Finding the Spark (Pathfinder 1E Quest)

Once the target is dealt with, our party can pivot to addressing the new situation - if we plan to have Gorok stab a dude, and the dude dies before Gorok's turn comes up, Gorok isn't gonna stand there scratching his ass. He's gonna go on to the next target.
As such it is better to focus on targets, even if we think they are doomed. They aren't down 'til they're down. And even then not always.
I'm not sure when this happened? Am I misremembering something?
I mean sending the sneaky killy person after the escaping drow because I know that things can go wrong even if I can't predict what they might be, rather than keeping him with us in case of an insanely unlikely incoming teleport.
You did make that argument, and Cob might have been able to reach the Drow, so I apologize for that.

We don't know if Cob could have caught up to him, but he would have had a good chance of it. I worried that leaving too few people back on the barge would make them vulnerable to a counterattack. Just before he died, the Summoner called out to the Demon Lord Shax. I was afraid he was literally communicating with his fellows elsewhere in the city, or signaling for help.
 
[X] Bring your prisoner and the corpses to the governor (after stripping them of valuables and magic items of course)

The sooner we wash our hands off the Drow, the better?
While we are the only ones with proof that the Drow were here, we are a target for everyone who wants silence on that matter.
But once we handed them over to the local boss, killing us doesn't accomplish much anymore, making it less likely that the House Basri, or the Elves from Kyonin invest in trying to kill us.
 
Okay, we aren't the most PR-friendly group of adventurers to ever visit a temple, especially one dedicated to a Lawful Good deity, but they should at least be willing to hear us out. It won't hurt that we've got almost two dozen ex-crusaders and a Taldan knight with us, I hope.

We don't know who we can trust. The Pathfinder Venture-captain is shady, the governor is probably all right but he's also a political creature and we all know what that type is willing to do to cover their asses. At least some of the city guard is compromised, House Basri and the WWC both have power in the city, and while the latter is almost certainly an enemy, the former probably is, too. There is a good chance the Elves would try to get rid of us just to cover up the Drow's existence.

The temple of a LG goddess in a major city, though? We should be safe from backstabbing and double-dealing there. Iomedae is staunchly opposed to Demonkind, and the Drow are the opposite of that.

[X] Seek out the temple of Iomedae and ask to speak with the head Cleric about an urgent matter that could affect the fate of the city.

-[X] Sir Pisca will cast a Mount spell to summon a horse which we can drape the unconscious, mostly nude body of the Alchemist over for easy transport. Kori will cover the Drow with his Cloak of Human Guise to hide his appearance from bystanders.
 
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I'm not sure when this happened? Am I misremembering something?
Oh, no; not specifically. Sorry for jumping between hypotheticals and grounded events that happened, that was unnecessarily unclear.

It's more that we should have planned to have Gorok full attack the Alchemist - just in case he didn't fall to Pisca and Cob - rather assume that Pisca and Cob could finish the drow, and in the future we should have melee party members focus more on the targets (casters, at least) in front of us, rather than trying to set up for next turn/spread out the damage.

If the primary target does fall then any party member who was going to attack that target will just pivot as best they can.
And I think that 'party member pivoting best they can while in a suboptimal position' is a better risk to take than 'get into position for next turn and hope bad luck doesn't fuck us trying to take out this target'.

You did make that argument, and Cob might have been able to reach the Drow, so I apologize for that.

We don't know if Cob could have caught up to him, but he would have had a good chance of it. I worried that leaving too few people back on the barge would make them vulnerable to a counterattack. Just before he died, the Summoner called out to the Demon Lord Shax. I was afraid he was literally communicating with his fellows elsewhere in the city, or signaling for help.
It is possible that the drow might have had an invisibility potion to get away from Cob, too. That has to be acknowledged.

I didn't know/notice about the Lord Shax thingy. That does make your 'they might get reinforcements' worry a lot more reasonable.

In that case I can see the argument in these specific circumstance for why keeping Cob here would be better; but for future stuff I am not going to agree with the arguments you made that Gorok and Mina would have been enough to nab that drow.
Because things go wrong.

