“Yes, I figured it may be useful in the future.” He turns to point out the group. “These are my friends. They may step in, but they mean no harm. We watch each others backs.”
Following along, Eremoz makes note of the rest of the staff. “I assume I can just call out to Massey for help, but should I stay where I am and signal Neti or just walk up and tell her?”
"You will be patroling the floor until the boss calls," Harren says. "If you catch anyone cheating, you take note of the guy and walk to the nearest guard who will then relay the info until it reach Neti. The same can be said if you are notified by a fellow guard, you relay it to the nearest guard. That way we won't be blatantly notifying the cheater that we know. Some people turned to violence when they're caught and we don't want that. If they try to leave before the info reach Neti, you try your best to hold them. In that case, the ruckus will be noticeable enough for other guards to assest and call Neti."
This post has potentially manipulated dice roll results.
Cob, not having much interest in the games, grabs a beer and grabs a chair at Drexon's table. He doesn't bother the wizard while he recuperates. Instead he keeps one eye part on the room but for the most part his attention turns to the books he picked up. He leafs through the one on Forbidden Rituals to see what that's all about.
Cob, you skim the table of contents and the preface. You read that there have been a few instances when the boundary of magic has been broken throughout history. Wizards and sorcerers have categorized magic under nine tiers or circles or spheres based on the power it invokes. For example, a spell that you know, Darkness, is usually considered tier 2 magic. Now, throughout history, there have been times when people attempted to cast a spell that is higher than tier 9. This often ends in disaster, both for the caster and the area around them, but there are times when this casting is successful. The book lists the tales of 7 of these successfully cast beyond-tier-9 magic. The book doesn't go into detail on how to cast it, but it tells a story behind the casting in a semi-novelized way.
The first chapter is titled "Demon's Run When a Good Man Goes to War" and it is about the ascension of a human to godhood. Skimming the chapter, you cannot find any mention of this human's name, but it is common knowledge that there is one deity that takes the form of a human: Ausvic, the God of War, Peace, and Judgement. This could be the story of Ausvic's ascension to godhood. You will have to read it in more detail.
Eremoz listens to the instructions he is given. He finds a spot near some of the gaming tables, watching over the games. He remains friendly, smiling and giving polite nods to those who greet him. Every 30 minutes or so, he wanders around finding another area to keep an eye on the gambling house.
During the first hour, Eremoz, you can see nothing amiss. However, as the next hour rolls in, the number of people that you have to keep an eye on increases quite substantially. As the clock strikes 6, it is as if a floodgate has opened. People from all walks of life come into the establishment to wind down from a hard day. It becomes quite hard to keep watch on everything when every table is filled with players and their supporters. So far, apart from having to separate some people when they cut the queue, nothing is amiss.
Drexon tries to ignore the influx of people as much as possible as he maintains his focus, but takes some comfort in the fact Cob is sat at the table with him.
As things pick up, Eremoz looks for the other staff. He tries to position himself so he can see any areas, not easily visible for the others. With the gambling house so full, he decides to stay in place. He watches over the tables and keeps an eye on the private room, not wanting to miss his post.
Eremoz, as the clock nears 7, you notice a small commotion right outside the game house. It is causing a little crowd right at the entrance. Massey, the stern-looking human guard that is patrolling the floor, calls for your attention and motions you to help out Harren deal with it.
Moving toward the entrance, you see that the commotion is caused by the owner of the game house, Julian Guilleman, having a conversation with his friends. You see a group of 6 people with him followed by half a dozen city guards. The city guards are maintaining a loose formation around a middle-aged man dressed in a wooden-coloured woollen blazer and cream-coloured clothing. A pin of an eagle, usually only worn by town officials, is attached to the lapel of his blazer. Apart from the town official, you can see Hotis Garaton, the Grand Mason of the Verdant Mason, walking and talking calmly with someone that looks similar to Julian -- probably a younger brother. You do not recognize the others.
