Tuesday, October 5, 2010

348th Day, Piemaker’s Guildhall, Shadowhaven. Early Evening



The Olic Haversham and her crew landed safely back at Shadowhaven not a day too soon, docking at the end of a growing pier at the ‘grand’ shipyards. Her charges, the six vessels in various states of repair, all limp in with her, and the tunnels of stone make for a welcome sight. Most of the crew has recovered from their injuries, but the long exposure effects of this voyage have taken their toll, and relaxation is in order.

The overall progress on the new shipyard is stunning; it appears that lumber from Timber has been arriving is sufficient quantities to accelerate the rebuilding project, and teams of Roofers and dockworkers are busily building day and night. One of Magnus’ other captains, Hertzmann, a former mate and survivor of the Grenadier, spies your arrival and greets you before running off into the city. By the time you’re tied off, Andreas, Greenbottom’s batman, has arrived to greet you in his master’s stead. It seems your payment arrived a week or so ago, and Magnus wasn’t expecting your return so soon. However, Andreas is interested to view the manifest so that he can take it to be reviewed by Greenbottom. Taz, Roland, Medicus and Pierre agree to join him back to Magnus’ warehouses in the Nexus to look into provisioning the ship and determining what is best to do with the hatchlings in your hold.

Once they are off, you meet with Brevet Flotilla Captain Starr, who invites you to a meeting the next evening with his buyer, to work out the details of your payment. Starr is a surly drunk to put it charitably, but he seems determined to honor Renfro’s pledge of payment nonetheless.

And so the shareholders of the Olic finds itself around a high stone table in the Piemaker’s Guildhall, worn smooth by years of use. It was likely once used for the rolling of dough; today it appears to be the center of a different type of breadmaking. The room reeks of tallow, and an expansive silver chandlier drips wax and sputters above the table. A figure in a powdered wig sits at one end of the table, a mid-level member of the Guild named Baker Svensson. He wears the traditional garb of a baker, but made out of grey-black homespun, with a stalk of fresh wheat sticking out of his apron. A few of the lower members of his guild are also at the table, unidentified and sitting quietly. The captain of each ship is currently joining you at the table, and there is an unease amongst you all.

The Guild bankrolled the voyage to Plenty; seven cargo ships and 4 escorts. The escorts still have not arrived, and only 6 of the cargo ships made their return bearing five ships worth of wheat. There is some debate as to how the contract is best executed. The guild had paid in for all the ships in advance, and thus expects to recoup those expenses even though many of those vessels were lost, as was some of the grain. The captains believe that due to the strain put on their vessels, they are entitled to some extra pay to make up for the hazard pay, and are requesting the share due 2 of the escorts and the single ship lost. Renfro had promised you the ‘escorts share’ and so this is somewhat at odds. The remaining load of grain is worth some 17 thousand cogs, by the Piemaker’s count. They are willing to pay a total of 8000, less the 500 cog per escort and thousand per cargoship. This means your vessel stands to make a bit over 1400 on the proposed split. However, by renfro’s original deal with you, you’d stand to make about 3000 cogs for the repairs and escort, leaving you significantly better off than the other captains. The table has erupted into a number of minor quibbles as a result of the lower than expected pay. The Piemaker seems particularly interested in the Olic’s crew, and asks them to inform him of their recent travels, and how it is they came to join the flotilla.

ooc: This isn’t a full minigame, but I figured you might want to interact with these NPCs in hopes of modifying your share.

New gear for blendin:

A voidglass scope – provides a +1 to aimed shots in most well-lit environments, a -1 aiming penalty in low light conditions, and a +3 if the shot is taken in exposure to the Glow. A comment on effective ranges – the ranges listen in the text are ‘combat’ ranges. Outside of combat situations, longer range shots (up to say a factor of 3 of the ‘maximum’ range may be attempted (e.g. sniping at long distances) at significant penalties. I want this to be limited to appropriate situations, so these long shots will not be possible in combat – they assume you have ample time to set up a reasonable shot even with the massive penalties you will undertake.

