Monday, August 9, 2010

1st Day of Eddies, Workshop, Bridgeways (Day 300, TC Calendar)




“Welcome, Clovis, Son of Bruce, Son of Lorne. I apologize for my informality; this time away from the Citadel has left me coarse. I am Marchus Bronzeye, Son of Urt, Son of Bernie, Chief Engineer of Bridgeways. My workshop welcomes new men of skill such as yourself and your dear friends.” His demeanor is exceptionally welcoming, particularly given his rank. “I am most impressed with the wares you have to offer; I fear that I may offend by offering my meager belongings to you. Please, forgive me again if I do. Oh, and might I add, a most dashing eyepatch, sir. If I ever happen to be maimed in such a way, I would hope that I would have the good fashion sense to acquire such an item.

“As men of the Skies, I imagine you have need of means for protection; I happen to have some minor trinkets, fresh from the Factory.” He walks with you to a table near the back of the workshop, gestures to the engineer standing behind it, who then nods and brings you a wooden crate, and an oiled cloth bundle. With great delicacy, Bronzeye unwraps the oiled bundle to reveal a single long musket barrel, perfectly forged and smooth as silk, except for the simple design of a single cog etched into the side. “I fear it is the last one I have; but as you can see, the design is somewhat different.” He holds it so you can examine the spiraling grooves in the bore; a true dwarven rifled barrel. “also, check the weight. You’ll notice its actually a tad lighter than most, even with the wider bore. The alloy they use for these is quite exceptional.” He allows Tooly to examine the barrel carefully while he moves on to the crate. Tooly’s knowledge as a smith indicates that this barrel would be easy enough to incorporate into his design, and its unique features might improve it somewhat. Additionally, the light weight might make it more likely he can design a weapon to Blendin’s size more easily.

“Now, the next item, you’ll see, is also quite handy. They are hollow and can be filled with powder, you see,” He opens the wooden crate, filled with leaf matter, and 6 checked metal orbs about the size of a fist. A single bore has been made in each one, and an oiled fiber extends beyond – dwarven grenadoes it’s a word. Look it up.. “Now, a strong man can throw these some distance, I imagine, if there was need for such.

“Of course, most people are interested in things like cogs, so I imagine you’ll take those? I also have a consignment of small javelins with silver metal tips, 12 in total, that I hear are popular among the drakin for hunting in their tunnels for food. If you mean to travel that way, you could make a healthy profit. And you probably have seen the Steampriest halberdiers – I have 5 of the halberds already forged and ready for sale.” Tooly discusses parts and use of the a forge for his modifications. “I see. Well, I fear our brothers the steampriests key access to the altars, as they are involved in the consecrations. However, I have a personal altar at my home, not far from here. I imagine we could work out an arrangement.” Bronzeye excuses himself while you look over the wares and he consults his apprentices, looking at a series of lists and checking off inventory; presumably to determine a ‘fair’ trade value for your goods.

During this time, Tooly spots (lucky on that roll series) the parts he believes he’ll need to manufacture a new musket for blendin. He even sees a cheaper, heavier, standard barrel if need be.

“Excuse me gentlemen, I am ready to make my offer. For your cannon, swords, armor, the sconce, and the 3 metal bands, I can offer you 3350 cogs. I will be upfront though, I really need the metal more than the rest of it. I’m willing to just buy your metal bands, swords, and armor for reforging by my engineers at a fair price of 1500 cogs. Now, that might sound low, but I offer some deep discounts on wares in my store. For instance, I’ll let you have the rifled barrel and 4 of the grenadoes for your metal items along, and I’ll throw in 3 days at my forge for free, then 20 cogs a day to rent it. Normally I’d charge a dwarf in your position 50 a day, so that’s a special deal if we can do business. As to my other goods I’d say normal market prices on the javelin, 100 a piece, minimum 6 pieces, and the halberds at 600 each is appropriate, and 400 for the parts you seem interested in for the wildings’ gun. If you decide you want just the rifled barrel, or just the grenadoes, I’d say 900 and 175 each aught to be a fine exchange rate.

“As far as this ‘chained stone’ goes, yeah, I heard about it from some steampriests who stopped by for tools a few days back. I haven’t seen it myself, but most imagine its sitting pretty in the Anvil. I am more applications oriented and rumor has it, its only application is driving a man mad.” This is the first inkling you’ve had that he might be capable of becoming disgruntled. He shoots you a shaky smile as if to dispel this concern, “But I’m but a link in the Artificer’s chain. My dear brother, Arch Steampriest Gemhammer has no need to ask me permission, and I am sure he knows best.

ooc: island distances and thicknesses are dependent on where the stone happens to be – the workshop is its own island, as is the anvil. Even if its in the Anvil, who knows where they’re keeping the stone. You’d say the Anvil is roughly the size of a large gothic cathedral. Once you figure out where it is in the building (again, assuming its in there), I’ll be sure to give details on how far it is to the door.