"Eremoz," Harren calls out to you. He motions to the crowd blocking the entrance trying to look at the owner of the game house and his friends. "Keep these people back so the boss can get in. Watch their hands, will you? Something is not right today. They aren't usually this rowdy this early in the night."
Cob looks up from his books to take in the commotion at the front door. He contemplates meddling and increasing the turmoil that Eremoz has to deal with but for the moment he's distracted by the arrival of the Grand Mason. There will be plenty of time to make Eremoz's job more difficult.
Eremoz hastily makes his way over, placing himself between the VIP’s and the crowd. He opens his arms wide and begins trying to move the crowd back by a step or two.
Cob, you just manage to finish the first chapter when you hear the commotion. You take a moment to see it before returning to the book, pondering what you have read. It is not telling the story of Ausvic as you first expected. Instead, it speaks about the tale of a young man seeking higher things.
The man in the story came from nothing and had to study hard in his pursuit to become the greatest wizard in the world. When he graduated from the most prominent wizarding academy at the time, unfortunately, he failed to find employment. He looked for someone to employ him, but despite his great skill in transmutation magic, no one wanted to hire him. In the end, he spent some time beggaring on the street of Timaril.
It was not until the man met a maiden that his luck seemed to pick up. The maiden was fascinated with the man's ability in transmutation and took him with her on her journey to study the ancient world. The two of them became close as the year went by, but their closeness became a danger to their endeavour and study. The maiden made more mistakes during their traversing of ancient ruins, often injuring herself. The man became reckless in his attempt to save the maiden, much to the maiden's consternation.
Eventually, there came a time when the man acted to save the maiden and injured himself so greatly that a healing potion or magic was not enough to save him. The maiden, in her attempt to save someone she had come to care very much, revealed herself as a goddess and healed the man. Unfortunately, her revelation and use of power were forbidden by her fellow deities. She was punished, forbidden to return to the surface of Sabitah, and the man was scheduled to have his memories of her taken away.
The man, surrendering to his fate, waited for the gods to come and take his fondest memories away, but they never did. The deities had other things to worry about. War had come to Sabitah. The old enemy of the deities had revealed themselves, hiding and biding their time for thousands of years. New enemies had followed in their wake, helping the deities' bane in causing as much chaos and havoc across Sabitah. The maiden's punishment was lifted, and she and her fellow deities went to fight against the hellish horde.
Seeing so much suffering and dissidents, the man retreated to his and the maiden's secret location. There, he used his knowledge of transmutation to create spells upon spells that could help the war effort. He transcended the boundary of space and time, creating an entirely new field of magic that had never been used before. He invented the foundation of chronurgy and graviturgy from his study of ancient ruins with the maiden.
Sometimes, the man would lead an army himself against the hellish horde, bending time and space in his wake. However, as the war progresses, he saw that he was not enough to cast a spell that could bring an end to the war. He had created the spell for his maiden to cast, but unfortunately, she was injured severely during the battle. He had not the power to really swing the favour to the side of the people of Sabitah. Only a god would have such power. In the end, advised by the maiden herself, the man created a ritual to use the power of the dying maiden to ascend to godhood. With the power of a god in his hand, he cast his spell, imprisoning the hellish horde and their allies to another plane far away from Sabitah. In his anger at the deities that had abandoned the maiden to her fate, he also shunted them away from Sabitah, forever preventing any divine or fiendish beings from ever directly manifesting their presence on Sabitah ever again.
At the end of the chapter, you see the sketch of a man standing on top of a box. Inside the box is a sketch of a maiden cradling a heart. The man is facing a dozen glowing figures. On their back, a skyline of a city is burning and crumbling.
Eremoz, you easily corral the crowd away from blocking the entrance. One or two manage to bypass you, but Harren and another guard block them from getting closer to the boss and his friends.
"Ah, you came," Julian says when he passes you. "Good. Good. Let's go. Harren and Massey will handle the floor. We have the mayor today and I don't want the city guards to come inside the building. You will have to do."
