"Sorry buddy, just bad luck on your part that you ran into me."
Enter the well point.
"I'll be quick here. This one source gets me two questions, right? Here they are: where is the blacksmith currently located? And is there a way to either repair my maimed hand or get another left hand without losing my murder-thought?"
The altar swells invisibly as you approach with your gift, one Frederick, an undistinguished man of low birth and few real accomplishments save for surviving a bout of fever and starvation, and stand there as the hungry dark treads upon your mind, winding itself around the idea of his being. It is a small and insignificant source, of very little interest on its own. But it will do, you sense. It will certainly do for now.
Welcome. It has been some time.
Your first answer: the blacksmith is presently out by the storehouse, having spotted a returning Mr. Wilde with Word-powered certainty. He comes bearing the crucial ingredients of a time-ender's measure (see: time-enders, tools of study, phenomenological containment), one that he is prepared to create with the help of Mr. Wilde's own ingredients, and provide to him in return for the insights given. Mr. Wilde, however, does not have the requisite amount of gold to give him, although this gold would be of no trouble for him to acquire in the old well.
Your second answer: yes, the repair of your hand would not disturb the functioning of your weaponry (see: substrate weaponization, template molding techniques, suggestibility through interpretation) regardless of how it is achieved. Methods of repairing your hand would include visiting an unqualified medical professional, a fulfillment from the well and other methods of template molding.
The well looks forward to your return, or the creation of a new access point further out. Connections are no longer required. Another source of no distinction may be brought before demand is fully satisfied for the time being.
Thank you. Come again.
Damn it, he's probably going to alert the soldiers in town. I have to convince him not to start more fighting.
I jump in the river after him. The current doesn't seem too dangerous.
[Surely There's No Danger: 1]
They say that calm waters run the deepest. You can now say that this applies to obviously swift mountain rivers as you dive in, hit the bottom and start tumbling along the rocks at the bottom, ones that the stoatman seems to have avoided unusually well. You accidentally inhale as you impact a particularly nasty piece of underlying rock that the muck has been cleanly swept away from, and it makes for as pleasant an experience as you'd expect.
[I Hear A Voice Calling: 5]
Rather wisely you make sure to stop trying to breathe, which leaves you with only the problem of tumbling quickly and uncontrollably through a highlands river. Though you do surmise you'll be running out of air sooner rather than later, as it were.
"I wonder what we count as. Definitely two accounts of murder, no wait, four. Smuggling... probably no. Thief yes. We stole you from stoats and I kinda stole Lee from them too, back at the siege camp. Let's go with murderers. So point us at one, would you? Once we get there I could try heal you. And when I say try, I also mean it. It could end with you dying fast, dying slow, me losing my limbs or you being only partially healed. Do you want to take the risk?"
One murderer's hideout, please! Afterwards, if the backpack is willing to take the risk and we make it, try some INEVITABLE healing because time heals all wounds.
Murder it is, then! These are somewhat more distant, your backpack explains, and more rarely used so as to not wear them out and render them obvious. The deluxe accommodations, as it were. It'll be something of a walk yet.
And he's most certainly not lying - heading straight away from town and the river, you eventually come upon a large and ancient tree, gnarled and mostly leafless except for one branch still barely clinging on to life. The tree of six thousand years, your backpack calls it. It pretends to be as old as the Kingdom that does the same. Clanfolk used to come here in the olden days, he says, back when hunters weren't as common. Incidents from back then still keep locals away, so visually impressive were the remains.
Anyway, he says, hideout's down beneath it. Need to dig a little to find the appropriate door. No deeper than a traitor's grave, last that he recalls, and it should be... there! Yes!
It takes a couple of minutes after setting him down to dig out enough of the dirt to reveal a small brass hatch in the ground. Was here before he came, your backpack mentions. Very nice workmanship, he has to say. Might have been a rogue alchemist. The place it leads to is certainly well-preserved enough. And there's the smell - heading down the small hatch you find a space the size of a middling apartment, rather dark and giving off an oddly medicinal aroma. You and Lee bump into a few tree roots before your backpack manages to guide you to a lamp that's much newer than the bunker itself.
The place is bare stone, somewhat dusty. Looks a lot like poured concrete, you think. Not pretty at all, but definitely durable. Reinforced, your backpack mentions proudly. He checked! The rest of the place looks like it has been emptied of anything even indicative of valuables, at least the original ones - there are three bedrolls, and what looks like an old fire pit underneath what looks like a very elaborate ventilation shaft no doubt meant to accommodate some kind of machine. Roots jut out from the ceiling in certain places, having a look of persistent mutilation about them only barely healed by time. A place once made with method and artistry, your backpack says wistfully, and abandoned with the same. Almost a shame to befoul such a cleanly vacated place.
Lee goes to all the bedrolls and starts checking them over meticulously. Your backpack looks on, as do you, somewhat unsure as to what she's doing. But since it does appear to be taking a while, you decide to broach the subject of potential healing.
[Adventurous Mindset: 4]
Well, says your backpack, you could say that both murderous sabotage and international trade are operations that require careful management of risks, and hey, he didn't figure he would survive captivity to begin with, so what does he really have to lose? Aside from his life, of course, but a life that's ended by sorcery is definitely a life well-lived. You decide you heartily agree, and tell him to hold still for a moment.