57 comments:

  1. ooc: Unless the price can be lowered by my bartering friends, Blendin will gladly pay the $1300 for the rifle parts.

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  2. ooc: the negotiations on the price are pretty established in this case - I've already given everyone a crack, so I guess if bennies want to be spent to try to reroll that's cool. someone got him within 'just fail not fail with raise' range already, so your pricing sucks, buts its not as bad as it could be. (I think it was Tooly, hilariously),' which considering he had a 17 before (favorable for him) mods, was quite a feat. Tough break on it, I'm afraid.

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  3. The price for the metal stuff isn't great for this neck of the Skies, but it's not bad, either. The next few places we're going won't have much better prices. Since the rock's at the Anvil, it's not as important to get a workshop here, but it wouldn't hurt to be on Bronzeye's good side, especially if he doesn't like the idea of the chained stone. I'd say we trade the metal stuff for Blendin's gun parts and 200 cogs, let Blendin pay the ship his cash, and try to sell the cannon to a TC or other ship captain. The javelins might also be worth getting, since they'll be useful for arming crewmembers even if we can't get a profit from them on Dragonspine.

    Also, Xisco can look for someone to trade the pottery and contents to. Tooly will be working on the gun, and other things, with occasional help/fittings from Blendin, so Taz and Gardner can shop for cannon buyers and Gardner can maybe try to find someone who can get us a bulk discount on windsilk.

    As for the rock, we'll need a new plan. Convincing them to get rid of it is still the best, but I don't hold a lot of hope for that. I say Gardner and Tooly go try, though, preferably with Xisco along to help scope the place. Blendin should not come, as he may have to sneak in to steal it if things go poorly.

    Thoughts?

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  4. Shouldn't Blendin be there in order to get a good idea of the layout and guards?

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  5. I was thinking that the rest of us could give him a good description. He could go scout it out later, but if he has to infiltrate the place, it's best if he's not associated with the people who tried to convince the steampriests to throw away the rock. Maybe he could pose as a courier to deliver a message later if he needs to get inside, or something.

    @ BR: I'll play your game, you rogue. But bear in mind, I might want a diagram of the whole island and Anvil exterior as some point, regardless of where it is, in case I decide to try to propel the rock off the island with an explosion, or something.

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  6. ooc: So, what's the plan(s) then, gentlemen? Are we selling the metal goods only? How about where to next?

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  7. ooc: fine, I can map any individual island for you, I imagine, including building interiors and whatnot. I'll stay away from battlegrids I think, just a sorta-scale map. Mapping the whole chain (in 3-D mind you) might be a bit of a chore, but hey, you get me to map enough islands and perhaps it'll build itself.

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  8. I agree with just selling the metal. I think we can do better on the cannons. So either way with the rifle parts, we take them in trade with 200 and Blendin reimburses the ship or Blendin buys them as part of a seperate deal. I want to keep the ship's cash liquid right now until we've sold everything, resupplied, and filled up with new cargo. Then we can divide up.

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  9. Ha, I don't think I'll need a map of anywhere but the Anvil, unless the rock is elsewhere. I may not even need that, it all depends, of course.

    Looks like we're selling the metal, and it doesn't really matter who pays whom.

    If we hit up the steampriests today, it'll show urgency for our concern about the dangers of the rock, so that might be a good idea.

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  10. Bronzeye gives you an Trade Council invoice, which you review and sign accordingly to trade the metal for the gun parts and cogs. He hands you a small bag containing the 200 cogs as an upfront payment, and sends a few of his apprentices to collect the goods in question from your ship. They will also deliver the gun parts there, after verifying your cargo is as you say and completing the transaction with Taz.

    "Thank you very much, gentlemen. These metal goods will go far to support our causes here once they are reforged. If you need anything else, be sure to let us know. Until then," He nods farewell.

    blendin, I've moved your 1300 to ship stores.

    Where to?

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  11. oh, and did we decide to hire Taz's dwarf hunter crewman, or is he looking for a ride with someone else?

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  12. My understanding is that he will work for passage and food and the only cash he wants is 50% of his kills. That seems like a win win to me. I vote to hire him.

