So the masons were less cooperative than I expected. Maybe there are some other potential volunteers around here. I ask anyone I see standing around outside if they'd be interested potentially leaving the castle via carpentry.
There's a young woman with a haunted expression running away from one of the castle towers. You stop her for a moment by pretending to be concerned for her health, hoping to segue into telling her all about this miraculous escape route you've found.
[The Last Escape: 4]
She rambles on about some kind of voice and compelling thoughts of suicide and possibly a demon walking amid the stoats. You dare say she is an excellent candidate. Would she like to escape, you ask. She purses her lips. Escape
how? Why, the carpenter's got tunnels everywhere, didn't she know? She sort of knew, apparently. Is there one that leads out? Yes, you say! And all she needs to do is come with you to meet the carpenter's lovely assistant so that you can get all that sorted.
[Concern For Your Fellow Man: 6]
She goes still for a moment. Gears are turning. Thoughts are weighed. Very important decisions are made.
... no, she says. Not yet. She really needs to help Mr. Wilde first. He fell off the wall. She... thinks he's still alive. And out there. With that demon thing. Can you help?
"That depends on what you mean by 'here'. If you're referring to this dreamscape, it was revealed by a Word, although the mechanism remains unknown to me. Otherwise, the prevailing view is that I was created, by minders apparently, though I still have some doubts about that theory. But what about yourself - what are you doing here?"
Might as well turn back around and look at this thing, whilst trying to remain as calm as possible.
One was called, actually, and offered nearly fourteen tons of intriguing material. The request made was for one to cleanse the destiny of Benzerwald under the rule of the Speakers. A very productive arrangement. You feel many eyes upon you all at once as a pause sets in.
[Suspicious Origins: 1]
Hm. You seem vaguely affiliated with Benzerwald's destiny, one can't help but sense. Indecisively and remotely so. Much like oneself you command the power of Words. And your material seems vaguely familiar somehow. One hopes you will not mind being stored for a moment while one decides what to do with you.
[Encystment: 4 vs. 3]
The gray begins to close around you, the tear you opened spreading to engulf your sight entirely. Numbness starts to overtake your body.
Hmm, see if I can mind myself look alike Knight of One in this very avarage mind. Or whoever was that very authoratively guy I had a nice long chat with.
"I'm the one asking questions here, bro. Just focus on answering. So let's slow down and try again. What happened in Anglefork Town after your arrival? What was done to the humans who lived here?"
Encourage obedience.
[Freedom From Shapes: 3]
It takes a little more focus and clarity of mind than you currently possess to make you a spitting image, but you do get shorter limbs and a menacingly mismatched look to your clothing, which seems to fail to set the poor stoat's mind at any form of ease. You're starting to look like a soldier. A shapeshifting soldier. This is about as troubling a development as the common mind can easily imagine.
[Forceful Questioning: 5]
But you do get an important nugget of information - his arrival, to be exact, which generates massive confusion. His arrival? What? He was born here! Twenty six years ago, for the record. He's supposed to be here. Has been for all his life. Before he can elaborate more, you interrupt him with the next question - where've the humans gone? He glances about. More images of windows manifest in the half-formed wasteland of imagination. They're inside, he says. There's a curfew in place. That's, uh, what the notice board said, right? 'No humans allowed out of doors without supervision until the siege is over, to be enforced under pain of death'.
Feeling the darkness approach uncomfortably, you offer the stoat a reassuring smile of a great many teeth. That is correct! The stoat looks mildly relieved. Is this... some kind of citizen involvement test? You imply so, eliciting a slight amount of relief before he starts to get nervous once again, a shadow of another, slightly slack-jawed stoat girl (a distinction you understand intuitively rather than from any sort of visual cue, as these stoatmen seem to possess no characteristics to assist in making the distinction) manifesting behind him.
((Sorry; busy weekend, what with moving))
"Ah, uh, perhaps we should check that out? It's what us guards do, ha ha!"
Go check it out.
The guardwoman looks at you, interrupted from what is seemingly a very interesting report about what's going on atop the walls. She thinks a moment, staring at you levelly. How about, and hear her out on this, how about
you go check it out? Return right after and report what you've seen. No better way to initiate yourself into a guardsman's ways, she says genially.