I was tempted to suggest sending Sirim with Mina and Gorok, but I wanted him on hand as a non-Pisca diplomacy person.
 
[X] Seek out the temple of Iomedae and ask to speak with the head Cleric about an urgent matter that could affect the fate of the city.
-[X] Sir Pisca will cast a Mount spell to summon a horse which we can drape the unconscious, mostly nude body of the Alchemist over for easy transport. Kori will cover the Drow with his Cloak of Human Guise to hide his appearance from bystanders.
Wasn't there supposed to be something about discretion? I care more about staying on the govenor's good side (for shinys) than I do about the city.

Also, I very much thing we should empty out the large bag and put him in it rather than parade him through the streets. (give him air every 10 minutes). I think otherwise we'll be stopped by the guards

(@DragonParadox Did we detect magic-d the Alchemist, to try and see if he has any magical effects on him still? I'm wary that he'll have something that might wake him up; a contingency of "If time elapsed since I said [arbitrary word] is five or more hours, activate healing spell"

If he has magic effects, and we use the wand of Dispel Magic on him, can we see how strong the spells are? Would doing so help with the spellcraft rolls to figure out what he has active?
Okay, we aren't the most PR-friendly group of adventurers to ever visit a temple, especially one dedicated to a Lawful Good deity, but they should at least be willing to hear us out. It won't hurt that we've got almost two dozen ex-crusaders and a Taldan knight with us, I hope.

We don't know who we can trust. The Pathfinder Venture-captain is shady, the governor is probably all right but he's also a political creature and we all know what that type is willing to do to cover their asses.
I think he'd be unlikely to risk his people/resources against us, and instead might make a weak argument to those pressuring him to that we're not worth the effort to kill, and if that's been accepted, he'd tell us that he's protecting us (or that he's trying to do so).

Also, he's an outsider to the conspiracy, not someone (deeply) invested in keeping it. He'd be more of a troublesome loose end to the conspirators than our adventuring party is, since we're less intersted in blowing stuff widfe open or taking advantage of this secret than we are killing and looting acceptable targets.

[X] Bring your prisoner and the corpses to the governor (after stripping them of valuables and magic items of course)
 
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(@DragonParadox Did we detect magic-d the Alchemist, to try and see if he has any magical effects on him still? I'm wary that he'll have something that might wake him up; a contingency of "If it has been five hours since I said [arbitrary word], activate healing spell"

He did have a contingency, but it was displacement and it triggered already. All he has left at the moment are magic items which yes you can take off him.
 
Wasn't there supposed to be something about discretion? I care more about staying on the govenor's good side (for shinys) than I do about the city.

Also, I very much thing we should empty out out large bag and put him in it rather than parade him through the streets. (give him air every 10 minutes). I think otherwise we'll be stopped by the guards

(@DragonParadox Did we detect magic-d the Alchemist, to try and see if he has any magical effects on him still? I'm wary that he'll have something that might wake him up; a contingency of "If it has been five hours since I said [arbitrary word], activate healing spell"

If he has magic effects, and we use the wand of Dispel Magic on him, can we see how strong the spells are? Would doing so help with the spellcraft rolls to figure out what he has active?
Yeah, you're right. I've got to get out of the maximal goal mindset sometimes. We can have our cake and eat it, too, but we can't always get both AND have fudge brownies on the side.

We've done our job. Let's wash our hands of this dude and go about finishing preparations to leave the city ASAP.

[X] Bring your prisoner and the corpses to the governor (after stripping them of valuables and magic items of course)
-[X] We'll stash the unconscious Alchemist in our larger Bag of Holding while being careful to open it enough every few minutes to let fresh air circulate inside. If necessary to make room in the bag, we'll redistribute its contents to our Handy Haversacks and have Leontas' men carry bulkier, low value items.
-[X] Kori will also cast Cure Light Wounds on the Alchemist once. It's not enough to restore him to consciousness, but it will pull him back somewhat from the edge of death.
 