One of the city guards drags you away for a moment and begins explaining what he is going to do to you if the mayor is harmed in any way.
"I have been notified by the rangers conclave that there are individuals under their employ that will be coming to the city to resupply and rest for some time," the guard says. "They say one of them is a Leonin, so I suppose it's you. As far as I know, you are the only Leonin in the city. You seem to have the backing of the conclave. Do you have anything to prove this statement? I am uncomfortable leaving the mayor in the hand of a stranger, but the owner seems insistent that our presence is only accepted around the establishment and not inside. It will ease my mind to know that he will be protected by a member of the Militarum, even if you are only a temporary recruit to the conclave."
Eremoz pats his pockets when the guard asks for proof. ”You assumed right, but I have nothing on my person to prove it. My friends inside have proof. I can have them step outside to speak to you, if that will be sufficient. Either way, I can assure you I will do my best to protect everyone involved.”
As he re-enters the building, Eremoz motions Cob over to him. “Can you talk to the guard outside? He doesn’t like leaving the mayor alone. He just wants proof that we are with the Conclave.”
"Thank you," the guard says to Eremoz. "That would be appreciated."
The guard stands outside the game house, ordering some of his men to spread out and keep an eye on the perimeter. He can be found easily enough if you choose to meet him.
Following Julian closely, he leads Eremoz and his friends toward Geralt. With a nod to Geralt, the guard taps a part of the wall, causing it to shimmer briefly. Eremoz, you feel your hair raises a bit before a wave of magic moves outward from the shimmer followed by two people, each carrying a lantern of blue flame. Julian moves through them and through the still-shimmering wall. The other follows him into the wall, each of them tapped on the shoulder or forehead by the lantern carrier. When it comes to your turn, you can feel something clouding your mind for a brief moment after the lantern carrier touches you.
From the outside, if you are looking at Eremoz and the crowd-gathering group, you see that they are standing in front of the guarded wall for some time before moving upstairs. Drexon, if you connect your mind with Eremoz, you can feel that while his image is moving upstairs, his mind is still on the same floor, seemingly behind the guarded wall.
"This is all very wizardy," he says to Drexon, indicating the book. "So there was this hellish horde from another plane, and a self-sacrificing cleric who let her life be used to power this wizard's ascension to godhood to imprison these demons. Whatever was going on back in our time sounds like there was a way to undue that spell, maybe. I don't know. If I'd wanted to think so much I would have become a wizard like Karm."
He's about to say more when Eremoz comes over and mentions the guard outside who wants to talk conclave business.
"Let him be uncomfortable," Cob says, though not harshly. "I don't know. Should we be telling everyone who asks if we've a letter from the conclave?"
Respecting Drexon's wisdom on this kind of thing he's about to ask for his opinion when he spots how the door works to the private game room.
"Hmm. That's a wrinkle," he says when the lantern carrying apparitions appear. "That's more security than I expected. Coming up through the sewer might be the better call."
Eremoz, entering through the shimmering wall, you find yourself in a comfortable room large enough to fit more than 2 dozen people. There is an opening to the right leading to a bathroom.
The two lantern bearers close the shimmering wall, returning it back to a solid wall. One of them gathered the two lanterns and goes through another shimmering wall to the left that immediately turns solid as soon as they go through. The other one remains behind, drawing a deck of cards and settling on the table to be the dealer.
"Well, friends, let's play!" Julian says with a grin.
As you watch them, you notice that not all 6 people that came with Julian will be playing. The city official and Hotis take their place at the table. A human man with dashing red hair -- the one with a similar face as Julian -- and a sharp-faced half-elven woman followed them. The other two people -- a dwarven man and a human woman -- stand near the corner of the room, looking ready and tense; they seem to be bodyguards.
Drexon, right about half an hour after Eremoz disappeared into the wall, a group of young adults come into the game house. You recognize a couple of them. They are the faces that you saw when you looked into the mind of the chamberlain of the Mason Museum. They are supposedly the injured and punished apprentices, all seemingly in good health and ready to have a merry night.