Also, since it’ll likely be asked soon, here’s relevant current stores:

Food:
1 week of water
1 bottle of fine brandy

Repair Goods:
1 set of ropes
1 set of pins

Ammo:
4 Stone Balls
2 Lead Balls
12 Shots, Grape
2 Stone Throwing spears

Tools/Gear:
Tools, Damaged
Winch, Damaged
Nearly empty medical cabinet

3 months salt
silkworm hatchlings/eggs
½ squid parts (estimated value 1200 cogs after roland and the other crews’ cut)

3024 cogs after docking fees for 1 week and crew payments to Taz and Medicus.

57 comments:

  1. "Thank you for allowing us to come to this meeting, Baker Svennson. You have a marvelous hall here. It makes me think I chose the wrong profession. It was luck really, or perhaps the Lady's will, that brought us upon the convoy. We were carrying a load of dyed cloth from Bridgeways to Shadowhaven when we saw two large fogsharks ahead of us in the windstream we had been sailing on and decided discretion was the better part of valor and altered course. We happened upon the flotilla limping along. I've sailed the skies for many years and I know when a voyage goes badly there's just not enough to go around at the end. No one is happy. Still, it seems like there's more than enough grain left and more than enough profit in it, especially with all the extra hungry mouths working on the shipyards, that everyone could be a little happier. I'm not a greedy man, and I daresay neither are these other captains. They've just worked hard and want to be compensated for a tough voyage. I've brought a list of all of my ships stores that were depleted in the process and my logs for you to review if you wish. All in all we used 2 sets of ropes, 3 sets of spars, 3 sets of sheets, 2 sets of pulleys, 1 set of planks, 2 sets of pins, 3 tins of grease, and 3 tins of oil, the majority of our well-stocked medicine chest, our tools are damaged, and we lost one winch and the other was damaged. As a baker I'm sure you understand that your recipe doesn't change even when goods are scarce. When you need eggs, you need eggs and you're going to have pay what they're going for. I don't want to overstate our contribution to this voyage, but I doubt all of these ships would have made it in without our aid. Now I'm not going to quibble we these fine sailors about how big a slice I should get compared to them. But I do think our whole pie should be a little larger, so to speak. I can't speak for anyone else, but my dog Fang loves a good skyler and fungus pie. I myself have a bit of a sweet tooth and enjoy honey and sugarmoss pie. I'm willing to take a bit of our share in trade. Providing its fresh from the oven of course."
    --------------------------
    Gardner is attempting to increase his standing with the captains, so that they perhaps offer more of a share to us, and increase the total amount of pay from the guild, so that the captains get more too. Persuasion 9, spent 2 bennies.

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  2. Baker Svensson talks quietly with his compatriots while the other captains roar their complaints and suggestions. He nods after a few moments, seemingly coming to an agreement with his peers.

    “Gentlemen.” As he speaks, the captains quiet. “Your hunger for coin is the best evidence that your ships were almost lost to the Void. This crew ensured that did not happen, at great risk to themselves, and further made this city’s food supply secure for weeks to come. I would not see them shortchanged. I will increase our payment to 10000 cogs; a still reasonable return on our collective investments. This will allow for Captain Gardner and his crew to take their 3000 without harming your own shares dramatically. Is this acceptable?” His question is not really a question, as he rises in a single lithe motion to leave. Two of his associates open a lockbox on the wall with a series of interlocking keys, and remove thick leather bags full of iron; 1000 cogs a piece. Each clanks heavily on the stone table until they stand in 2 rows, one of seven and one of three. The captains each take 1 and begin dividing up the cogs in the final bag. As he moves to exit, Baker Svensson turns. “Good luck to you all during your stay in Shadowhaven. If you have need of work, the Guild is always in need of vessels for transportation.” He turns to one of his companions. “See that the Captain has his pies delivered first thing tomorrow to his quarters in the Nexus.”

    The crew gathers their earnings and the collective thanks of the other captains. Their ships will likely take up a return trip to Plenty under the direction of the Piemakers, given the favorable treatment they received today. The Olic’s crew then makes their way back to the Nexus. They arrive at the old flophouse to find it much as they left it almost a year ago; short a lamp and a few blankets, but dark, drafty and moist as always. The captain and Fang have decided to take the small walled loft for themselves, leaving the larger common office to the rest of the crew.

    After lighting a few candles, you find a note from Taz details the current rates to replace the ship stores, estimating about 550 cogs to get the ship prepared for the skies again, and a scribble from Medicus indicating the 100 cogs he thinks he’ll need to spend. There are a few items which can be manufactured by others, or Tooly can spend his time to fix them instead. They will cost 50 cogs in raw materials, or 200 cogs to be manufactured.

