haiiro
First Post
Dropping Valic at the Docks
With Valic draped over his shoulder like a sack of unconscious potatoes, Tal exits Farry's Port and starts heading for the docks. Disguised as a nondescript human -- average height, brown eyes, brown hair, etc. -- Jaehn follows him at a respectable distance. Up above, Drake scouts ahead of them, keeping an eye out for guards along their path to the docks. At one point, a vendor Tal has just passed shouts, "Oi! What's in the sack?" -- to which Tal replies, "Your mother!" and keeps walking. Apart from that, Drake's empathic guidance allows them to reach the docks without incident.
Finding that the closer they get to the North end of the docks, the more Wheels they have to avoid, Jaehn and Tal decided not to take Valic all the way back to his barge. Instead, they find a likely alcove in a relatively empty street and dump him there. Tal reaches into the sack and cuts his bonds, and in the process jostles Valic just enough to wake him up. As the orc starts shouting incoherently from inside the sack, Tal and Jaehn head back to the nearest busy street -- not too quickly, not too slowly -- and disappear into the crowd. Before long, they are safely on their way back to Farry's Port.
Mazendria's
Just as Tuggle is receiving Thissiken's feather token, Artemis and Cupric are arriving at Mazendria's. The shop is easily the nicest building they've seen since they arrived in Selgaunt, bar none. Four stories high and done in an exquisite greenish stone, its two massive teak doors are flanked by a pair of impassive footmen. Mirror-smooth glass is in all of the building's windows, and the stairs leading up to the entrance are of milky marble shot through with streaks of red and gold. The whole area around the shop is quiet and nearly devoid of passersby.
Ascending the stairs with Artemis, Cupric finds out that the rumors were true: it really does cost twenty gold pieces just to enter the shop. Artemis scoffs at this and walks back down the stairs, while Cupric counts out the money and presents it to one of the footmen. Bowing with a flourish, the man admits him to the inner sanctum: a long hallway, richly carpeted and dimly lit.
The only illumination comes from tiny magical light sources, all arranged to spotlight small shelves that run down the length of the hall. Set at various heights, each shelf holds a single perfect instrument. Doors of various sizes are arrayed between the shelves, and a stairway can be seen at the end of the hall. After locating the shelf that holds a lute -- or, more aptly, The Lute -- Cupric approaches it gingerly.
The moment he comes close enough to the lute to make out the details of its fine workmanship, there is a pattering of feet on the stairs. The smallest gnome the dreamborne has ever seen emerges -- barely two-and-a-half feet tall, with a subdued style to his garments and grooming that projects an image of wealth. He greets Cupric, asking if perhaps sir would like to see the lute room. When Cupric gives his assent, the little gnome tells him, "It costs ten gold pieces to see the lute room." Inwardly fuming, Cupric coughs up another ten Princes.
The gnome escorts him up two flights of stairs to the third floor, where he ushers him into another hallway -- much like the first, save for the absence of instruments -- and then stops in front of a smallish door. Unlocking this, he bows and indicates that Cupric should enter the lute room. Once again, capital letters might be called for: this chamber earns the right to be called The Lute Room.
Masterwork lutes of all shapes and sizes cover all four walls of the room from floor to ceiling, each held by brackets in such a way that it is easily accessible yet takes up as little real estate as possible. Needless to say, it doesn't take Cupric long to find The Perfect Lute. By its appearance, this lute is the sort of thing that, when the final touches had been put on by its elven master craftsman, made that craftsman set down his tools for good. As before, the moment Cupric seems certain to buy the lute, the tiny gnome opens the door and politely inquires if sir would like to buy this instrument.
When Cupric indicates that yes, sir would like to buy this instrument, the gnome inquires as to the identity of Cupric's patron. Cupric informs him that is buying the instrument for himself, and has no patron -- and the gnome's reaction is somewhere between shocked and appalled. Recovering, he asks, "May I know what you're going to use the lute for?" -- as if Cupric's first action as its owner might be to chop it up for kindling, perhaps. When he is satisfied that this is not the case, he asks whether Cupric would consent to give him an impromptu performance.
Not without some trepidation, Cupric agrees to do so. The gnome escorts him to the shop's finely appointed solarium, clambers up onto a padded bench (in an uncharacteristically undignified manner), and awaits the music. Finding that the lute is already perfectly in tune, Cupric goes into a high-class ballad, accompanying the delectably mellow tones of the lute with his voice. He delivers a marvelous performance, clearly satisfying the gnome's high standards, and earns the right to purchase his instrument.
He is escorted back downstairs, through two locked doors (which are re-locked behind them), and into a bare stone room containing a desk, two chairs and a small door. Going into the other door, the gnome produces a pillowed basket and sets it on the desk. After carefully placing the lute into the basket, he informs Cupric that there is a small commission attached to paying in cash. After making a few notes on a piece of vellum, the final price is delivered: two hundred and twenty-five gold pieces. After making sure this includes a case, Cupric forks over most of his Princes, glad that the ordeal is nearly over.