There comes a point when Drexon, tired though he is and literally drained of life, starts to feel the connection to the bloodwell vial. He feels it tugging slightly at whatever magical force is inside him. He knows he can channel his power through it now, and it will enhance it.
He is considering that when he realises Cob is speaking to him about the book he is reading. They are interrupted by Eremoz's return, asking Cob about their warrant. He uses the opportunity to connect to Eremoz's mind once again, renewing their link. When the last fizzled out he could not say.
When Eremoz leaves, he smiles back at Cob, "I am not the most wizardly sort either, but it is encouraging to think that there is a way to stop what happened before. Well, in the future. You know what I mean. And I think you are right about the warrant, it is not for us to go flashing it about to all and sundry".
It is then he notices the shift between Eremoz's mind and body. "Now that is odd", he says with a frown. "Possibly an illusion, but where our Leonin friends body goes, his mind does not follow. That is firmly placed in what we know is the secret room".
"Can you hear me?", he thinks to Eremoz. "What do you see? We have only minutes, so whatever it is, say it quick. From what we see you went upstairs".
Turning to Cob, "Well, we can always try the other route tomorrow".
As another hour passes by, likely in conversation with Cob about his book or other things, he spots the familiar faces. He connects telepathically to Cob, to let his friend know.
"The group that just came in, I recognise a few of them from the mind of the Mason Chamberlain", he thinks to Cob, describing the ones he saw before in the chamberlain's mind. "They are looking quite well considering what we were told of them fighting, and not so grounded either".
This post has potentially manipulated dice roll results.
Cob turns to take in the 'apprentices' when Drexon points them out.
"I'll go see if I can hear anything they're talking about," Cob thinks back to Drexon.
Cob slips through the crowd, making his way around and between legs. As he gets closer to the apprentices he does his best to eavesdrop without appearing to be eavesdropping.
Stealth: 11
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“Yes, I figured it may be useful in the future.” He turns to point out the group. “These are my friends. They may step in, but they mean no harm. We watch each others backs.”
Following along, Eremoz makes note of the rest of the staff. “I assume I can just call out to Massey for help, but should I stay where I am and signal Neti or just walk up and tell her?”
"You will be patroling the floor until the boss calls," Harren says. "If you catch anyone cheating, you take note of the guy and walk to the nearest guard who will then relay the info until it reach Neti. The same can be said if you are notified by a fellow guard, you relay it to the nearest guard. That way we won't be blatantly notifying the cheater that we know. Some people turned to violence when they're caught and we don't want that. If they try to leave before the info reach Neti, you try your best to hold them. In that case, the ruckus will be noticeable enough for other guards to assest and call Neti."
Cob, not having much interest in the games, grabs a beer and grabs a chair at Drexon's table. He doesn't bother the wizard while he recuperates. Instead he keeps one eye part on the room but for the most part his attention turns to the books he picked up. He leafs through the one on Forbidden Rituals to see what that's all about.
Investigation if needed: 18
Cob, you skim the table of contents and the preface. You read that there have been a few instances when the boundary of magic has been broken throughout history. Wizards and sorcerers have categorized magic under nine tiers or circles or spheres based on the power it invokes. For example, a spell that you know, Darkness, is usually considered tier 2 magic. Now, throughout history, there have been times when people attempted to cast a spell that is higher than tier 9. This often ends in disaster, both for the caster and the area around them, but there are times when this casting is successful. The book lists the tales of 7 of these successfully cast beyond-tier-9 magic. The book doesn't go into detail on how to cast it, but it tells a story behind the casting in a semi-novelized way.
The first chapter is titled "Demon's Run When a Good Man Goes to War" and it is about the ascension of a human to godhood. Skimming the chapter, you cannot find any mention of this human's name, but it is common knowledge that there is one deity that takes the form of a human: Ausvic, the God of War, Peace, and Judgement. This could be the story of Ausvic's ascension to godhood. You will have to read it in more detail.