    Also, a message from Magnus indicates that he will arrive first thing in the morning to discuss options for purchasing or trade on the cloth and silkworms. He may have a warehouse on one of the underisles he can secure for your purposes that would be out of the way, and likely a suitable environment, according to Pierre, who is spending the night with you at the flophouse while Medicus, Taz and Roland stay with the ship.

    It is getting late, and the crew is still somewhat fatigued from their long travel through the Void.

    ooc: Actions for the evening?

    I’m Dividing up the 3000 cogs by shares. Each player gets 429 cogs. Gardner gets an additional share of 429. The ship gets the remaining 855.

    Also, JWW will be out of communication the next few days – Sam, can you take over duties that would normally fall to the captain, and control his character as is necessary?

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  3. Unless he is convinced otherwise, Xisco will try his luck with other arrangements for the night--preferably something with a soft bed--, to return in the morning.

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  4. need notice checks from Tooly, Blendin, and the Captain - sam, can you roll that one please? Don't worry with modifiers, I'll be taking care of that.

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  5. ooc: Gardner's roll from Sam: 9. Fang's roll: 2. Tooly?

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  6. ooc: busyness is allowed.

    The crew settles in for the night after realizing that Xisco will likely not be returning from his activities until morning. The captain and Fang retire to the upstairs loft, and are fast asleep within minutes, enjoying the comforts of feather pillows.

    Blendin takes a few moments to set aside his gear, clean his rifle, file his horns, and then crawls into the sheets. Pierre is snoring loudly down the hall, and it lulls him to sleep. Tooly spends a few moments putting his things in order before stripping to his leather jerkin, and climbing into bed.

    Xisco is whistling to himself, making notes in his little book about something or other he passed along the way. His evening was, enlightening, but he decided it best to make a early morning retreat before she woke up. The walk has been largely uneventful. He’s about 2 blocks up Stonewood from the warehouse, when he notices the door is ajar, and a small basket is sitting next to it. Seeing as even the Nexus is quiet at this early morning hour, the sight of an open door is somewhat unsettling.

    Tooly is standing in a long curving tunnel in Mount Ore, surrounded by the sounds of picks and hammers. A beautiful maiden approaches him, but stays just out of reach. When he tries to speak to her, she turns as if she cannot hear him. He follows her down a hallway, into a great room with walls covered in vines. Suddenly, the sconces all go black, and he hears a whisper in his ear. “Mr. Oresmith. Wake up sir. This is most unusual, I know, but the contract was quite clear. Our client asked that you be awake, and it be painful. My deepest apologies.” Tooly’s one eye adjusts to the darkened room, the candle that should have been snuffed out hours before has been relit. He can make out the 3 shapes above his bed. All humans, dressed in the black-grey homespun doublets and aprons. (guts check, fear of grey doublets – 9, success) One of them is a woman, unknown to him. The other two he recognizes from earlier at the stone table within Piemaker’s guildhall.

    The dagger stroke is swift, and lying in his bed unarmed, finds its mark in his side. (Shaken) The second stroke, from the woman’s sabre, is just as sure as the first, cutting throw sheet, leather and skin (1 wound). The final stroke, from the taller man, is not a blade but a small, familiar hammer aimed at his legs. The heavy blow crashes down, and pain lances through his knee (Shaken, 2 wounds total. I presume you’ll be soaking shortly.)

    Tooly cries out in pain under the flurry of blows. Blendin, the Captain, Fang and Pierre are all awake now, and find themselves tangled in their beds.

    Combat, Round 1.

    The crew will need need ag rolls TN 4 to get out of bed and act this turn, otherwise you take the whole turn getting up. Equipment is within lockboxes or chests, feel free to acquire as an action. If Xisco runs, he will be at the door at the start of round 3. Sam, you have control of the captain, fang, and Pierre. I can make rolls for them if you’d prefer.

    Turn order as follows:

    Tooly, Joker. Shaken, 2 Wounds. Soak roll will not have the joker bonus, btw.

    Gardner/Xisco/Fang/Pierre 9 of Hearts.

    Blendin, 6 of Hearts.

    Assassins, 4 of Clubs.

    Reshuffling deck.