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  13. I agree, hire him. If he's okay with us not having a harpoon gun.

    Also, were we gonna get the ship strengthened like Taz recommended for the wings?

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  14. After the trade, Tooly turns to Gardner. "Well, to the Anvil?"

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  15. have a going away party tonight, and working on an anvil map. Update after that.

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  16. I’ll improve the map later – just didn’t want to leave you hanging.

    Gardner’s shows the crew how to safely cross the narrow exposed bridge to the Anvil. The exterior of the island looks like most others: a barren rock, shaped by the winds into a vague rendition of its namesake. On most islands, the bridges join only to the surface, but here the bridges attach at its waist, with a shallow fieldstone walkway rimming the island. Rows of slit windows, above and below the entry level, are clappered with bronze covers to deflect the incoming glow. There is only one open entrance although you see a few other doors. The thin doors are sheets of hammered silver, with haphazard strokes diffusing the Void instead of reflecting it at those approaching. Smoke and steam hiss from vents covering the top of the island.

    The first chamber is cramped with petitioners and pilgrims. The former are evident by their loud but polite demands for an audience. They stand inside a cordon, and you get the impression they are not allowed further within the temple without an escort. The pilgrims are even more obvious, as most carry a small hammer and gong to ring their prayers. Tooly is aware of the practice, but it was never much a part of his clan’s worship back on Mount Ore. There is a steampriest in his vestments selling the hammer and chimes to those interested in having one.

    The chamber is circled by pillars made of lead and copper, smokestacks and steampipes from below that hiss and whistle as you walk past toward the main chamber. You faintly hear the sound of hammers or other rhythmic clanging from beneath your feet. This main chamber is twice as tall, yet almost identical in style: clean-hewn stone and a ring of pillar-like pipes. Here there are priests in large numbers, most selling one trinket or another, or singing dwarven hymns, or otherwise interacting with the many pilgrims while ignoring the petitioners. There are an unusually high number of humans among the priests here as well all wearing a small directional oil lamp on their heads too provide what little light they can. The room is otherwise dark for all but Tooly, who’s eyes adjust to take in the sites. In the center of the room is a raised altar, about 8 feet talk, with no visible steps or ladders to mount it. Even so, 3 priests tend a swirling mechanical structure: the famed map of bridgeways, spinning slowly for all those below to see. On the ceiling is a massive slowly rotating fan; it’s blades are burnished bronze, and it appears to have been salvaged from a massive steam-powered vessel. You overhear a priest telling a tale of it, stating it was the first ironclad’s drive motor, but are unsure if you believe this story or if it is to impress the visitors.

    Gemhammer can be seen in the final room of the temple’s public chambers, seated on an iron throne of cogs. He is flanked on either side by steampriests, many of whom are visibly armed but all wearing aprons made of exotic materials and laden with tools that appear more for show than use in forge. Gemhammer does not appear to be overly happy with the petitioner who is kneeling before him. The petitioner slides forward a small bag, which is retrieved by one of Gemhammer’s cohorts. He empties its contents into a lockbox behind the throne; you cannot make out the amount, but hear the telltale clink of cogs. Gemhammer brightens considerably at the sound, and based on the petitioner’s face as he rises, his ‘indulgence’ was sufficient.

    A minor priest, evident by his short-cropped beard and simple leather apron with only the most basic tools, greets you in very passable common, “Walk always on Artificer’s blood with his blessing. If you mean to make a petition, I suggest you join the queue in the Greeting Gear. If you are pilgrims, however, would you care to purchase a drop of the Artificer’s blood? Only 5 cogs.” He holds aloft smooth stones on thin strands of leather; the stones have a sheen not unlike the bridges.

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  17. As Blendin was told not to join the group on Anvil, he will be scoping out the location mentioned in his letter. He will be searching for the best place to hide in order to see the location and his visitor without being seen himself.

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  18. Blendin bids his companions farewell, and begins trekking toward the courier guildhall. The 'streets' are mostly empty, but he gets directions from some locals from time to time by knocking on doors or stepping inside shops. They are more than happy to provide him with a long series of islands, turns, and bridges. As a result, he stops every now and then to get directions. As he is leaving one of these stops, he is approached by a thin man on the road, wearing a white feather pinned to his cloak and a cog dangling on his necklace. He looks bedraggled, unclean even by normal standards. "You there, wildling. I fear I am lost, friend. I came here aboard the Delight of Plenty a rainship, but the captain took my belongings in route, leaving me only with my cloak. I'm without coin for lodging or a meal, and am still many bridges from the temples of the Lady. Tell me, good wildling, can you spare coin or food? I do not believe I will last long enough to get there on my own without rest and nourishment."