"...hmm. Gods of this shrine! Or singular god perhaps. This moment seems to be a rare instance of perfection in this imperfect world. Would you grant me a sliver of it, that I may pass on to someone else? Just a moment is all I require."
Is this how you ask gods for things? Imma do it anyway.
The Worm-knight looks vaguely offended as you wildly misunderstand the purpose of this shrine, and is about to offer objection before both your eyes are drawn to something. The altar, in fact. You peer at it for a moment, as does she, unable to quite put your finger on what's happened to it. It seems much the same as before, disorderly and defiled, and yet clearly divorced from its native state in some non-obvious fashion, its silhouette casting an incongruous sense of depth upon your mind as you keep looking at it.
[The Language of Ritual: 3]
You think it's safe to assume that it hungers. Empty and profane altars always do. You inconspicuously glance at the Worm-knight. She attempts to inconspicuously glance at you. Both of you thus notice each other likely having a similar thought.
Leif Erikson, Miner
- A Word: INEVITABLE
- Clanlands Tonic (1 vial)
- Body Count: 1
- Wounds: 3
- 4 large red berries
- Damp and moldy fuel
- The Queen's Guard: A Roaring Good Time
- Reappropriated, Clean Skirt
- Inscribed Wooden Stylus
- Iron Spearhead
- 1.03 gp
- Anglefork Castle: A Free Man
- The Box: ?
- Tower of the Mind: Convenient Relocation
- Induced Inebriation: Comfortably Drunk
- Induced Lucidity: A Concert For The Gods
- Elongated Affairs: Cheerio!
- 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
- 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: A Stop In The Danger Zone
- Troubles In Anglefork Town: Nothing To See Here
- The Secret Life of Stoats: The Citizens' Test
Eileen Minett, Vinyl Collector
- Wounds: 2
- Traces of Mischief: A Bubbling Scar
- Reclaimed Hooded Robe (worn, torn)
- Giant White Mushroom
- A Word: SEA
- A Word: HUNGER
- A Word: CHAOS
- A Weapon: Explosive Cysts
- Rat Pantheon: Disliked
- 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
- The Voracious Dark: A Special Offer, Limited Time Only
- Stone's Glory: An Uncivil Disagreement
- Body Count: 1
- Never In: the Obvious Candidates
- Labyrinths of Anglefork: Tunnel-Literate
- The Flip Side: A Commitment
- The Impromptu Prophecy: ?
- Sweet Little Children: Fond Farewell
Jack Daniels, Karate Man
- Naked
- Temples of the True Gods: an Implicit Request
- 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: the Armor of God
- The Winding Path of Inspiration: A Master's In Chemistry
- The Winding Path of Inspiration: A Sliver of Perfection!
- The Winding Path of Inspiration: The Beauty of the Material
- 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: The Perfect Moment
- 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: Three Connections Given
- The Good Doctor: A Recommendation
- Labyrinths of Anglefork: Suspended Above
- Body Count: 3
- Wounds: 2
Thomas Minstep, Insurance Agent
- A Word: ABSENCE
- 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, wet)
- 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: Space Among The Ranks
- Make A Man Out Of You: a Test of Worth and Skill
- The New Queen: Strategic Meeting
- Tower of the Mind: Advice Given
- The Obsolete Class: Let Them Be
- Cruelty-Free Foods: Treats Survived
- Body Count: 2
Oscar Wilde, Chemistry Teacher
- A Word: REVELATION
- Restraint: 1
- Wounds: 2
- 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: A Strange Day In The Making
- 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: Shelve Until Later
Instead of fighting one may restrain the other party, the difference between the combat rolls equaling the Restraint value. This Restraint value can be kept for as many turns as needed without additional rolls if desired.
The one held can roll to try and escape, and if they beat the holder's roll by at least the Restraint value, they can escape.
The one holding can roll to improve their hold against the one held, though if they fail by at least the restraint value, the one held escapes.
Notably, even if the Restraint value is 0 (both parties roll equally initially, for instance), the target is still restrained, except they escape if they once again roll equally.