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  7. Assuming AG rolls made,

    Gardner rolls out of bed, grabs his pistol, takes cover behind his couch, loads and takes aim (first assassin seen). Or whatever an old guy like him can do in one round.

    Fang hops up, runs down, and growls loudly (Intimidate, of course).

    Not sure that Pierre would want to involve himself, so he'll be attempting to move his Chest of Drawers in front of his doorway.

    Xisco will run forward, quiet-like.

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  8. Blendin is startled by the scream, but is slow to get out of his bed. (Ag: 2)

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  9. Gardner vaults out of bed like a man half his age (ag 12) , snatching his pistol and swordbelt off the table before kneeling on his couch to scan the warehouse floor below. In the near total darkness, he cannot make out more than ominous shadows coming out of Tooly’s doorway (notice 2-4). Fang is also on the run down the stairs, but yelps and tumbles when he trips over an unseen wire, strung low across the steps (notice 3, ag to avoid fall 3, fail. Damage 4, no effect.).

    The wildling finally frees himself from his bedsheets, and even in the blackness of his room can see his rifle leaning against the wall next to the shadow of a chest that contains the rest of his equipment. Pierre (ag 7, str 5) has made some progress moving the chest to block the door, and a great deal of noise in the process.

    Xisco is making his way quickly down the street.

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  10. map update to reflect these actions.

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  11. Tooly will probably try to soak, then act, then the assassins, then I'll announce new turn order for round 2.

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  12. Soak roll 9 after 2 bennies. Shoulda spent one of those on the notice check...

    Unless his equipment belt is in easy reach, Tooly will try to grapple the woman. No time to look up the grapple rules, so BR can roll it.

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  13. soak roll successful, 1 benny remaining. Tooly acts at +2 grapple attempt (fighting roll = 7 after mods, success. Female is entangled, and pulled down onto the bed with the dwarf. Way to take a moment for yourself, Tooly!)

    “Oof!” the woman is dragged down and within the dwarfs grasp. She attempts to break free (ag v ag, 6 v 4 after mods, freed) and is able to extract herself with a flip back onto her feet. Her allies continue their assault on the dwarf. The dagger bites home again through the tattered and bloody sheets, (shaken) and the hammer stroke catches the dwarf across the shoulders, pitching him forward (1 wound).

    Round 1 Complete.

    Turn order for Round 2:

    Gardner/Xisco/Fang/Pierre, Queen of Diamonds.

    Blendin, 8 of Hearts.

    Assassins, 8 of Clubs.

    Tooly, 5 of Spades. Shaken, 1 Wound. Soak pending (in this case, yes, your joker does help for soak – add +2).

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  14. Soak roll 5 without mods. Tooly's a tough little bastard. Guess he'll wait on his action.

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  15. Actually, if I can retcon a bit, I'll benny my agility roll vs. the female assassin. Got a 7.

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  16. Xisco is going to run like the silent-wind to that mysterious basket.

    Pierre, coward that he is, is going to keep on moving that chest.

    Gardner is holding his action to take a shot at the first non-dward exiting Tooly's "room". Fang growls loudly and moves forward.

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  17. Blendin grabs his knife and rifle and heads out the door - or as much of that as he can get done this round.

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  18. Yeah, nevermind the benny on the grapple roll, soaking's probably better.

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  19. Gardner hurriedly begins loading his pistol.

    Fang creeps forward into the darkness, growling with menace at an invisible threat. A glittering shape passes through the air (held action interrupt, 12 v 8, interrupted. Throwing 8, hit. Damage 12. Fang Incapped), catching what little light there is in the warehouse. There is a sickening yelp from Fang, and then silence.

    Pierre’s panicked strength (SR=5) continues, and he moves the chest of drawers blocking his doorway. Blendin gathers his unloaded rifle, dagger, and his satchel before heading out the door of his room (notice check 2-2. Missed. Agility to avoid falling over tripwire, 22. Resounding success.). He begins to tangle in a line just outside the door, but instead of going sprawling, is able to keep on his toes, safely and silently traversing the threshold. He cannot make out much in the darkness, but sees a dog-sized lump of fur some distance in front of him.

    Xisco reaches the basket. The light from the nearby magefire shows its contents to be a batch of fresh pies; skyler liver, brundleberry, and whistleshroom/edam by the look of things. The aroma is quite enchanting; the sounds of curses, blows and yelping animals within the warehouse are not.