Eremoz listens to the instructions he is given. He finds a spot near some of the gaming tables, watching over the games. He remains friendly, smiling and giving polite nods to those who greet him. Every 30 minutes or so, he wanders around finding another area to keep an eye on the gambling house.
Perception: 6
During the first hour, Eremoz, you can see nothing amiss. However, as the next hour rolls in, the number of people that you have to keep an eye on increases quite substantially. As the clock strikes 6, it is as if a floodgate has opened. People from all walks of life come into the establishment to wind down from a hard day. It becomes quite hard to keep watch on everything when every table is filled with players and their supporters. So far, apart from having to separate some people when they cut the queue, nothing is amiss.
Drexon tries to ignore the influx of people as much as possible as he maintains his focus, but takes some comfort in the fact Cob is sat at the table with him.
As things pick up, Eremoz looks for the other staff. He tries to position himself so he can see any areas, not easily visible for the others. With the gambling house so full, he decides to stay in place. He watches over the tables and keeps an eye on the private room, not wanting to miss his post.
Perception: 11
Eremoz, as the clock nears 7, you notice a small commotion right outside the game house. It is causing a little crowd right at the entrance. Massey, the stern-looking human guard that is patrolling the floor, calls for your attention and motions you to help out Harren deal with it.
Moving toward the entrance, you see that the commotion is caused by the owner of the game house, Julian Guilleman, having a conversation with his friends. You see a group of 6 people with him followed by half a dozen city guards. The city guards are maintaining a loose formation around a middle-aged man dressed in a wooden-coloured woollen blazer and cream-coloured clothing. A pin of an eagle, usually only worn by town officials, is attached to the lapel of his blazer. Apart from the town official, you can see Hotis Garaton, the Grand Mason of the Verdant Mason, walking and talking calmly with someone that looks similar to Julian -- probably a younger brother. You do not recognize the others.
"Eremoz," Harren calls out to you. He motions to the crowd blocking the entrance trying to look at the owner of the game house and his friends. "Keep these people back so the boss can get in. Watch their hands, will you? Something is not right today. They aren't usually this rowdy this early in the night."
Cob looks up from his books to take in the commotion at the front door. He contemplates meddling and increasing the turmoil that Eremoz has to deal with but for the moment he's distracted by the arrival of the Grand Mason. There will be plenty of time to make Eremoz's job more difficult.
Eremoz hastily makes his way over, placing himself between the VIP’s and the crowd. He opens his arms wide and begins trying to move the crowd back by a step or two.
Athletics: 12
Cob, you just manage to finish the first chapter when you hear the commotion. You take a moment to see it before returning to the book, pondering what you have read. It is not telling the story of Ausvic as you first expected. Instead, it speaks about the tale of a young man seeking higher things.
The man in the story came from nothing and had to study hard in his pursuit to become the greatest wizard in the world. When he graduated from the most prominent wizarding academy at the time, unfortunately, he failed to find employment. He looked for someone to employ him, but despite his great skill in transmutation magic, no one wanted to hire him. In the end, he spent some time beggaring on the street of Timaril.
It was not until the man met a maiden that his luck seemed to pick up. The maiden was fascinated with the man's ability in transmutation and took him with her on her journey to study the ancient world. The two of them became close as the year went by, but their closeness became a danger to their endeavour and study. The maiden made more mistakes during their traversing of ancient ruins, often injuring herself. The man became reckless in his attempt to save the maiden, much to the maiden's consternation.
Eventually, there came a time when the man acted to save the maiden and injured himself so greatly that a healing potion or magic was not enough to save him. The maiden, in her attempt to save someone she had come to care very much, revealed herself as a goddess and healed the man. Unfortunately, her revelation and use of power were forbidden by her fellow deities. She was punished, forbidden to return to the surface of Sabitah, and the man was scheduled to have his memories of her taken away.