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  19. Gardner clears his throat and speaks. "We have come to see not the works of the Artificer, though they are mighty and we give thanks for them daily, but rather an unknown work of the gods that we have learned is here at the temple. A black stone. We know something of stones like these and wish to offer our services in identifying it."
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    persuasion 7

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  20. The junior steampriest looks surprised, and nods vigorously (hit him with a raise). "Sirs, I believe I know the artifact of which you speak. I of course am too lowly to be allowed to see it yet, but I overheard my master speaking with the other senior priests about a powerful black stone. I shall fetch him for you, he will be most interested in your assistance I am sure!"

    The priest leaves without waiting for a response, exiting through a small door along the lefthand side of the entrance to this chamber. He returns a few moments later with not one but three priests. "Gentlemen, I bid you welcome to the Artificer's Anvil. I am Technician Piotr Drum, fourth son of Beltor the Mighty. My apprentice has said you know of our new artifact, and may be of some service to us deciphering its mechanism. Please, will you join me?" He clasps hands with each of you in turn, smiling broadly showing a number of gold teeth. His apron is that of a ceremonial steampriest, but the old burn scars on his hands suggest he may have trained as an engineer at the forge an anvil, as do his thick arms even by dwarven standards. Tooly has heard of Beltor the Mighty Drum. It is said he held open a collapsing mineshaft on Mount Ore with his back and arms, allowing a dozen men to escape with their payload of precious iron and survived to tell the tale. The Technician gestures toward the side chamber, and his associates part to allow you to pass towards the room.

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  21. "I am deeply sorry to hear of your woes," Blendin apologized. "If you will follow me, I will ensure you obtain food and good night's rest." Blendin will take a moment to ask for directions to a nice and reputable sandcastle (ooc: that is what I am looking for right?). He will then guide the man and purchase him a meal, a washing, and a night's stay.

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  22. I think the sandcastles are more like spas than inns. You probably just want an inn.

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    Tooly nods sagely at the suggestion that they know these rocks, and follows along. He's a bit perturbed at the petty commercialism of the Anvil. Dwarves are fine with making a profit on anything, but he'd have expected the salesmen to be a bit more discreet. That may just be his background, though, as engineers have always been more practical--and thus profitable--than steampriests. He also spent many years on Shadowhaven, and suspects that the people of this part of the skies are less jaded than he is.

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  23. “I passed an inn on the last island, just over that bridge yonder. If you would be so kind, perhaps they will see to my needs with the help of your coin. Thank you, good wildling. Your kindness is a credit to your race.” He begins walking towards the bridge he indicated, and looks over his shoulder to see if Blendin is going to join him.

    Xisco, Gardner and Clovis enter the side passage, finding it almost completely dark. “Forgive us; we do not need the light as you do. Here,” You hear some sounds in the dark, and then a whispered word before 3 orbs of light, hissing and sputtering with gouts of steam appear. They circle the priest’s head as he leads you down the hallway to a hairpin turn, asking a litany of questions. “Tell me, where did you see a stone such as this? You say you’ve come across the artifact before? Were you able to handle it safely?”

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  24. ooc: made some improvements to the anvil map. more to follow I imagine.

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  25. Blendin hesitates as the old man suddenly takes control of the situation, guiding Blendin to a specific Inn. "Coin may help, but I do believe we should get you cleaned up first. You will of course sleep much better after a good cleaning. If you will accompany me, I can get you cleaned up at the sandcastle just down the road. We can then find an inn that is not so judgmental."

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  26. "Oh, of course, but, I fear I shouldn't go to one of those places. I promised my wife, Gertude, back on Plenty that I would stay true to her during my pilgrimage, and the temptations there may be too much for my weakened state. Perhaps just a few coins then, and I'll see myself through to the inn. I fear I'm making you nervous, small fellow, and don't mean to be burdensome."

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  27. "I certainly understand the importance of vows," Blendin says as he pulls out a pouch and offers enough cogs for night's stay and a good meal. "If you come to need anything further, do not hesitate to come find me at X port. The ship is called the Olic."

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  28. "Handle it? Why would you want to do that?" Clovis sounds genuinely puzzled. "Oh! How did it come to be in the Anvil? Are you trying to get rid of it? We can help with that, certainly. Dangerous things, these stones." He tries to sound like he is trying to sound casual.