    The sounds outside the Engineer’s room are growing louder, and the assassins seem more intent on completing their task than on inflicting pain on the resilient dwarf. The hammerblow is a backhand stroke, aimed at his ribs to take the wind out of Tooly (13 pre mods, hit with raise. Shaken). The dwarf doubles over, and feels the sabre blade lance into his shoulder and down, biting deep (7 pre mods, hit with raise. 1 wound). “May the Lifemother renew you with her waters, Mr. Oresmith. Goodbye.” The dagger stroke is aimed at his heart, meant to finish him. It finds its mark, and the world goes from orange shadows to grey, then black for Tooly (Aimed attack, vitals, 11 before mods. Hit with raise. 3 wounds. Tooly is incapped. Vigor roll to save, 3 after mods. Failure. Bleeding out.)

    Round 2 Complete.
    Map updating shortly.

    Turn order for Round 3:

    Gardner/Xisco/Pierre, Ace of Clubs

    Blendin, 6 of Diamonds.

    4?? Assassins, 3 of Diamonds.

    Fang, Incapped, status unknown.

    Tooly, Incapped. Bleeding Out.

    Vigor check for Tooly to avoid death. 1 after mods. Critical Failure. Tooly has fallen in battle. The Artificer welcomes him back to the Forge.

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  20. Comprehension dawns on Xisco; he kicks the door fully open, casts Light (orb in the middle of the room, bright as a noonday sun, whatever a sun is), and yells, "At them, men! Keep one of them alive for questioning!"

    Pierre yells out "Help! I'm in here! Help me, please!" while holding his chest in place.

    Gardner aims at the doorway ready to fire (unless he's still loading).

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  21. Well, let this be a lesson: benny those notice checks. And the agility rolls to wake up.

    Edit: the blogger is in shock about Tooly's death. The CAPTCHA code was "orylly."

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  22. gardner is still loading, will be loaded next round.

    The light casts (Spellcasting 5) and the main room is illuminated. There is a dwarf in a baker's uniform with a slender dagger in his hand, hunkering by the boxes 2 spots down and one right from where Fang is lying.

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  23. Blendin will aim at the head of the dwarf near fang, and fire.

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    Shooting: 6 + 2 aim - 2 MAP + 1 scope = 7

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  24. Blendin's hurried shot whizzes past the ear of the dwarf (-4 for targeting head, -2 additional MAP for loading, +1 for TW). The dwarf, for his part, decides its time to beat a retreat and moves to open the unguarded door. One of his comrades, a bald squat human you recognize from your meeting at the Piemaker's Hall, shouts, "It's done!" as they also come charging out of Tooly's room, their work apparently complete, and upon seeing Xisco, move towards the door that opens onto Shadowbrook alley, a narrow unlit passage like so many in the warrens of Shadowhaven. (Running rolls, Dwarf 1, others all got 4s)

    Round 3 Complete.

    Turn order for Round 4:

    Gardner/Xisco/Pierre, 9 of Clubs.

    Blendin, Queen of Hearts.

    4 Assassins, 2 of Clubs

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  25. If Gardner has LOS he'll take a shot, otherwise he'll head down the stairs and not trip on the tripwire.

    Xisco will pick up the basket of pies, grab one, and throw it toward the fleeing assassins (Untrained throwing with MAP! W00t!).

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  26. The brundleberry pie sails through the air ineffectively. Gardner is able to close the distance at a trot down the stairs, past his wounded pup, and take a quick shot at the woman's back (6 after mods, hit. Damage 7, Shaken.); she stumbles and catches herself on a nearby crate.

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  27. Blendin reloads and takes a shot.

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    Shooting: 11 + 2 (autoaim) - 2 (MAP) [Do I get a plus one (scope) with an autoaim?] (oh and what happened to my bonuses for firing a musket?]

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  28. it was included in the last roll. nothing happened to it. are you shooting at baldy or the girl?

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  29. The clearest/closest shot.

    -------------------------------
    okay. I can never remember all of the bonus and penalties. =)

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  30. The bullet strikes the woman between the shoulderblades, and she collapses. The others abandon her as she falls and exit into the alley.

    are you going to give chase? If so, I'll need a notice and a vigor roll for each one of you that is going to follow. If not, you can go to real time.

