Eremoz chuckles a bit. “That sounds like something I can handle. Any particulars on how the fights are broken up? I don’t want to make patrons uncomfortable or piss off the boss.”
Cob, walking downstairs, you see a room filled with crates of alcohol and dried food. A door further down the room is locked and you can see frozen goods through the small window on the door. As you rummage around, you notice a conversation from behind one of the crates. Moving the crates a bit, you see a vent too small for even you to crawl through.
"... foolish endeavor to attack again so soon," a voice says. "The last one was difficult and bold enough. We don't have the resources to do another one so soon."
"The pay is good," another voice says. "We can certainly call those kids again to take the fall if we need it."
You wait to hear further, but there are no more sounds coming from the vent except inaudible and indecipherable whispers.
Ulric flags Arastoo, waving a copper coin. As if this has happened before, Arastoo comes to the table with 100 bronze before returning to the bar with Ulric's 1 copper in hand. Ulric shuffles the cards and deals them like before: Reva, Amarr, himself, and Drexon.
"Now, what is this about insider knowledge?" Ulric asks Drexon. "You found some of these Clover Clubs?"
"Don't worry too much about it," the guard says to Eremoz. "Often there are patrons who have too much to drink for a night. Most of the time, they are also sore losers. You'll find that most of the altercation that happened in a game house like this is of that nature. Although, I think there are some cases where the patrons cheated the house and had to be dealt with by kicking them out forcefully. That one is a bit rarer since the last one was done very publicly and had instilled some fear to the patron."
"You would have me divulge the source of my knowledge?", Drexon says in mock surprise, before laughing. "Actually, it was at the station when we were buying the map book. To be honest we just thought it a ruse to sell it to us, but a secret code for a secret organisation is far more interesting than a hidden tavern".
"Anyway, how long have you all been frequenting the Twenty-One Jack?", he asks, looking to change the subject.
This post has potentially manipulated dice roll results.
Is the vent Cob found near the floor, perhaps indicating a level below the basement? Or is it higher up on the wall?
Either way, Cob looks around more carefully for a secret or concealed door that might lead to where the vented room is. But while he does, if he's in range, he relays to Drexon that he may have found a couple of the gang members involved in the warehouse heist.
"Eh, since the place opened," Ulric says. "What? Maybe 2 or 3 years back? We usually held this game in one of our houses at night on the weekend, but since this place opened, we go here in the afternoon whenever there is an unimportant council meeting. Like today, for example."
"We'll get the summary from our aide later in the evening," Reva adds, pushing 3 bronze to start the bet. "They're still bright-eyed with the idea of politics. Young. It will be beaten out of them in a year or two. We don't suffer the pandering and nonsense that usually happens during this kind of council meeting, the aide got a taste of politics, and we got the important points. A win-win solution."
Amarr taps his fingers on his cards before pushing 3 bronze. Ulric follows after very visibly grimacing at his cards.
"Don't tell anyone, but their liquor is shit," Ulric says in a whisper. "If you happen to find yourself here at night, ask for water. It will taste better than the swill they served."
After a little bit more careful search, Cob, you cannot find anything that resembles an opening mechanism like the one that you found in the Crimson Smash or the Lucky Ranch. There is only a vent near the floor. However, you can see a little bit through the vent. You notice that there is a room on the other side of the wall. It seems to be slightly lower than the level you are in. You can see the shadows of 4 -- maybe 6 -- people moving around the room.
Tracing back your step upstairs, you also notice that the room is in the same general direction as the private game room. It is likely that the access to the room beyond the vent is through the private game room.
Hearing Cob has found some of the conspirators, Drexon's mind races.
"We know this place is a front for the Verdant Masons, so that makes sense, but it is fortunate to stumble across a meeting. Can you see them? Can you identify them?", he replies.
"Noted", he says regarding the water. "But why not just serve decent drinks? Are they not making enough money? Surely decent drinks would pay for themselves", he ask as he pushes three bronze into the centre.
"It all comes to a business decision," Amarr says. "You have to ask yourself, is it worth the money? In a game house like this, the influx comes mainly from the house's portion. On this floor alone, there are more than 15 tables. The typical buy-in for Hand of Fate is 50 copper. The house takes 20% of the winning pot every game. In comparison, a decent drink doesn't cost that much. It's comfort, true, and another source of money, but then again people will drink just about anything when they are focused on winning their gamble."
Ulric flips the three community cards and reveals a 5, an 8, and a 4. Reva raises the bet 5 bronze while Ulric lets out a groan and folds. His cards are a 1 and an 11.
"There's also that trick they usually employ," Ulric points out. "The taste of their beer and mead is sharp and tangy. It lacks that usual zoosh that you get from drinking any other beer or mead. The way they circumvent that is by watering it down and adding a few drops of purified alcohol."
