well, whoever's down there seems to still be alive, you suspect as the pile shuffles in response to your activity. You start pulling off the remaining bits of debris.
[Inspirational Assistance: 4]
The three guards scratch their heads for a short while before getting over to help out as well, and soon the massive pile of assorted watery goods is completely gone, one last bit of canvas hiding the shape beneath. You do the honors of pulling it off.
At the bottom of the pile, stabbed and partially crushed, is a stoatman soldier, his eyes closed and body curled up in a manner you suspect very few regular humans to even be physically capable of. His relief at the fresh air entering his lungs soon gives way to horror as he slowly looks around and notices three rather obvious guards and what to untrained eyes would look like some kind of human wizard standing over him.
Oh crap, he says. Oh
crap. They, uh, didn't win, did they? No, one of the guards replies, grinning at the poor thing, no they did not.
"Hmm. I'll have to check on my blacksmith-finding progress before I go, since given how things have gone every time I exited the vicinity for more than two minutes I wouldn't be surprised if if I came back to a pile of rubble. One moment, I'll meet you back here."
Go ask that guy I threw into the tunnel if he found the blacksmith yet.
You do that, says the commander of the royal guard, and she'll go check on her wonderful liege in the meantime. So you go your separate ways for now, with your trip ending at the dark hole in the wall, which you proceed to shout down. Anybody down there, you ask.
[Voice In The Darkness: 3]
You think you hear that guy shout something back, or maybe scream. Kind of difficult to tell from this height and distance.
Execute the plan, I guess
You consider what you have been doing for this past half hour or so. Wasn't the most eventful time, you don't think.
[Sealed In: 2]
There was, of course, the problem of the alcove not opening quite as easily from the inside as your companion made it seem. You did spend quite a bit of time kicking, knocking and even thrashing as you tried to get out. Fortunately, you did not have to resort to anything more drastic than that before she was back to let you out. Did take up a bit of time, though, but at least she apologized for the oversight quite profusely. It's not supposed to jam like that, she said. You let it go after a few more moments of lingering distress, and then turned your attention to something more important, namely
REVELATION
[Word: 1]
... which carried unusual problems of its own. Namely, you're pretty sure that the fabric of reality beneath this castle has been destabilized from all this continuous fuckery with the laws of physics. This, you're fairly sure, does not bode at all well for anybody who might want to stay here. Or, for that matter, anybody within ten to twenty miles from here.
"Flood insurance." Thomas coughed. "This is why you need flood insurance. You never know when the waters will rise. See, it hasn't even been raining, and yet there was a flood burst. All it has to do is rain upstream and your home is washed away. Or perhaps an ice dam burst. Anyway. Uh, yes. We can discuss flood insurance terms on the way.
Use the grappled rope to cross. Maybe let one of them go first and copy their technique. Save the sales pitch for the walk.
You head on back to the shore, where your grappled rope hangs over the restless river, the Worm-knight not really listening to your spiel after it becomes clear what you're even talking about. You decide to let the people wearing armor go first. Can't see anything going wrong with that.
[Securely Grappled: 6]
The Worm-knight, noticing the guard look her way in an anticipatory manner, shrugs and gets down to climbing across, making her way with relatively little effort. You decide to do what she does, and also manage to get along quite adequately. That just leaves your paranoid companion, who, you realize, was kind of holding the other end steady by hanging on to the rope. So what's left for him, really, is to improvise.
[Swinging Across: 1]
Which he does by attempting to walk across, at which point the river starts to wash him away immediately. The rope goes taut as he submerges and goes downriver, hanging on to the rope for dear life as the raging stream threatens to carry him into its endless depths.
Leif Erikson, Miner
- A Word: INEVITABLE
- Wounds: 3
- Sturdy Falchion
- Improvised Quarterstaff
- Body Count: 1
- All Broken Up: Expecting The Unexpected
- Damp and moldy fuel
- Reappropriated, Clean Skirt
- Inscribed Wooden Stylus
- Iron Spearhead
- 1.03 gp
- The Box: ?