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We've done our job. Let's wash our hands of this dude and go about finishing preparations to leave the city ASAP.
I mean, I do want some more shopping (the Governor promised lore if we got information. I say we got him information and then some.)
And by shopping, I think that he should pay for (some of) it. Because we got him a very good source of information:

Some larger bags of holding. An item of air-breathing that we can put in there. Very good restraints and items of silence/paralysis, and posions of 'keep this person unconscious"
That scroll Sirim didn't get, a Raise Dead scroll we can trust, Metamagic rods of Spell Piercing. More rings of Spell Storage (for See Invisibility on Cob).

And if we want to spend two days making boat here, a bunch of other stuff, but if we want to leave it 'til later to make the Elegantly Dancing Slurk and just book passage on a ship and get out asap, I'd be fine with that.

I know I'm predicting the future with the plan below, but it's easier to communicate what I'm hoping for now, but I accept that stuff might get very derailed from what I'm suggesting here:

[X] Plan: Might be jumping the gun on planning the interrogation
-[X] Bring your prisoner and the corpses to the governor (after stripping them of valuables and magic items of course)
-[X] If there is enough room in our Handy Haversacks to shift all of the gathered loot, we'll stash the unconscious Alchemist in our larger Bag of Holding while being careful to open it enough every few minutes to let fresh air circulate inside. If there isn't enough room, Sir Pisca will cast a Mount spell to summon a horse which we can drape the Alchemist over for easy transport. Kori will cover the Drow with his Cloak of Human Guise to hide his appearance from bystanders.
-[X] Kori will also cast Cure Light Wounds on the Alchemist once. It's not enough to restore him to consciousness, but it will pull him back somewhat from the edge of death.
-[X] Keep the bag of holding on someone who's wearing anti-divination items
--[X] If the governor can facilitate this, ask:
---[X] 1) to let us question the alchemist in a warded room so he can't be divined.
---[X] 2) to bring a trusted mage in asap with Bestow Curse prepared, and/or get us scrolls of Bestow Curse (Wis score, Cha score, Int score, Dex score, Saves and Actions = 6 curses). Same for Suggestion (three scrolls). And two or three Detect Thoughts.

---[X] 3) If he wants to be present for the interrogation, to either use his own or borrow one of the party's set of anti-divination items for the interrogation. Same for the trusted mage (at least while the cast Bestow Curse)


The Govenor has the power of money/connections, and I want to save our resources because I'm wary of more shit going down.
Us getting the Alchmist alive is a major win far beyond what was asked from us. He should pay to take advantage of it.
 
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I mean hey.

We do know where that temple to Norborger is!

[X] Plan: Might be jumping the gun on planning the interrogation
 
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Man, so annoying when enemies get away. First the pirates, now this drow.

[X] Goldfish
 
It's more that we should have planned to have Gorok full attack the Alchemist - just in case he didn't fall to Pisca and Cob - rather assume that Pisca and Cob could finish the drow, and in the future we should have melee party members focus more on the targets (casters, at least) in front of us, rather than trying to set up for next turn/spread out the damage.
With Goldfish making the plans here most of the time it's easy to forget there are other people playing this game. I count the Alchemist our most valuable trophy of the encounter, and while I would not go out of my way to keep him alive at a cost to our party, I would not try to overkill him either. It was only when he cast Displacement that we swapped Pisca for Gorok, and if it weren't for snake eyes that would have been it. As it is, it was over next turn because Gorok got stunned.

It felt better for someone to hold the door in case they get the same idea to send a kill team for one of the squishies, and our choice of tanks is limited; it's either Gorok or Pisca.

We all have reasons for following the plans we vote for, good or bad.
If there isn't enough room, Sir Pisca will cast a Mount spell to summon a horse which we can drape the Alchemist over for easy transport. Kori will cover the Drow with his Cloak of Human Guise to hide his appearance from bystanders.
The problem with transporting a valuable prisoner at -15 HP is that it takes a breeze to push him over the line. If the Alchemist talks, it might give the governor a lot of leverage to use against elves and House Basri, so there may be people who will want him silenced. We don't know how many interested parties got wind of what happened: the drow might have called for reinforcements, the drow incursion was being 'seen to' by the elves, House Basri have been bribing guards... I'd like to keep him alive, which is why I think we should force the matter and put him in the Bag of Holding. If there isn't enough space, give the loot to Leontas' men to carry; he's a millionaire, we are millionaires, what does it matter? Especially since he is due to some of it anyway.