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  29. Blendin, I need an agility check vs. a target of 8. Otherwise, you've just been robbed, and he's running.

    Technician Drum stops and turns with a frown of puzzlement. "Just get rid of it? Are you daft? Do you realize what this stone can do? We've bound many minor spirits with spells, totems and other traps, but this stone, the magicks it can control are beyond imagining! Whole islands could be powered off of it! Come now, I thought since you mentioned the stone you had seen one used before in your travels. Surely the rewards outweigh the danger."

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  30. This is why I never help people in real life...

    Agility: 5, benny: 5, benny: 9

    Blendin will then draw his ironwood dagger.

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  31. "Oh? Hmm, this may be a different stone than the ones we've seen. Lets take a look." Tooly gestures onward, looking concerned.

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  32. The would-be thief backs away, hands raised and suddenly more alert and less disheveled. "Hey now, no need to get nasty. We'll call it fair, say? No harm done, right?" He continues to back towards the bridge some distance behind him.

    Drum takes a moment before leading you down the hallway, passing small carved out rooms that appear to be billets for the priests serving in the temple. "This will take a few moments, but its better than the stairs. We call it a 'steam hoist.'" He pulls a lever on the wall by a pair of wooden slat doors and you hear a bell ringing emphatically beyond until he returns it. He then turns a large valve on a steam pipe with the help of his associates. You hear a rumbling beyond. "Like I say, it'll be a moment. So, if you haven't seen a stone like this used, what do you know about them?"

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  34. "You are worth less than a farmer on this Alpha forsaken chain of Islands! Now, remove your clothing and any valuables you may have on you." Blendin says the displeasure painting his face into an ugly scowl. As the man pulls off his cloak, Blendin will change his readied weapon to the musket "Now, let's see... How about this? You run as fast as you possibly can until you are out of range of this here beautiful musket in my hands. And if I ever see you again I will not hesitate to put a bullet in your third eye. Am I understood?"

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  35. "We have seen them twice. Once in a ruin on an uncharted island and then again on an inhabited island in the upper reaches of the sky. From our experience they seem to cause burns when touched followed by something like glowmadness. Perhaps even effecting the minds of those nearby. We think they may be Drakin technology and sorcerous in nature."

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  36. The poor thief drops his cloak and his cog necklace on the ground at his feet rather than approach and glares at the wildling from a distance. "I never had much truck with the elves' story on your kind, until today." He spits on his cloak, turns and runs looking over his shoulder.

    Technician Drum nods sagely. "Aye, we've seen the madness. The men and dwarves who brought it to us were taken with it, and were killed when they couldn't be controlled. A great tragedy that we could do nothing for them. We sequestered those exposed to the stone, and lost 3 of our own priests who had touched it." He looks quite sullen about this, as do his comrades. The 'steam hoist' arrives, and the wooden door opens to reveal a metal lined room. The 3 steampriests enter and beckon you to join them in the small cube of space. "However, we've been able to make some progress without contact, as you'll soon see. Drakin you say? Most intriguing, I thought them only slightly more than savages who worship monsters of the Void. Come, we're heading down to the Plant."

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  37. Xisco is content to follow Clovis and Gardner's lead for now, but he is trying to pay close attention to all around him (willing to spend bennies on awareness checks).
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    He'll try to be polite, but if something is just too intriguing to him before they reach the stone, he'll peek at it with Detect, and/or whip out his notebook and start jotting down notes.

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  38. Tooly is observing the surroundings with what he hopes is viewed as professional curiosity. When the hoist arrives, he looks it over as well, though with genuine curiosity rather than memorizing for later. He's keeping his mouth shut until they see the stone itself, now that he's determined tthat they know how dangerous it is and foolishly don't care. Steampriests!

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  39. "How have you overcome the proximity effect? Those we saw seemed to effect even those nearby."

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  40. Drum moves a series of valves and levers, and the room begins to descend with a hiss and a jolt. As best Tooly and Xisco can tell, the motion of air and steam, compressed through countless tubes, controls the hoist. Many are warm even from a distance as you stand waiting for some moments in the creaking neardark of the sputtering floating lights.

    The wall where the door was is a slab of cleanly faced stone moving ever upwards, dwarven work for certain, but not decorative like that found in the main temple above. You pass a single door as you desend, finally arriving at another door made of thin wood that looks quite new. The sounds of hammers on steel are heard beyond, as well as dwarven voices yelling commands and other chatter back and forth.