- Tower of the Mind: Convenient Relocation
- Induced Lucidity: A Concert For The Gods
- Compatibility: Minding
- Tricks of the Mind: Cormick's Condescending Riddle
- Tricks of the Mind: Perceptual Rebuke
- Tricks of the Mind: Erikson's Inexplicable Grapefruit
- Tricks of the Mind: Speak With The Mob
- Tricks of the Mind: Headfirst Dive
- Tricks of the Mind: Lend Them Your Limbs
- Tricks of the Mind: Out of Sight, Out of Mind
- Tricks of the Mind: Erikson's Seeds of Discontent
- Party in the Courtyard: Celebration in Earnest
- Never In: Swallowed By The Pit
- Gods of the Underground: Did You Just What
- Labyrinths of Anglefork: Tunnel-Literate
- The Voracious Dark: Two Deals Made
- The Voracious Dark: The Promised Sixth
- Moth's Flight: The Second Try
- Troubles In Anglefork Town: More Lethal Than Anticipated
- The Secret Life of Stoats: Harnessing Potential
Eileen Minett, Vinyl Collector
- Wounds: 3
- Reclaimed Hooded Robe (worn, torn)
- Inauspicious Day: Terrifying Realization
- Giant White Mushroom
- A Word: SEA
- A Word: HUNGER
- A Word: CHAOS
- A Weapon: Explosive Cysts
- Origins: Witness to Dissolution
- Tower of the Mind: There's Something To Remember
- The New Queen: And Something To Forget
- The Queen's Guard: Bringer of Doom
- Touch of Flame: the Secrets of Flammability
- The Voracious Dark: Three Connections Given
- Stone's Glory: An Uncivil Disagreement
- Body Count: 1
- Never In: Change of Priority
- Labyrinths of Anglefork: Tunnel-Literate
- The Flip Side: Crippling Indecision
- The Impromptu Prophecy: ?
- Sweet Little Children: Fond Farewell
- The One They Fear: Largely Irrelevant
Jack Daniels, Karate Man
- Naked
- 14033 gp (in sack)
- The Queen's Guard: An Alignment of Interests
- Wounds: 1
- Powers of the Beyond: Gardener of Thoughts
- Dusty Wooden Speaking-Trumpet
- Crossbow Bolt (in throat)
- A Word: REND
- A Word: SILENCE
- A Weapon: Murder-Thought
- Traces of Mischief: A Bisected Left Kidney
- Traces of Mischief: Ruined Left Hand
- Uncoupled: Strength
- Wooden Door (held)
- The Majordomo: ?
- The Winding Path of Inspiration: Deep Into That Darkness Peering
- Tower of the Mind: Endless Well of Mystery
- Induced Lucidity: A Garden Well-Tended
- Elongated Affairs: Enemy of the New State
- Doomstones: ?
- A Place In History: Vastly Unreliable
- Anglefork Castle: the Great Serpent
- The Obsolete Class: Suggested Victims
- 2 rats, crushed
- 1 rat, strangled
- 1 rat, live
- Touch of Flame: the Second Degree
- Travels In The Fourth Dimension: Sunday ± 2 Days
- The Impromptu Prophecy: There's A Mountain Higher Than We Knew
- The Voracious Dark: A Source Provided
- The Voracious Dark: More Specific Requests
- The Good Doctor: A Recommendation
- Labyrinths of Anglefork: Suspended Above
- Body Count: 3
Thomas Minstep, Insurance Agent
- Excellently shaped grappling hook (42 meters of rope attached)
- Wounds: 3
- A Word: ABSENCE
- A Weapon: The Sword They Fear
- Traces of Mischief: Nausea's Depths
- A Bowl, Black and Knobby
- Anglefork Castle: From Another Time, Another Land
- Gross Incandescence: Partly Illuminated
- Tight Leather Pants (worn)
- Incredibly Tight Blue Dress (worn, mutilated, mildly provocative)
- Travels In The Fourth Dimension: Saturday, July 24th, 409 S.D.
- The Majordomo: Busy Morning
- The Good Doctor: House Call
- The Queen's Guard: A Noble Mission
- Make A Man Out Of You: A Crowning Achievement
- The New Queen: Awkward Savior
- Tower of the Mind: Advice Given
- The Obsolete Class: Let Them Be
- Cruelty-Free Foods: Treats Survived
- The One They Fear: A Satisfactory Contract
- A Place In History: Finding Glory
- Body Count: 2
Oscar Wilde, Chemistry Teacher
- A Word: REVELATION
- This Is The End: A Grim Prophecy
- 1 rat, skinless and smoked
- 6 gp
- Poor Misshapen Dice
- Lock of Hair (unidentified)
- Iron nail, unused
- An Inauspicious Key
- Burlap Foot Wrappings (worn)
- Burlap Hand Wrappings (worn)
- Moth-Eaten Hat (worn)
- Respectable Brown Skirt (worn)
- Old Brown Waistcoat (worn)
- Bright Yellow Tunic (worn)
- Blue Shards of a Probable Bottle
- Blue Glass Shiv
- A Wealth of Burlap Ribbons
- An Obsolete Class: Trustworthy Individual
- The Flip Side: Lovely Little Hideaway
- The Doom Guard: the Inquisition
- Tower of the Mind: An Interruption
- A Frightening Door: An Understanding
- The Voracious Dark: Backed Away
- The Winding Path of Inspiration: The Measure
- The One They Fear: Largely Irrelevant