Thomas yawned a bit. "What's that over there?" he said, gesturing in the appropriate direction. That done, he settles back down for just five more minutes. Or so.
Indicate, then nap more. Ignore protests.
[Looking Sharp: 1]
You sort of point at the other side of the river, where the shadows lurk motionlessly behind the guards, asking what's over there. Guards, replies the guard as he lifts the stout fellow up to the tree branch. And also uncountable monsters of the night. He looks around for a moment. Best not linger. Well, you suppose, that's that pointed out. You stretch a little, your range of motion seemingly permitting as much now, yawning as you close your eyes.
[Taking Care Of Business: 1]
You awaken as there is a sudden scrambling and panic. You smack your lips sleepily as you take a more refreshed look around.
[Desperate Fishing Techniques: 6]
You notice the guard, now fully disrobed, dive into the river heedless of the obvious danger, smacking right into a similarly disrobed and weakly struggling stout fellow as he is carried downstream. From inertia alone the two of them start to float toward the other side as the Worm-knight stomps around the shore, looking deeply concerned as she shouts for the guard to get the fellow out as soon as possible.
Huh. And those shadows seem to be gone from the other side. How odd.
Daniels raises an eyebrow, obviously unconcerned by the guards.
"Oh, it's not? Okay, let me know when it is. Or send somebody to find me, I'll stay mostly within the castle walls.
And to answer your question about clothes, if you have any I'll take them, but otherwise I've stopped bothering. I tried looking for them at one point, but I was in a hurry, couldn't find any."
His gaze slides over to the queen.
"So you're the queen then? Good luck raising your country out of the indeterminable shitmire it's apparently sunk into for some reason. Now then, good day to you all, I'm off to find the blacksmith."
Stroll out of the keep, idly considering venting my growing frustrations on the majordomo. Refrain from this for now, however, and see if the blacksmith is anywhere to be seen, or still in his hut.
Bring the man some clothes, the commander instructs the guards. A few scramble out to comply with the order. And the signal to gather for the raid will be when the castle forces gather in the courtyard. She assures you this will be hard to miss.
You turn to the queen, and give her your best wishes. Er, she says. Interestingly put... thank you? You nod and head off on your business, leaving the ladies and single gentleman to whatever nonsense they were talking about.
[Scavenging In Force: 4]
A thin, smiling guardswoman slinks out of a particular room, presenting to you a red, comfy-looking vest made of velvet. A woman you are fairly sure is her sister slides out right after, offering a matching set of breeches with a gold trim. A third guard, quite serious-looking, comes out of a different room with a pair of what you think are riding boots. You collect all these under your arm and continue heading out, at which point the guards hovering around near you disperse.
Fortunately for you, the blacksmith is quite easily found by going outside and looking around, which reveals him standing near Mr. Wilde and his girl friend, apparently discussing something as Mr. Wilde cradles an object draped in black cloth. You stroll up, and consider whether it would be poor form to dress while engaging in a conversation. The girl reacts to your presence by stepping behind Mr. Wilde, and the blacksmith raises an eyebrow as the conversation reaches a sudden lull with your appearance.
Hmm, I suspect it won't be good if wielder is affected by the heat too much. Try to limit how much the illusion affects word's wielder. Especially the heat part.
Then, if the sword is still something I can hold in my hands, sneak around taking stock of the room. See if I can find those almost invisible lines indicating sealed door frames.
An illusion is in the eye of the beholder. You need to actually focus on somebody in particular to make illusions work as-is. It's elementary to turn your sword's heat off, of course, but then it doesn't glow or look terribly fiery. Not to you, anyway, and there isn't really anyone else about that you can affect to check. How confusing.
[Detect Secret Doors: 6]
You hold off on the burning for now and check the walls in the spots where you recall some seams being, and yes, they are still there as you approach and give the potential door a thorough feeling up. Subtle, but you're fairly sure you're dealing with a secret door here. The trick to opening it, you realize soon enough, is applying enough physical force. Just how much is up for debate, but some pushing, punching and quite a lot of swearing later you're pretty sure that about a jackhammer's worth would do it. You begin to consider where you might find a convenient jackhammer to unlock the passage when you notice Lee staring at you from her bedroll with an unmoving reptilian stare, the sudden glow of your illusion kicking into gear producing only the slightest of blinks.
Well... I haven't eaten since I got here. Do I even need to eat as a weird magical rat-construct? Also... honey-glazed steak? I assess my bodily urges, specifically whether I feel hungry. Either way, I eat a couple of the cheese balls and try a bit of the steak and sweet potatoes. I wash it down with more whiskey.