INEVITABLE
[Word: 5]
The bunker shakes with the power of the Word, echoing beyond what you'd expect of squarish concrete, traveling along deep ventilation shafts and stranger constructions still. Tapestries covered in geometries of alien beauty unfold upon the walls, bright white lamps of luminous gas come into being along the walls, the poured concrete covers itself with exquisitely patterned tiles. The smell of medicine evaporates, replaced with a metallic odor, the smell of smoke and the bubbling of many a beaker of colored glass upon rubberized black workbenches engraved in exquisite detail. Whirring fills your ears, and you notice a small fountain in front of you.
At the fountain stands a dark-skinned individual in an immaculate white tailored coat, the sleeves of which transition seamlessly into form-fitting gloves. His eyes are covered with what look like safety glasses, although these appear to come with a set of optional sliding lenses on the inside. His head is shaved, and you sense a great deal of surprise in his expression.
You know why you are here. You point at your backpack, and the man directs his attention at him as well. A countryman, you say. And perhaps a friend, yes? The fellow scoffs. This happens far too often with hired help. He steps over to a desk, maneuvering around a near-fatally confused Lee, retrieving a small syringe, then goes to what you could swear is a samovar, or at least looks like one, keeping some concoction at a constant temperature. He sticks a long bronze needle into a specific port on the side, attaching the syringe to it and drawing out a rather boringly transparent liquid, pausing midway to look at your backpack thoughtfully before drawing out a careful measure of it. Pulling the needle out, he steps over to your backpack, and sticks it into particular arteries at each limb, injecting a third into each.
A moment passes after the man draws out the needle after the final time, and then your backpack convulses violently, fingers reasserting themselves, bones righting their orientation with sickening cracks, small spurts of blood coming out of rapidly opening and closing wounds, the restructuring hands and feet maintaining an appearance of violent, ragged breathing. He screams rather loudly. The man takes a moment to nudge you to the side.
You, he says. When are you from? You don't really understand the question, you must say. He repeats it clearer - what's happening in Anglefork Town? You think for a second. You guess stoatmen took it over? Ah, he says. Interesting. Quite helpful. He then turns to your backpack, who still appears to be in quite a bad way as the reformation runs its course. It will take a while, the man says with an air of confidentiality. Don't pay the screaming any mind. It makes the process more effective, actually. He looks in his direction again, observing the man's tortured expression and nodding with approval.
Anyway, he has something for you to do in return for this. Wait here. The man makes his way swiftly to a chamber you do not recall noticing in this place before, and comes out with a small, featureless, quite incredibly locked brass box. Bury this in Elizabeth, he says, at the grave of Red Clouds Parting. Don't upend it. There you go, he says, pressing it into your hand. Don't forget. And hop to it.
He slaps you on the back, and the richly decorated lab melts away, detail pouring off the walls, the man stepping into a convenient shadow, desks retreating into walls, the smells and sounds washing over you in a wave of consuming imitation nostalgia, leaving the gray, dimly lit chambers you entered behind, unchanged from their original shape.
Lee stares at you wide-eyed, and you notice the box still in your hands, and your backpack still screaming and twitching as his appendages move toward complete reconstitution.
"Um... right. While traipsing around in disguises sounds fun, perhaps we should just look around first."
Scouty scout scout
[Scoutety Scout: 3]
Well, you note after roughly half an hour spent going a quarter of the way around the town from a safe distance, the place definitely doesn't look much more appealing from any other angle. Although you do notice what you're pretty sure is a winery off on the other side of town, and a somewhat large building that may or may not be the town hall. The guard says that both are diversions. What you need to find is the brothel. That's where all the good stuff happens, he says right before the Worm-knight smacks him upside the head with a resounding clank.
"A shame indeed. Good luck with that, anyway."
Grab a random weapon from the debris and head back inside to see what my companion's managed to obtain. Keep an eye on the ground for anything interesting-looking on the way.
[The Claw of Multitudinous Prizes: 2]
You're not sure where Ms. Minett found that ridiculous sword, but you definitely don't see its like around. There is a plank, though. Not one with a nail in it or anything (nails are, after all, pretty expensive in this day and age). You suppose it'll do, and head right back to the courtyard.
[The Quest Is Never-Ending: 6]
Your companion, it seems, is waiting by the front of the keep. She comes over to you as soon as she sees you. Before that, however, you notice the blacksmith walking your way much more urgently, a small bag in his hand. He gets to you first, and you notice your companion slow her pace as he begins to speak to you, cautious of interrupting.
He has found his part of the measure, the blacksmith says in an even tone. And you have the glass already. Did you find the gold he requested?
Leif Erikson, Miner
- A Word: INEVITABLE
- Enders' Friend: The Grave of Red Clouds Parting
- Small brass box
- Wounds: 3
- Sturdy Falchion
- Improvised Quarterstaff
- Body Count: 1
- All Broken Up: A Miracle of Alchemy
- 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: Preparations For The Return
- Troubles In Anglefork Town: More Lethal Than Anticipated
- The Secret Life of Stoats: Harnessing Potential
Eileen Minett, Vinyl Collector
- Wounds: 3
- The Doom Guard: Consorting With The Enemy
- Exotic serrated zweihander
- Reclaimed Hooded Robe (worn, torn)
- Inauspicious Day: Into The Deep Blue
- 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: Decreasing Demand
- 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)
- Troubles In Anglefork Town: Dire Happenings
- 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
- Inauspicious Day: Into The Deep Blue
- 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: Procurement and Provisions
- The Doom Guard: An Unfortunate Mishap
- 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