As for leaving the city ASAP... I'd rather stay and see this to the end. Who is the demon-drow girl we saw, what was the drow plot, what was House Basri's plot, what does any of this have to do with the princess' arrival? Not only is my curiosity as a player piqued, but it makes sense to want to leave the governor in a position of strength, and any who might threaten us grounded to dust and deprived of resourses to pursue us. Ulenar said he'd talk to us again if we haven't been killed in a week; let's stay until the royal visit and ensure nothing is going to befall the city and the princess while she's here. Isn't it the advice we gave to Leontas, to make alliances with powerful patrons so no one would think of putting your head on a pike? Running away is somewhat contrary to that goal.

The Fahlspars sympathize with the Princess' faction, too. Should they earn her favor, their inluence might increase drastically, which would be to our benefit.
 
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With Goldfish making the plans here most of the time it's easy to forget there are other people playing this game.
That's true, but I do try to incorporate everyone's advice and opinions into my plans as much as possible.
The problem with transporting a valuable prisoner at -15 HP is that it takes a breeze to push him over the line. If the Alchemist talks, it might give the governor a lot of leverage to use against elves and House Basri, so there may be people who will want him silenced. We don't know how many interested parties got wind of what happened: the drow might have called for reinforcements, the drow incursion was being 'seen to' by the elves, House Basri have been bribing guards... I'd like to keep him alive, which is why I think we should force the matter and put him in the Bag of Holding. If there isn't enough space, give the loot to Leontas' men to carry; he's a millionaire, we are millionaires, what does it matter? Especially since he is due to some of it anyway.
Yeah, that's a good point. I'll update my plan with that in mind. Also gonna have Kori cast CLW on him once. That isn't enough to bring him out of negative HP, so he'll still be unconscious, but it gives us a bit of a buffer to keep him from dying prematurely.
As for leaving the city ASAP... I'd rather stay and see this to the end. Who is the demon-drow girl we saw, what was the drow plot, what was House Basri's plot, what does any of this have to do with the princess' arrival? Not only is my curiosity as a player piqued, but it makes sense to want to leave the governor in a position of strength, and any who might threaten us grounded to dust and deprived of resourses to pursue us. Ulenar said he'd talk to us again if we haven't been killed in a week; let's stay until the royal visit and ensure nothing is going to befall the city and the princess while she's here. Isn't it the advice we gave to Leontas, to make alliances with powerful patrons so no one would think of putting your head on a pike? Running away is somewhat contrary to that goal.

The Fahlspars sympathize with the Princess' faction, too. Should they earn her favor, their inluence might increase drastically, which would be to our benefit.
ASAP gets us out of here in a couple more days, which would be my preference. If we wait an entire week, that leaves enemies lots of time to plan to move against us. At a minimum, that means the surviving pirates are a potential issue, along with the WWC, House Basri, and maybe another Taldan political faction.

I admit there is more interesting stuff happening here, but that doesn't mean we need to be involved in it. We should be putting a priority on getting back to Andoran, arranging transport for Gorok's people, and getting them settled. We've been gone from Cheliax for months now, and there is definitely a timer ticking in the background and probably hidden rolls happening to determine the Chelaxian response to what happened with the Inquisitor before we left. If we wait too long, we might end up returning only to discover the tribe has been slaughtered in our long absence.

If we do another shopping trip and pick up some more scrolls and various stuff missed on the initial spree, we can get some scrolls of Reduce Person. Besides wanting Sirim and Mina to learn the spell, if we have more than three of the scrolls we can cast it on all of the Iruxi accompanying us, have them chill out in our Bag of Holding for a few rounds, and use a Teleport scroll to get us all back to Andoran instantaneously.