Not long after that, he has selected an excellent hard case from the case room (which, surprisingly, did not cost money to enter) and left the building. Blissfully unaware of what sort of trouble the rest of the Follies have gotten themselves into, Cupric and Artemis make their way back to Farry's Port in a leisurely fashion.
Belvemma's Row
Relaying Thissiken's message to De'lea, Tuggle quickly ascertains the location of Belv Row -- which is actually Belvemma's Row, a small district populated by herbalists, potion-brewers and the like. They decide that De'lea will head straight there, while Tuggle will run back to Farry's Port and round up the rest of the Follies. If they have trouble linking up in the Row, they'll meet at the closest lavender shop.
Returning the inn, Tuggle finds Talishmere entertaining drunks with an account of Torm's defeat of Bane, while Vicktor is on his way to joining them. After breaking off Jaehn's mediation session upstairs, Tuggle leaves a note with the barkeep for Cupric and Artemis: "Belv Alley - South end of city...quickly! All but you two are there for our friend. - Tuggle." He tries to strike a balance between being informative and giving away too much to the barkeep, and does a fair job of it -- which is really too bad, because after the barkeep receives his tip (one copper piece), he looks highly unlikely to deliver the message to anyone.
Since Tuggle's familiar, Thss, isn't terribly well suited to the role of advance scout, Jaehn dispatches Drake to Belvemma's Row. The raven's instructions are to find Thissiken, make as much of a racket as possible, and then lead Thissiken to De'lea. As Drake picks up speed and flaps off over the rooftops, Vicktor, Jaehn, Tuggle and Tal head for the Row with all possible haste. By the time they reach it, half a candlemark (thirty minutes, to one of Gond's clockmakers) has passed since the Follies received Thissiken's missive.
Belvemma's Row turns out to be a full-sized open-air bazaar jammed into a twisting maze of narrow streets, alleyways and courtyards. Where the buildings leading up to it tend to be two or three stories tall, those in the Row look to be rarely more than a single story in height. Nearly every building sprouts an awning or two, under which vendors stand behind stalls; between open doors and curtained entryways are peddlers with their wares spread out on bolts of cloth, vying for space with those who have set up tables. The Follies are immediately assaulted by a range of strong smells -- and given the sullen and unsavory atmosphere of the Row itself, being assaulted by the vendors themselves seems fairly likely.
In fact, it has been clear for several minutes before arriving in the Row itself that they are not in a very good part of the city. Still, the Row itself makes the surrounding neighborhood look positively inviting -- and noting this, De'lea focuses her will and detects evil in the direction of the stalls. Of the dozen people she can readily see, every one of them radiates an aura of evil.
At about this time, the Follies converge on De'lea and Drake emerges from the Row, cawing loudly and herding Thissiken in their direction. He runs up to them at full tilt and barrels into Tal. Clutching one of his legs, he begins shouting: "Wehaveto getaway! He'safterme! Youhaveto helpme!"
Somewhat skeptical, the Follies nonetheless calm him down and try to find out exactly what's going on. After a few moments, a description of his pursuer emerges: a tall man, well over seven feet, dressed entirely in white. Although no one fitting this description is visible from where the Follies are standing, Thissiken seems to think that he's heading in their direction. At Jaehn's command, Drake takes off and does a quick reconnaissance flight over the Row -- reporting back almost immediately that a tall man in white is indeed on his way to pay them a visit.
A Very Brief Battle
Per usual, the Follies scatter: Jaehn shifts his disguise into that of a one-armed, one-legged beggar; Tal starts escorting a crazed Thissiken away from the entrance to the Row; De'lea and Tuggle step into nearby alleyways to await the man in white; and Vicktor blends into the background, pretending to be interested in a coriander stall. Though no one takes the time to express it, most of the Follies share a moment of black humor: they are shy two party members, and three out of the five present are spellcasters who are all but out of spells. There is, in short, some cause for worry.
As the figure in white passes by Vicktor, the pugilist catches a strong scent of sickly-sweet honeysuckle, easily detected even over the prevailing smell of cinnamon. As Tal tries to stay somewhat in view without being too close (and uses Thissiken as bait) the figure exits the Row entirely. Seizing the moment, Jaehn hobbles out in front of him, arresting his progress. As the figure flinches back and then looms over him, Jaehn looks up at him with his ruined face and says, "Spare a copper, sir?"
The figure is shrouded in heavy white robes, and his face is almost entirely covered in folds of a gauzy material. As Jaehn jiggles his upraised palm pathetically, a small black cylinder emerges from the figures robes at around chest height. Its tip flashes brightly at Jaehn, and the illusionist finds himself feeling incredibly well disposed towards his new friend -- he has been charmed.