    The taller of Drum’s two companions opens the door. Beyond is an expansive tunnel, well-lit by dwarven standards in the warm glow of forge fires. “Well, we’ve not seen much of an effect from proximity, but that may be because we never get that close.” You get to the end of the tunnel, passing many priests and a handful of engineers hard at work at forges and smelters, working metal goods and operating the valves for dozens of steampipes heading up to the temple above. The air is blessedly warm, but as you round the corner, you feel prickles on your skin.

    The stone lays in the middle of a large domed room, in a painted circle on the floor. Three of its five chains are suspended in the air, moving as if from their own volition. The other two are limp piles on the ground. Symbols on the sides of the stone glow with a familiar dark purple color. The chains creak and clank as they orbit, and you see scorchmarks around on the floor.

    Drum picks up a small lump of charcoaled fungus from a hopper, then walks up to the line on the floor, and points. “Probably don’t want to cross that line, gentlemen. They ain’t too happy.” He hurls the charcoal. A few feet inside the circle, the charcoal incinerates as three fire elementals, larger than any of you have ever seen, appear and belch flame at the small bit of fungus. They scream in fury or pain as you see the chain reel them in, like dogs hitting the end of their leash. As they disappear a shower of ashes descends to the ground.

    “See? Completely controlled, yet they can still function when primed. Now, my thought is, we get a water elemental off of Plenty or maybe off the Draining Sea itself. Big elementals up there. As for a Wind Elemental, well that’s easy here, ain’t it? Then it’s just a matter of the housing, a housing strong enough to contain and channel their output as they fight. Best thing is, I don’t think they can be killed when they’re tied to the stone, it seems to keep them, going. We’ve tried to put them out, believe me. Just think of the power, Engineer. Perhaps you’d be willing to look over my design for the shell; Kurgin, quit lounging and bring the board!” Drum continues to explain the design for his elemental engine, while other Priests stand around and examine his work with smug smiles. The chains continue to circle with only a few inches of slack.

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  41. "Well, that IS impressive, I have to say. Let's see the shell..." The engineer is genuinely impressed with the setup and interested in the design of the shell. "I knew the stones could harness ghosts, but hadn't seen one I'd trust to hold elementals." He keeps his misgivings to himself, though his opinion of the steampriests as reckless fools is unchanged by their willingness to concentrate several angry elementals in one place and feed them with evil power that makes them indestructible. He does, however, have an idea.

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    Looking over the plans, Tooly examines it for any weaknesses or flaws he could improve (Weird Science: 7). If he finds any, he'll point them out. Whether he finds any or not, he'll offer to help build all or part of it using the forge he's renting from Bronzeye, or here in the Anvil. If the steampriests seem dubious of his helpfulness, he'll let them know he has access to a small wind elemental they could use for testing--also a way to get Blendin access to the place (persuasion 9 after 1 benny). If Gardner or Xisco seem about to protest or anything, he'll throw them one of his weird winks, figuring the steampriests won't recognize it as such.

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    Okay, now I need to know how thick the island is, here, and how far we are from the edge (best estimate). The floor and walls are cut into the rock, I take it, or are they earth, or cut stone, or what?

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  42. Xisco will go ahead and Detect Magic now. He'll then pull out his notebook and compare his current observations to those he made shortly after encountering the Ghost Stones on Mysterious Island.

    He'll nod and agree with whatever Tooly or Gardner say, as he won't be paying attention to them.

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  43. Blendin will examine the cloak and collect the cog necklace and anything else that may be of value (other than the cloak itself). He will then continue to his desired location (hand on the hilt of his knife) to scope the environment. If he sees a law enforcement individual during his walk, we will report the would-be-thief and provide a description.

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  44. Tooly understands the design, a combination of a number of technologies with a few key modifications to withstand the power of the elementals within. He doesn’t see any major flaws, but points out a few potential tricky spots that he believes should be tested on a smaller scale (he can keep this detail to himself if he wants) before use with the elementals.

    Tooly also takes a moment to measure dimensions. The island is probably about 200m long and 120 wide and tall. The plant was some distance below the cathedral rooms above, which were on the midline of the island. He estimates probably another 10 to 20 m of stone below his feet. Similarly, this room leaves a wide berth around the edges, probably 15 to 20 m to the outside along the short axis assuming no other rooms in between. The room here is cut directly into the rock and smoothly polished to remove most of the stonecutting scars. It’s dwarven work, very typical of the older sections of Mount Ore when the miners lived and worked in the same tunnels.