[X] Bring your prisoner and the corpses to the governor (after stripping them of valuables and magic items of course)
-[X] We'll stash the unconscious Alchemist in our larger Bag of Holding while being careful to open it enough every few minutes to let fresh air circulate inside. If necessary to make room in the bag, we'll redistribute its contents to our Handy Haversacks and have Leontas' men carry bulkier, low value items.
-[X] Kori will also cast Cure Light Wounds on the Alchemist once. It's not enough to restore him to consciousness, but it will pull him back somewhat from the edge of death.
-[X] When we speak with the governor, Sirim, with Aid Another assistance from Sir Pisca, will attempt to convince him to let us quietly execute the Alchemist after he has been interrogated and to dispose of his remains in a manner that insures they cannot be used for Divinations and to make it exceptionally difficult to restore him to life. We did what he asked and uncovered widespread Drow activity in Cassomir, but in doing so unwittingly exposed ourselves to an extremely powerful and dangerous faction who have allies and resources we cannot hope to overcome. Mina will use her Fortune Hex on Sirim to help his argument.
--[X] If the governor is not convinced, and Sirim doesn't believe making the attempt will blow up in our faces, Kori will activate his bracers to gain the Glibness effect (+20 bonus to Bluff) and begin exaggerating the truth about how we learned these Drow are part cult who worships the Demon Lord Shax, an especially murderous example of his kind. Allowing his worshipers to survive makes it that much easier for them to learn what happened here, endangering not just us but the city itself and all those who live here, including the princess who will be visiting soon. Sirim will provide Aid Another assistance while telepathically feeding Kori information about Demons, if necessary, and Mina will use her Fortune Hex to help if she hasn't already used it on Kori today.
 
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Votes are quite split. I have an interlude idea you guys might like...
Adhoc vote count started by DragonParadox on Nov 24, 2024 at 4:58 AM, finished with 23 posts and 5 votes.

  • [X] Bring your prisoner and the corpses to the governor (after stripping them of valuables and magic items of course)
    -[X] We'll stash the unconscious Alchemist in our larger Bag of Holding while being careful to open it enough every few minutes to let fresh air circulate inside. If necessary to make room in the bag, we'll redistribute its contents to our Handy Haversacks and have Leontas' men carry bulkier, low value items.
    -[X] Kori will also cast Cure Light Wounds on the Alchemist once. It's not enough to restore him to consciousness, but it will pull him back somewhat from the edge of death.
    [X] Plan: Might be jumping the gun on planning the interrogation
    -[X] Bring your prisoner and the corpses to the governor (after stripping them of valuables and magic items of course)
    -[X] If there is enough room in our Handy Haversacks to shift all of the gathered loot, we'll stash the unconscious Alchemist in our larger Bag of Holding while being careful to open it enough every few minutes to let fresh air circulate inside. If there isn't enough room, Sir Pisca will cast a Mount spell to summon a horse which we can drape the Alchemist over for easy transport. Kori will cover the Drow with his Cloak of Human Guise to hide his appearance from bystanders.
    -[X] Kori will also cast Cure Light Wounds on the Alchemist once. It's not enough to restore him to consciousness, but it will pull him back somewhat from the edge of death.
    -[X] Keep the bag of holding on someone who's wearing anti-divination items
    --[X] If the governor can facilitate this, ask:
    ---[X] 1) to let us question the alchemist in a warded room so he can't be divined.
    ---[X] 2) to bring a trusted mage in asap with Bestow Curse prepared, and/or get us scrolls of Bestow Curse (Wis score, Cha score, Int score, Dex score, Saves and Actions = 6 curses). Same for Suggestion (three scrolls). And two or three Detect Thoughts.
    ---[X] 3) If he wants to be present for the interrogation, to either use his own or borrow one of the party's set of anti-divination items for the interrogation. Same for the trusted mage (at least while the cast Bestow Curse)
 
[X] Bring your prisoner and the corpses to the governor (after stripping them of valuables and magic items of course)
-[X] We'll stash the unconscious Alchemist in our larger Bag of Holding while being careful to open it enough every few minutes to let fresh air circulate inside. If necessary to make room in the bag, we'll redistribute its contents to our Handy Haversacks and have Leontas' men carry bulkier, low value items.
-[X] Kori will also cast Cure Light Wounds on the Alchemist once. It's not enough to restore him to consciousness, but it will pull him back somewhat from the edge of death.
 