The man, surrendering to his fate, waited for the gods to come and take his fondest memories away, but they never did. The deities had other things to worry about. War had come to Sabitah. The old enemy of the deities had revealed themselves, hiding and biding their time for thousands of years. New enemies had followed in their wake, helping the deities' bane in causing as much chaos and havoc across Sabitah. The maiden's punishment was lifted, and she and her fellow deities went to fight against the hellish horde.
Seeing so much suffering and dissidents, the man retreated to his and the maiden's secret location. There, he used his knowledge of transmutation to create spells upon spells that could help the war effort. He transcended the boundary of space and time, creating an entirely new field of magic that had never been used before. He invented the foundation of chronurgy and graviturgy from his study of ancient ruins with the maiden.
Sometimes, the man would lead an army himself against the hellish horde, bending time and space in his wake. However, as the war progresses, he saw that he was not enough to cast a spell that could bring an end to the war. He had created the spell for his maiden to cast, but unfortunately, she was injured severely during the battle. He had not the power to really swing the favour to the side of the people of Sabitah. Only a god would have such power. In the end, advised by the maiden herself, the man created a ritual to use the power of the dying maiden to ascend to godhood. With the power of a god in his hand, he cast his spell, imprisoning the hellish horde and their allies to another plane far away from Sabitah. In his anger at the deities that had abandoned the maiden to her fate, he also shunted them away from Sabitah, forever preventing any divine or fiendish beings from ever directly manifesting their presence on Sabitah ever again.
At the end of the chapter, you see the sketch of a man standing on top of a box. Inside the box is a sketch of a maiden cradling a heart. The man is facing a dozen glowing figures. On their back, a skyline of a city is burning and crumbling.
Eremoz, you easily corral the crowd away from blocking the entrance. One or two manage to bypass you, but Harren and another guard block them from getting closer to the boss and his friends.
"Ah, you came," Julian says when he passes you. "Good. Good. Let's go. Harren and Massey will handle the floor. We have the mayor today and I don't want the city guards to come inside the building. You will have to do."
One of the city guards drags you away for a moment and begins explaining what he is going to do to you if the mayor is harmed in any way.
"I have been notified by the rangers conclave that there are individuals under their employ that will be coming to the city to resupply and rest for some time," the guard says. "They say one of them is a Leonin, so I suppose it's you. As far as I know, you are the only Leonin in the city. You seem to have the backing of the conclave. Do you have anything to prove this statement? I am uncomfortable leaving the mayor in the hand of a stranger, but the owner seems insistent that our presence is only accepted around the establishment and not inside. It will ease my mind to know that he will be protected by a member of the Militarum, even if you are only a temporary recruit to the conclave."
Eremoz pats his pockets when the guard asks for proof. ”You assumed right, but I have nothing on my person to prove it. My friends inside have proof. I can have them step outside to speak to you, if that will be sufficient. Either way, I can assure you I will do my best to protect everyone involved.”
As he re-enters the building, Eremoz motions Cob over to him. “Can you talk to the guard outside? He doesn’t like leaving the mayor alone. He just wants proof that we are with the Conclave.”
"Thank you," the guard says to Eremoz. "That would be appreciated."
The guard stands outside the game house, ordering some of his men to spread out and keep an eye on the perimeter. He can be found easily enough if you choose to meet him.
Following Julian closely, he leads Eremoz and his friends toward Geralt. With a nod to Geralt, the guard taps a part of the wall, causing it to shimmer briefly. Eremoz, you feel your hair raises a bit before a wave of magic moves outward from the shimmer followed by two people, each carrying a lantern of blue flame. Julian moves through them and through the still-shimmering wall. The other follows him into the wall, each of them tapped on the shoulder or forehead by the lantern carrier. When it comes to your turn, you can feel something clouding your mind for a brief moment after the lantern carrier touches you.
From the outside, if you are looking at Eremoz and the crowd-gathering group, you see that they are standing in front of the guarded wall for some time before moving upstairs. Drexon, if you connect your mind with Eremoz, you can feel that while his image is moving upstairs, his mind is still on the same floor, seemingly behind the guarded wall.