    When he offers to help build it, Drum seems quite interested, but states that the amount of metal required is, in a word, tremendous. “I’d say, probably 4 or 5 tons unworked bronze and iron, it’ll take months to finish I imagine, and we don’t have anywhere near enough metal for that. We don’t even have the funds to cover the costs, although hopefully that will take care of itself with the sales of trinkets and so forth.”

    “You have access to a wind elemental? How big? No matter, I guess, if it can’t die, it’ll grow right? And if its small enough, we can probably release it when our testing is done without too much danger…”

    Xisco scans the room (Detect magic 10), seeing a variety of magical fires, enchanted tools, and so forth. However, the real show is the stone itself. The 3 elementals, invisible now to his naked eye, are clearly pacing back and forth invisibly. He also sees the stone, feeding them with some energy along the metal chain; this is backwards from what he recalls with the ghost, where energy was draining from it into the stone. The stone hurts his head to look directly at, and it makes his skin grow cold. There is something attached to it, at a great distance along a nearly invisible tether, reaching far below into the Void. He notes a number of symbols on the stone, and copies these down for comparison with those he examined earlier as well as to be able to show them to others if the need arises.

    The cloak is worn and torn, hardly worth calling cloth. He’s not sure what color it used to be, but it’s faded and dirty. The cog necklace appears to be just that, a single cog on a braid of human hair. He heads on towards the Courier’s Guild with his prizes, wary of unsuspecting pickpockets or other dangers. He does see some officers of the Trade Council, but they are currently in an argument with some dwarven pilgrims, and he chooses not to interject himself. Upon arriving at the Courier’s Hall, a small pillar of stone rising out of an otherwise undistinguished islet, he sees a familiar black and white birdling, perched high above. Moira does not appear to have noticed him, but as he approaches she disappears into an open window in the spire of stone.

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  45. Tooly looks thoughtful for some moments, then his eye lights up. "No, we won't need nearly that much metal. Wind elementals can only be fully contained by a solid structure, but a mesh can slow them. They can't squeeze through it precisely, you see. If the mesh were hooked up to the stone so that its energy flowed into it, the elemental wouldn't be able to get through without touching it and be restrained!" Excited by his idea, he looks around for a piece of charcoal, then grtabs one from his purse and does some calculations on the nearest floor or empty table. "Yes! It could be done with less than 50 pounds of copper or brass--or even gold--if we draw it into a fine enough wire. In fact..." he thinks some more. "Yes...gold wire or plating on a wooden or stone frame would work fine." He explains his design, replacing the bronze walls with a cage or box of wood or preferably bricks or stone with gold wires forming a sort of net inside. With the gold hooked up to the chain on the stone, it will contain any elemental that brushes it, preventing them from blasting the sides out. As a bonus, the stone will prevent accidents from workers getting too close, and gold-plated vents can be installed to channel the power of the elementals inside. "Even better," he concludes, "with gold so easy to work, it can be put together quickly and easily if there's sufficient stone blocks available..." He looks around meaningfully.

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    Persuasion: freaking 16, baby!

    Tooly is making this up, of course, but he's banking on his "previous experience" with the stones and his "extensive interactions" with the baby wind elemental to get the priests to trust his design. He's not aware of it, but since anyone who has looked at the stone can tell that power flows through the chains into things, convincing them that it will flow into gold wire shouldn't be hard.

    Planning ahead:
    If necessary, he figures he can make a miniature model and (hopefully) have Blendin "release" his elemental into it with orders to act contained. In that case, he'll rig up a power supply of some kind to represent the stone and fool the priests, but hopefully they'll let him just go full-scale to start.

    He'll try to finish Blendin's gun before completing the cage. He'll have to make some specialty parts for it, anyway, but figures he can complete them in an hour or two, and finish the gun while telling the priests he's still working on them.

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  46. ahaha, before mods, they rolled a collective 17. I'm still granting you a benny for your particularly inspired failure.

    The crowd of steampriests discuss your plan briefly and then look at you skeptically. Drum clears his throat. "Perhaps, but I don't think its worth the risk. Have you worked with elementals before?"

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  47. The dice giveth, and the dice taketh away. Plan B:
    Tooly assures Drum ot will work. "I've been working with a wind elemental for weeks. It'll work. If you want, I'll make a miniature model and demonstrate it."

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  48. Drum sees dubious (3 v 2 after mods - gotta be kidding me) but states, "Well, if you can get a working model, I'd love to see it. I'm not sure I'm willing to try it on a larger scale, but we end up trapping elementals often enough that any new technology to do so would be a blessing. Feel free to use our forges and tools to start your work, engineer, but you'll need to acquire your own materials.