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  31. ooc: in the interest of hilarity - I think Bphage can have control of Gardner for the interim while he finishes rolling up his new guy and we are waiting on JWW to return. This way he has some say in how best to proceed in getting vengeance for Tooly.

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  32. Gardner will not chase. He'll reload his pistol and look out the doorway, but if the assassins are fleeing or gone, he won't try to run them down. He's pretty cautious and old, and Fang is hurt.

    Tooly will continue to lie in bed.

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  33. Once the old man is sure the attackers are gone, he looks in on Tooly. Seeing the dwarf with multiple serious wounds, including one over his heart, he curses like the old sailor he is and checks his chest for breath or a heartbeat. Finding none, he curses again and goes to check on Fang, blinking and thinking he'll have to change his will, now.

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  34. Blendin will give chase, and if possible take another shot at the nearest target.

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    Notice = 4; Vigor = 5; Shooting = 10 (unmodified)

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  35. Blendin gives chase, but the three stealthy assassins split up, and lose him in the winding tunnel streets of Shadowhaven before he can get a shot off. He decides its best to return to the warehouse and see the state of affairs there rather than chase shadows and echoes.

    The news is grim when he returns. Xisco informs Blendin that Tooly has died. His wounds are many; some shallow and clumsy bruises, as if designed to inflict pain rather than death, but the killing blow is obvious: a single clean daggerstroke, just between the 3rd and 4th ribs on the right side. He appears to have bled out in moments. His tools are strewn on the floor, his armor resting neat und tidy like it always is, on top of his little brazier. His devices seem to have lost their hum and glow, and sit idle.

    Pierre seems to be in a mild shock, and is demanding someone return him to the ship to 'wait for help.' Gardner seems to be ignoring him and is looking after Fang, and Xisco has trussed their prisoner using some rope found among the lockboxes. The dog's wound is grievous, and Gardner dares not remove the slender blade for risk of killing it; the bitch's wound is similarly severe: a sucking wound that burbles when she hacks to breath. Blendin's careful shot likely puncturing a lung, and leaving her in a grimly satisfying amount of agony. Both will likely expire within the hour without medical intervention.

    The crew expects that Magnus will not arrive for some hours, as it is still before the morning meal, and he intended to come some time after that. His home is some distance from here, and even with a good runner, its unlikely his resources could come to bear in time. Gardner, knowing this district well, knows of a dwarf tinker or priest, he's not really sure which, named Coyne who is only a few blocks away. He sells healing devices that Gardner himself has used in the past to mend a broken toe; he was back in his boots by the next day. Assuming he is at his shop at this hour, he might be able to provide the assistance they need. He may also know of the proper rites and honors due to a dwarf of Clovis' stature.

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  36. Xisco will run out to find Coyne, or someone else if Coyne isn't available.

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  37. Xisco rounds the corner to find source of the smoke that had been tickling his nose as he ran for the last 2 blocks: Coyne’s shop, or at least, what’s left of it beyond a cordon of onlookers, lifepriest water summoners and the fire brigade.

    The fire appears to have been contained relatively successfully. The neighboring buildings bear scars and scorches, but no structural damage to speak of. Coyne’s shop had not been so lucky. Although the basic shell of the building remains intact, the stone had fused and cracked in the blaze sending fissures the width of his palm up toward the roof, and the interior appears completely gutted. The fire brigade has stacked a handful of bodies, humans and at least one dwarf, and is currently flagging down the member of the Grower’s guild in the crowd with his dolly so that he might take these bodies to be repurposed on the underisles.

    Xisco approaches, hoping to get some more information on what might have occurred, or at least trying to determine if Coyne was indeed among the dead. He is stopped by a burly drakin, all four feet of thick muscle, wearing a damp rag across his face and a moistened leather jerkin. His hands are covered in ash, and his palms opened and bleeding after handling buckets for the past few hours. His voice is muffled, but he shouts to make sure he is heard. “Get back, human! Nothing to see here!”

    Xisco’s eyes are draw to a young woman, hardly taller than the fire brigade member. She is covered in soot and ash from her red haired head to black-booted toe, and is picking her way through the smoldering rubble beyond the cordon, picking up an odd and end here and there, and tossing it in an usually large bag slung over her shoulder.