As I eat I make a little small talk. "So what's the other road you mentioned between here and King's Bridge?"
You don't feel too hungry, truth be told, but you do feel like eating with all this food about. Only polite, after all. The cheese balls remind you of mozzarella, though they seem to be spiced with a bunch of things, notably caraway. Steak's a bit on the well-done side, and the sweet potatoes are executed more competently than you expected. And, of course, the whisky is still whisky, and there's plenty of that to be had. You have a sip or two of that, and you find it strong enough to cleanse your palate adequately.
The stoatman has some more whisky himself as you ask him the question. Other road, he says. Huh. Other road. There's another road between here and King's Bridge? Is it shorter? You tell him he mentioned this other road, and he replies that he was probably drunk when he said that, and laughs for a good five seconds, going from a dazed giggle to a mixture of a snicker and a hiccup.
Yeah, he eventually says. Speaking of! What's a lovely girl like you doing out on the ride this... late at night? Early in the morning? Both? Bugger if he knows anymore.
"An interesting offer. At the moment I must say 'probably', although there are a few things I should do before I leave. Not least work out where I'm going, preferably.
What's your name, by the way? I've suddenly realised that I haven't asked."
He has been trying to think of a better name for himself as of late, the blacksmith confides. His name's actually Nately, Deirdre mentions in an offhand tone. The blacksmith frowns. Technically correct, he admits. But not a name he enjoys. Unimportant! As for a direction, may he suggest north? There are many secrets where the world angles rightly into an incongruous corner, and unknown scholars work to end time itself. The distant west as well - the Land of El is the birthplace of alchemy, and the home of wonders uncountable. South lie the holdings of the New and Glorious State of the stoatfolk, all as one eager to cleanse their destinies, and far to the east are the northwest borders of the Kingdom of the Dead, where all things eternal lie. Or closer still there is-
The blacksmith stops, looking over with a raised eyebrow at the sudden appearance of one Mr. Daniels, who seems to have come bearing, though not wearing clothes. Deirdre takes a step to put you between him and herself, looking slightly concerned. You silently wonder as a gentle scraping is heard from the chapel wall if it actually requires any effort for Mr. Daniels to appear frankly menacing or if it's a natural talent he's discovered.
Leif Erikson, Miner
- A Word: INEVITABLE
- A Word: APOCALYPSE
- Mead of Poetry (7 shining revelations remaining)
- Enders' Friend: The Grave of Red Clouds Parting
- Small brass box
- Sturdy Falchion (red hot, handle with care)
- 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: the Aftermath, or the New Beginning
- 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
- Tricks of the Mind: Glowing Looks
- 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: 1
- In Living Memory: Drinking Buddy
- In Vino Veritas: Several Measures of Whisky
- The Doom Guard: Consorting With The Enemy
- Exotic serrated zweihander
- Reclaimed Hooded Robe (worn, torn)
- Inauspicious Day: Off Into The Horizon
- Giant White Mushroom
- A Word: SEA
- A Word: HUNGER
- A Word: CHAOS
- A Weapon: Explosive Cysts
- The Voracious Dark: Three Connections Given
- Tower of the Mind: There's Something To Remember
- The New Queen: And Something To Forget
- Body Count: 1
- The Impromptu Prophecy: ?
- Sweet Little Children: Fond Farewell
Jack Daniels, Karate Man
- Naked
- Red and gold vest and breeches combo
- Leather boots
- 14033 gp (in sack)
- The Queen's Guard: Unusual Troublemaker
- Wounds: 2
- 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 Winding Path of Inspiration: A Different Tack
- Tower of the Mind: Endless Well of Mystery
- Induced Lucidity: A Garden Well-Tended
- Elongated Affairs: Enemy of the New State
- 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
- Doomstones: So High Up But Such A Bitter View
- The Majordomo: A Great Divide Between Us Now
- 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: Bearer of the Sword
- Wounds: 2
- 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: Can't Take Your Eyes Off Them For One Damn Second
- 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: Mystifying Adventures
- Body Count: 2
Oscar Wilde, Chemistry Teacher
- A Word: REVELATION
- Time-ender's measure (wrapped)
- 10 m of rope
- Half a candle
- 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)
- A Wealth of Burlap Ribbons
- An Obsolete Class: Trustworthy Individual
- The Flip Side: the Denouement
- The Doom Guard: The Inquisition Moves On
- Tower of the Mind: An Interruption
- A Frightening Door: An Understanding
- The Voracious Dark: Backed Away
- The Winding Path of Inspiration: Future Hopes