I think the votes say pretty much the same now, one just goes one step further and details the interrogation.

I'll throw my own vote in; I don't care how the governor gets the prisoner so long as he does, but I hope we keep it low-key and won't make a scene at the palace. I imagine Sirim will be the one to contact the governor so he can arrange the rest.

[x] Bring your prisoner and the corpses to the governor (after stripping them of valuables and magic items of course)
-[x] We'll stash the unconscious Alchemist in our larger Bag of Holding while being careful to open it enough every few minutes to let fresh air circulate inside. If necessary to make room in the bag, we'll redistribute its contents to our Handy Haversacks and have Leontas' men carry bulkier, low value items.
-[x] Kori will also cast Cure Light Wounds on the Alchemist once. It's not enough to restore him to consciousness, but it will pull him back somewhat from the edge of death.
 
I do want the prisoner to be killed before we leave the area.
And then burnt to ash so they need a True Resurrection to be brought back. Nobody's dropping a True Resurrection on this dude.

I do not want an vengeful lvl 13 drow Alchemist after us.
 
I do want the prisoner to be killed before we leave the area.
And then burnt to ash so they need a True Resurrection to be brought back. Nobody's dropping a True Resurrection on this dude.

I do not want an vengeful lvl 13 drow Alchemist after us.
Yeah, agreed. I want him really dead, not just mostly dead.

I would include that in my plan, but I don't think we can make that demand of the governor quite yet.
 
Yeah, agreed. I want him really dead, not just mostly dead.

I would include that in my plan, but I don't think we can make that demand of the governor quite yet.
Can we make it part of our: "We have a prisoner (yay!), and we're happy to ask the questions you want, but this guy is terrifying, so before we leave here we're killing him, and rendering him as hard to bring back as we ethically can (i.e. body is burt to ash). If you're no ok with that, then he died in transit or something. [Intimidate; this drow is a threat to us and you]: We can't overstate that when this highly skilled magic user escapes, he will wreck mighty vengeance over centuries on us, and you, because you sent us."

Only worded a hell of a lot more diplomatically
 
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Can we make it part of our: "We have a prisoner (yay!), and we're happy to ask the questions you want, but this guy is terrifying, so before we leave here we're killing him, and rendering him as hard to bring back as we ethically can (i.e. body is burt to ash). If you're no ok with that, then he died in transit or something. [Intimidate; this drow is a threat to us and you]: We can't overstate that when this highly skilled magic user escapes, he will wreck mighty vengeance over centuries on us, and you, because you sent us."

Only worded a hell of a lot more diplomatically
Added this to my plan:

-[] When we speak with the governor, Sirim, with Aid Another assistance from Sir Pisca, will attempt to convince him to let us quietly execute the Alchemist after he has been interrogated and to dispose of his remains as we deem appropriate. We did what he asked and uncovered widespread Drow activity in Cassomir, but in doing so unwittingly exposed ourselves to an extremely powerful and dangerous faction who have allies and resources we cannot hope to overcome. Mina will use her Fortune Hex on Sirim to help his argument.
--[] If the governor is not convinced, and Sirim doesn't believe making the attempt will blow up in our faces, Kori will activate his bracers to gain the Glibness effect (+20 bonus to Bluff) and begin exaggerating the truth about how we learned these Drow are part cult who worships the Demon Lord Shax, an especially murderous example of his kind. Allowing his worshipers to survive makes it that much easier for them to learn what happened here, endangering not just us but the city itself and all those who live here, including the princess who will be visiting soon. Sirim will provide Aid Another assistance while telepathically feeding Kori information about Demons, if necessary, and Mina will use her Fortune Hex to help if she hasn't already used it on Kori today.