    I imagine the captain would stay at the warehouse to tend to fang and watch the prisoner, but Blendin, you're free to be with xisco if you want. you're call.

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  38. Blendin won't leave the captain alone with that coward Pierre. He will reload his rifle, lock all of the doors but the one that Xisco exited, and take guard.

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  39. "If they wanted us all dead then that's what we'd be. Go help Xisco find Coyne. If you can't find him, run as fast as you can to the ship and get Medicus." Gardner pats Fang soothingly and then turns to the task at hand. He goes over to the woman and searches her for any identification or clues other than the obvious Piemaker's affiliation [Notice 4]. Hoping that she lasts long enough to be save but not willing to take the chance, Gardner tries to stir her to consciousness, then draws his sword and draws the tip across her cheek. "Who sent you?" [Intimidate 6]

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  40. Blendin will accompany Xisco, and upon seeing the smoldering rubble, will sprint to the ship to get Medicus.

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  41. Xisco steps back from the drakin and to the side, then waves down the woman. "What happened here? I'm looking for Coyne; we gave urgent need of his services."

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  42. Huh. That should be "have", not "gave".

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  43. This comment has been removed by the author.

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  44. The small woman blinks at the waving man and walks over, shouldering her bag. Her clothing is high-quality but not terribly fashionable--black wool skirt, red wool tunic, black leather belt and calf-high boots. A silver headband holds back her shoulder-length red hair. Her clothes and pale skin are dusted and smudged with ash.

    "I'm Harmony, I was Coyne's assistant. Are you injured?" When Xisco explains, she motions him to lead. "Coyne didn't meet with people, so I did all the healing. Take me there, I'll help you."

    As she follows, she slips a silver bracelet and a pair of rings onto her right hand. She seems dangerously trusting to follow a strange man to an unknown location during the night shift after her employer's shop burned down, but her only signs of nervousness are the way her eyes flick down every alley and the way her right hand clenches as if wanting to grip something.

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  45. Gardner checks her pockets, finding a few sheaves of wheat, 12 cogs in TC script, and a small pen knife in a wooden sleeve. The woman, bleeding profusely and wheezing, smiles up at Gardner, wipes the welling blood from her cheek, and looks thoroughly unimpressed, even though her voice is strained with pain. “Really? Torture? That’s beneath you. As it stands, I’m dead anyway, and trust me, it’ll take a lot more than a papercut to impress me. Have you noticed this?” She gestures at the gaping wound in her breast. “Stick to what you know. It’s nothing personal, Captain Drawlight. Well, it probably is, but not from me. Just a contract. In fact, I have to say, the little one-eyed bastard made a fight out of it. Wrestled me a bit toward the end. Oh, that knife was a gift, do be careful with it. And you know, I was supposed to leave one of those grains on his body. It’s kind of a thing, but I was in a rush. If you don’t mind?”(6 v. 14, the streak of insane npc rolls continues)

    Blendin arrives at the Olic, his rifle clattering against his back. He is bathed in the open Glow here; the palisade has not yet been built this far out on the pier. The docks are just beginning to wake up, and a few ships are preparing to make way. Taz is easily roused, and curses loudly at the news. Medicus, for his part, is quite calm, gathers what meager supplies he has, and makes to follow the wildling back to the warehouse. Taz and Roland set about to defend the ship in case of an attack here, and make ready in case a speedy escape is needed.

    As Blendin moves down the causeway, the world around him fades and loses his color. He stumbles, and the boards in front of him begin to collapse. He begins falling, grasping for the nearest cables and struts, but misses his grip (Ag = 3). He tumbles into the Void, freefalling down, down, down. He passes a pirate vessel, locked in combat with a dirigible covered in vines. He sees a Council ship, ablaze with fire, and an explosion on a ice carrier above it, raining down and quenching the flames. Then he sees the ‘rescue’ Halcon, the fight in the tunnels with the skeletal drakin, and the pools of blood rolling off of Tooly’s bed. And the wind swirls about him, deafening with a hundred tones.

    “You alright?” Medicus puts his hand on blendin’s side. The wildling is lying in the middle of the causeway. As he looks past Medicus, he sees a familiar billowy envelope, painted with runes of the Lady of the Winds rising in the distance, 3 piers over, making ready to dock. The Swoose is covered in a thick coat of vines, now. He hears two songs, being sung in harmony, and feels that the ship is happy to see him.