Cob puts the book down and frowns.
"This is all very wizardy," he says to Drexon, indicating the book. "So there was this hellish horde from another plane, and a self-sacrificing cleric who let her life be used to power this wizard's ascension to godhood to imprison these demons. Whatever was going on back in our time sounds like there was a way to undue that spell, maybe. I don't know. If I'd wanted to think so much I would have become a wizard like Karm."
He's about to say more when Eremoz comes over and mentions the guard outside who wants to talk conclave business.
"Let him be uncomfortable," Cob says, though not harshly. "I don't know. Should we be telling everyone who asks if we've a letter from the conclave?"
Respecting Drexon's wisdom on this kind of thing he's about to ask for his opinion when he spots how the door works to the private game room.
"Hmm. That's a wrinkle," he says when the lantern carrying apparitions appear. "That's more security than I expected. Coming up through the sewer might be the better call."
Eremoz follows through the shimmering wall. He does not try to resist the effects on his mind.
Eremoz, entering through the shimmering wall, you find yourself in a comfortable room large enough to fit more than 2 dozen people. There is an opening to the right leading to a bathroom.
The two lantern bearers close the shimmering wall, returning it back to a solid wall. One of them gathered the two lanterns and goes through another shimmering wall to the left that immediately turns solid as soon as they go through. The other one remains behind, drawing a deck of cards and settling on the table to be the dealer.
"Well, friends, let's play!" Julian says with a grin.
As you watch them, you notice that not all 6 people that came with Julian will be playing. The city official and Hotis take their place at the table. A human man with dashing red hair -- the one with a similar face as Julian -- and a sharp-faced half-elven woman followed them. The other two people -- a dwarven man and a human woman -- stand near the corner of the room, looking ready and tense; they seem to be bodyguards.
Drexon, right about half an hour after Eremoz disappeared into the wall, a group of young adults come into the game house. You recognize a couple of them. They are the faces that you saw when you looked into the mind of the chamberlain of the Mason Museum. They are supposedly the injured and punished apprentices, all seemingly in good health and ready to have a merry night.
There comes a point when Drexon, tired though he is and literally drained of life, starts to feel the connection to the bloodwell vial. He feels it tugging slightly at whatever magical force is inside him. He knows he can channel his power through it now, and it will enhance it.
He is considering that when he realises Cob is speaking to him about the book he is reading. They are interrupted by Eremoz's return, asking Cob about their warrant. He uses the opportunity to connect to Eremoz's mind once again, renewing their link. When the last fizzled out he could not say.
When Eremoz leaves, he smiles back at Cob, "I am not the most wizardly sort either, but it is encouraging to think that there is a way to stop what happened before. Well, in the future. You know what I mean. And I think you are right about the warrant, it is not for us to go flashing it about to all and sundry".
It is then he notices the shift between Eremoz's mind and body. "Now that is odd", he says with a frown. "Possibly an illusion, but where our Leonin friends body goes, his mind does not follow. That is firmly placed in what we know is the secret room".
"Can you hear me?", he thinks to Eremoz. "What do you see? We have only minutes, so whatever it is, say it quick. From what we see you went upstairs".
Turning to Cob, "Well, we can always try the other route tomorrow".
As another hour passes by, likely in conversation with Cob about his book or other things, he spots the familiar faces. He connects telepathically to Cob, to let his friend know.
"The group that just came in, I recognise a few of them from the mind of the Mason Chamberlain", he thinks to Cob, describing the ones he saw before in the chamberlain's mind. "They are looking quite well considering what we were told of them fighting, and not so grounded either".
Cob turns to take in the 'apprentices' when Drexon points them out.
"I'll go see if I can hear anything they're talking about," Cob thinks back to Drexon.
Cob slips through the crowd, making his way around and between legs. As he gets closer to the apprentices he does his best to eavesdrop without appearing to be eavesdropping.
Stealth: 11