In a voice that is at once sonorous and grating, the figure speaks. "Take me to the gnome."
"Which gnome, sir?" croaks Jaehn.
In response, the figure describes someone who sounds an awful lot like Algaer -- and when Jaehn tells him he doesn't know where this gnome is, the figure then describes Thissiken. Pleased to be able to help his friend, Jaehn nods enthusiastically and begins hobbling in Thissiken's direction as fast as he can -- which isn't very quickly at all. After following the beggar for a few of his long paces, the figure snarls, "Go faster."
No stranger to disguises, Jaehn knows that this is a bad idea: if he goes faster, it'll be obvious that he isn't really a crippled beggar, and his disguise will be blown. As the figure kicks him to the ground, the cloud over his judgment passes completely -- and in the same instant, the white figure spots Thissiken through the crowd.
As he breaks into a run, Tuggle scampers up behind him, drawing Snakestrike and letting it hang loosely at his side. Vicktor (who was already in motion) charges past the white-robed figure at full-tilt and stops about ten feet in front of him, blocking his way. Noticing this, Tal shouts at Thissiken to keep moving -- while casting enlarge person on Vicktor.
The beast of Saerloon rapidly doubles in size, taking one corner of an awning up with him and knocking aside a startled pedestrian. Not knowing how or why this happened to him, Vicktor is baffled -- but only for a heartbeat. At that moment, the white figure stops short, rears back, and then thrusts his head in Vicktor's direction. The pugilist staggers back, feeling as though an explosion has just taken place inside his skull. His mind a blank, he is dazed and completely out of action.
The white figure's reaction is unexpected: he too staggers back a bit, looking fatigued -- as if he had just placed himself under a great strain. Not one to miss a chance, Tuggle unleashes the fury of his family's ancient heirloom, Snakestrike (a sure sign that the tiny sorcerer is out of spells). His mighty blow just manages to graze his foe, barely breaking skin -- and quite likely causing several of Tuggle's ancestors to spin in their graves.
Even down on the ground, Jaehn is a flurry of activity. Compartmentalizing his mind, he attempts to daze the white figure, while simultaneously commanding Drake to seek out the music district and round up Cupric and Artemis. Perhaps because Drake begins to argue with him (it's a big city, and he has no idea where to look, and...) the spell passes harmlessly around its target. At that same moment, De'lea bursts from concealment.
The fire of her faith at full roar, she brings her sword around in a great sweeping arc and smites the figure in white. Brushing aside the flickering force of his mage armor, her blow cuts him in two just above the elbows. There is a brief, pregnant pause -- and then he appears to explode, showering everyone within ten feet with blood as he falls apart.
Wet and startled, Tuggle and Jaehn nonetheless waste no time giving his corpse the once-over: while Jaehn pats down the bottom half, Tuggle searches the top half. As De'lea stands over them, wiping her sword clean, Tuggle's search uncovers the figure's face -- and gets a good look at his pale gray skin, elongated head, and tentacles. Although his features are otherwise mostly human, a slim and noisome tentacle protrudes from just beneath each eye, and another pair emerge from his jaw line.
Leaving the creature's hood open so others can see his true nature, Tuggle quickly directs a recent occupant at him. As he learns that the being's name is Liddis Malzevent, and that he is a bel-illeth, Jaehn recovers the slim black wand that was used to charm him. Noting that screams of panic and fear have started up -- and that the blood-soaked bystanders are beginning to come out of shock -- the pair then do their best to look innocuous. Jaehn uses his hat to disguise away the blood and fade into the background, while Tuggle commences wailing and pretending to be surprised by what has just taken place.
What follows is a few minutes of frenzied escaping, negotiating with guards, deception, stealth, and existential confusion.
After a moment of what the hell is going on around here, ogre-sized Vicktor climbs the closest building and begins clambering over the rooftops. When he reaches a gap too wide to cross, he sits down to wait and see if he'll return to normal size, the whole time wishing he had some way to wash off all the blood. Eventually he shrinks, shrugs it off, and starts walking back to the inn.
Two squads of guards -- Calderro's Blades and Alseyn's Rangers -- arrive in rapid succession. Though it would be difficult for an observer to sort out, in a short period of time they: believe Tuggle's story about De'lea rescuing them; find out about Tuggle's Follies and their performance that night; get lambasted by Tal for failing to adequately guard the city; try and detain several Follies (even going so far as to surround them in a spear circle); and wind up letting them all go, although only after Tuggle tells the Blades their names. In any case, a lot of bluffing is involved.
When all is said and done, it is the second time in the past few hours that the Follies have made their way back to Farry's Port in ones and twos -- only this time they have Thissiken in tow, riding piggyback on Talishmere.