    Coyne’s assistant and Xisco arrive at the warehouse to hear the woman’s continuing retorts directed at Gardner’s back. She stops as the group enters. “Welcome back, handsome. Your business partner here has some questionable ethics, I might add. Ah, Harmony isn’t it? I believe we have a contract with your master for situations like this. If you’d be a dear, this smarts.” For the vigor of her words, the woman is pale as a sheet, and the floor around her is stained black and crimson.

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  46. Harmony sniffs. "Coyne is gone, your contract is void, if you had one. Still, I don't need a contract to help someone in need." The small woman reaches under the tail if her tunic where it overlaps with her skirt and produces a small pistol, a tube with a conical end on an angled grip. On second look, it's not a weapon at all, and in fact resembles the healing device Gardner once used on his toe, but with a larger body. Harmony kneels beside the dying woman and eyes the sucking wound.

    "This came from behind. Help me roll her over." Once the assassin is on her belly, Harmony tsks at the paired gunshot wounds. "Well, the smaller one's still in there, but it's best to leave it..." she trails off and sticks the cone inside the wound, pulling the trigger and sliding it out amidst a puff of steam. She repeats the process with the rifle's through-wound, and both stop bleeding and begin to close.

    Harmony stands up, her boots and skirt slightly glossier with the woman's blood, but the color hides it well. She wiped the end of her device on her skirt. "Where's the dog?" At Gardner's direction, she kneels next to Fang and pets his head, murmuring, "There, there, boy, good boy, be good, now, this is going to hurt..." She directs Gardner to hold the hound's head, and takes a firm grip on the protruding knife with the fingers of her right hand while her left holds the healing gun poised. She quickly pulls out the blade and shoots the magical steam into the wound, and the rush of blood that followed the blade stops immediately.

    Harmony drops the knife next to the dog and slips the healing device back under her tunic after wiping it again. She looks around the room at the two men, the bound woman, and the dog. "Now, for my price. I don't ask money to help a person or animal in need, but I will give you one condition: you may NOT torture this woman." She glares at Gardner. "The authorities likely will do what they must, and I suspect her compatriots will be far more final in their treatment, but I didn't save her to let some cack-handed sailors cut her up.

    "Now, where is the dwarf?"

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    That's right, I'm playing a chick.

    I'm assuming Xisco explained about the dead Tooly, if not, disregard the last line.

    Healing rolls: 5, 7, 13, though I think only the first two are required, since, technically, the pistol shot only shook the woman, so only the rifle wound counts as a "wound."

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  47. "Great. Well done, madame," Gardner says exasperatedly at Harmony. "Doesn't anybody fucking care that this bitch just killed our friend?!" He gestures wildly in the air with his sword, and then points it accusingly at the assassin. "And you! I will not be lectured on ethics by someone who kills for money. It is personal. That's how it should be when you kill someone. We were just getting started. You protest. I say we'll heal you. You say you're compatriots will kill you. I say we'll take you off the island... but a fat lot of good that does me now!" Gardner aims his crossbow at the assassin. "So here's the new deal. You're all fixed up now. But I'm going to shoot you again unless we come to some arrangement in which you tell me who wanted my friend dead." Gardner levels his sword at Harmony. "And don't either one you tell me to be reasonable not five minutes after my friend died!"

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  48. Harmony makes purses her lips but says nothing. She peeks into the room where Tooly died and slips in to check him, though it's obvious she can't help. She stays in there while Gardner deals with the assassin.

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  49. "Um, yeah. I think so. I'm a bit overwhelmed with the return of an old friend." Blendin said, pointing to the returning Swoose.

    Blendin looks to his wrist, "We'll be back soon enough." With that Blendin looked back at Medicus, "Don't worry about me. Get yourself to Tooly!"

    With that, Blendin got himself back up and began the trek back to barracks.

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  50. "Captain, I'll not tell you to be reasonable, I understand; but I have no stomach for this business. I'll see that Mr. Greenbottom is aware of the situation, and attempt to move up our meeting."

    Xisco exits the door and begins heading toward Magnus's residence (or whatever location Xisco knows to find him).
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    Good ol Jay. I'm sure he's ready to join the Captain and Blendin in a retaliatory strike. He's always ready to throw down.

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  51. closing thread for length. new one goin up now.

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