    "Shall we head back to the temple?"

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  49. Blendin will take his time memorizing the layout of the area and will search for a good place to keep a lookout over 1. the meeting location and 2. the location of Moira.

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    ooc: Blendin is going to avoid Moira if at all possible. This recent change of heart does not sit well with him. In addition, if he gets the chance, he will do his best to stealthily follow Moira to see what she is up to on these isles.

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  50. "Yes, definitely from the island..." jot, jot jot. "That's not right," flip, flip, flip. "No, backwards, not right," scribble, scribble. Flip, flip, flip. "But what do..." scritch, scritch, scritch...

    "Huh. I wonder what happens if a waysphere is presented? Surely not. What was it Practitioner Franklin always said about astral cords?" Scribble, scribble, pause.

    "Maybe we could somehow follow it to take a peek? Hmm." Longer pause, shudder, "And maybe something else could be peeking in on us?"

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  51. Tooly shrugs. "Well, if I get some time, I'll throw a model together for ya. Got another project, so I don't have a lot of time for the hands on, unless you have an apprentice that you could spare. Let's head back up."

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    Unless anything more happens, Tooly will try to take his leave with the humans as quickly as he politely can without seeming rushed.

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  52. Blendin scouts the area (notice roll 14). He sees some good quick exits, an overland route that's reasonably safe, and a 'chimney' of stone he can use to scale the outside of the courier's guildhall spire if he doesn't want to enter the building. He also spies a small hovel, probably a peasant's home, dug into the side of the path. It appears currently unused, and he thinks he could hide out in if need be without being spotted. He does not see Moira reappear outside the guildhall after about an hour.

    Tooly is granted access to the steampriests forge area, as long as he is okay with an 'escort' in the form of Apprentice Pembert Cleaveready, Son of Gorn, Son of Borg. He barely has his first chin whiskers, and speaks like a native of Bridgeways - dwarven youth are a rare sight anywhere; here is particularly surprising. He is an eager sort, smeared with soot and ash from stoking fires and hauling fuel.

    Gardner sees that Xisco is pleased as punch to continue drawing for some time.

    ooc: I'm feeling we might need to jump some time forward. Feel free to post actions, ideas and so forth, and if you want to stay in this timeframe, that's fine. otherwise, I'll do a hop forward by tomorrow morning.

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  53. Blendin will return to the ship and split his cogs into two separate wallets, storing a majority on the ship. He will also file his horns and practice his blending until the others return to discuss the events at the Anvil.

    Blendin will also spend some time later meditating and listening to the wind.

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  54. Other than what he mumbles while examining the stone, Xisco doesn't openly share what he discovered or suspects (and he doesn't quite distinguish between the two) until they are back on the ship (or in another suitably not-temple location). Then he tells the others (rock is from the island, it drained the "ghosts" when on the island, it appears to be powering the elementals, and has an "astral cord" connecting it to something-this last part leads him to believe one could follow the cord, physically or astrally, but Xisco is no seer).
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    Not going to change the actions that I spelled out earlier for Xisco, other than add cross-referencing the symbols he was able to copy with the Drakin text on the ship, and any other worthwhile books they happen to have that he knows of. This will cut into shopping time, rather than gambling time (if time needs cutting).

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  55. Okay, here's my/Tooly's plan to...liberate the stone. Posting a short version now. Basically, he wants to put a burrowing device around the stone and just dig it right out the bottom of the island. Now, rock would be harder to burrow than earth, but a one-shot burrower can go 160 yards before running out of juice, so 20-30 meters of rock should be doable. The elementals might even help. If necessary, he could modify his flame gun to burrow, to, which would add another 240 yards' worth of power. The hard part is getting it built or put around the stone with the elementals there. Since they declined to build a full-scale shell, he'll have to make a smaller device and get it there somehow. To fool the priests, he'll need to make the gold wire cage and get Blendin's little buddy to act trapped. Then they might let him build a shell.

    The faster alternative is to either sneak in a device or convince someone like Pembert to try building one. Tooly might be able to get Pembert to do it as a way of proving himself. He's young, after all, and as a dwarf, that's even more of a drawback than it'd normally be.

    If it works, the melting through the rock could even be blamed on the elementals.

    Tooly will need some gold to make his cage. Gardner has about 15 pounds in his coin shirt. Just sayin'.

    My only other ideas involve explosives, so unless someone has a safe way to detach the elementals, then sneak the rock out, the burrowing device is my best idea.

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