The Glibness effect from Kori's bracers will push his Bluff bonus up to +41, or +43 with Sirim's help. I wouldn't rule out the governor making a Nat 20 on his Sense Motive check, not after Cob's double Nat 1s earlier, but it's unlikely.
 
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I think this is putting a cart before the horse. We should see what the prisoner's involvement is before deciding what to do with him. Could be the Alchemist is the least of our problems.
 
Arc 9 Interlude 6: At the End of the Lane New
At the End of the Lane

17th of Kuthona 4707 A.R. (Absalom Reckoning)

The houses of old nobility and deposed prelates rose grey and grim about the square of Abbey Green, the rattle of the wind though the dry grass as though in monkey of the name as a woman wearing the eggshell white shirt and light grey frock of the lettered help moved through the streets, lantern in hand. Anea Ilvor, factotum for the West Winds Company, was as cold and miserable as the weather, wishing for nothing more than a chance to return to her crammed but warm Baker's Street apartment and a cup of warm coca, one of the few indulgences she could afford herself in steep and narrow road of advancement. But the highborn would have their way wouldn't they, their peculiarities? For one not blessed with wealth and a title the request that someone personally pick up their too-soon-arriving luggage in the wee hours of the morning would have been called something considerably stronger than peculiar, mad maybe or at least idiotic. What difference would it make it something that had already crossed the length of Avistan from the shores of Lake Encarthan to those of the Inner Sea would wait in a damn warehouse until a decent hour of the morning?

Keys rattled at her belt as she rose from her seat, informing the coach driver to wait for her, even though they both knew he's bleed her for the fare. They both knew this was no night for a body to be walking the streets of old Cassomir, the rain drove decent folk indoors even as it drew ne'er-do-well out to hunt.

Where others in her position would have brought a manservent to handle the damn crate, Anea had a ring forged to celebrate her twenty-fifth birthday with a touch of magic that would allow her to carry as much as a longshoreman at need, so she had no trouble maneuvering the black walnut chest from coach to the door of Number Thirteen Wisteria Lane. The place hadn't seen an owner in half a decade and a living occupant in four times that long until a mysterious noble from the north had acquired it, very hush hush. Had Anea been more inclined to fancy she would have imagined a spy or a mysterious sorcerer. It was probably just some confidence man working the ignorance of the Taldan gentry to fleece them like that one woman who claimed to be the missing princess of Brevoy before she made off with a small fortune in gifts.

Come to Cassomir for the wine and olive oil, stay for the idiots, she thought forcing the half-rusted key into the lock and turning it with all the anger she couldn't show on her face. The entry room was a thing of peeling green wallpaper and moldering wood that somehow conspired to be even more cold than a winter's night and even more humid than the rain. One would would worry about an infestation of rats though even they had probably moved on to more salubrious dwellings. This whole place could sink into the swamp and leave the world better off for its lack. Now where on earth is the bedroom in this creaking cadaver house?

It wasn't that she didn't hear the sound of the boards creaking behind her. Maybe she'd just been wrong about the mice, Anea thought. She never saw the figure materialize behind her, pale in the lantern's light, she only felt the iron hard grip around her neck, too keep her from screaming.

The coachman left half an hour later, cursing a streak and in the offices of the West Winds Company across town a portly director struck out a name with a familiar sweep of the quill. It was a pity to lose such a good worker, but the customer had been particular about their needs and she had been a bit too keen to advance anyway. It was useful to have clever underlings and ambitious underlings, but not ones that were both.

OOC: It's been a while since I got to do a properly ominous interlude. That was fun.
 
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I think this is putting a cart before the horse. We should see what the prisoner's involvement is before deciding what to do with him. Could be the Alchemist is the least of our problems.
If circumstances change, such as the Alchemist secretly being an undercover surface Elf who has been working to infiltrate a Drow cult to Shax, we'll obviously need to pivot from how we respond. It doesn't hurt to have our intentions laid out, though, just in case.
 
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