"It tastes horrid for our palatable tongue," Amarr adds, "but fits finely with people that hadn't had all their lives drinking fine wine and expensive liquor. The dilution also works fine in masking the taste while still giving that kick for the night." He raises the bet to 10 bronze after seeing Ulric's cards.
"That does not sound appealing, I certainly appreciate you sharing the good stuff", Drexon replies.
Seeing the cards and Ulric fold, he spends a good few moments in contemplation, before finally matching the bid and raising it by another 5 for a total of 15 bronze. As he does so he lets the merest hint of a smile touch his lips.
Cob thinks back to Drexon "I could light them up and identify them that way. But the only way to get closer is through the secret door in the main room where big ugly is on guard."
He pauses for a moment.
"Or I could just create a cloud of darkness and wander on down and cause a little havoc and see who they are."
"Perhaps it is enough to wait for them to leave? My powers are somewhat depleted, but I will back you up however I can if you need it", Drexon replies to Cob, as he tries to stay focussed on the card game.
“That’s good to know.” Eremoz steps back, looking at the building. “So it’s just two of you for this whole place? With a high stakes room, I would assume at least three or four people to cover the whole thing. Though I suppose if you do your job well enough and make examples of a few problems, you can get away with less.”
Cob decides that anything overt might be too much for the moment. He returns to the grate and listens carefully, and looks in to see if he can recognize anyone from the mason's or anywhere else they've been so far.
If there's light in the store room, he will extinguish it so no one can see him looking in.
"If you want the good stuff, the Crimson Smash is the place to go," Ulric says. He flips the fourth community card and groans. The card is a 1. "Bah, I folded too soon."
"Two ones and an eleven don't make four of a kind, Ulric," Reva says with a small smile, pushing 50 bronze into the pot. "Despite the fine taste of Crimson Smash's stocks, you cannot beat the taste of Elven Wine. It's magical."
"You say that because it makes you high," Amarr says with a snicker. He looks at Drexon's confident posture and shakes his head. "Well, you seem sure with your cards. I fold."
"That's because nobody wants to rob me," a voice says from behind Eremoz. "The last one who did, well, you don't want to know what happened to them."
You see coming behind you is a middle-aged man dressed in a flamboyant dark pink. He has wind-swept blonde hair that seems to shine under the sun. A wide grin is stretched on his face, showing gleaming white teeth.
"Ey, boss," the guard calls. "Back so soon?"
"The meeting concluded early," he replies. He turns to Eremoz to address him fully. "If you are worried about your safety while in my establishment, don't. There is no safer place perhaps the guard tower. But, if you want more assurance, I'll be sure to discipline my men."
"Eh, boss, you know that my partner is out sick, but I was wondering if you want to hire him," the guard says, pointing at Eremoz. "Just for the day. Let's say it's a trial run if he wants longer employment."
Seeing through the vent, you notice that it is not six people in the room, but nine coming in and out every once in a while. Six of them are armored, while one is wearing a long robe. The rest seems to be wearing normal clothing. You cannot really hear what they are talking about, but it seems that whoever employed them is ordering them to plan another attack like yesterday. The target is unknown to you, but there is a map of the city partially visible to you. You see a place being circled with a blue marker on the west-southwest side of the city by the one wearing a long robe. You can also spy a date: the 8th of Kapitu. The longer you look, you also begin to see the similarity of this room with the Mason lodges that you found beneath the Crimson Smash and the Lucky Ranch. If you cannot gain access to it the normal way, you can always traverse the sewer to go through the backdoor of the lodge.
Drexon pulls out a bottle of Crimson Cider from his backpack with a smile, "We figured that one out already".
When Reva pushes 50 copper into the centre of the table, his eyes go a little wide, and then narrow as he studies her face after Amarr folds.
"I don't know, four of a kind is an almost unbeatable hand, it would be foolish to call you", he says as if pondering. "But then, what is life if you can't be foolish once in a while", he adds, and retreives 50 bronze from his pouch and adds it to the rest of the kitty.
"Let's see what you've got then", he says motioning to her cards.
Eremoz turns around upon hearing the voice. “Ah, no sir. Not worried a bit. As a matter of fact, my friends are inside now enjoying the establishment. I was just trying to get a feel for the place. Your workers are doing a fine job.”
”I wouldn’t mind taking up a post for the night, but as of right now it will have to be a one time thing. My friends and I are travelers and we plan on leaving town soon. That being said, I’ve done similar work before as a guardian for couriers and such. I’ve handled a problem or two at various taverns of my own accord when it was necessary. And if the time comes when I’m passing through again or end up here for a longer stretch of time down the road, I wouldn’t be opposed to more work.”
Cob fishes a piece of parchment paper out of his pack. There are a few bars of music scribbled at the top but lots of space for him to try and copy everything down that he hears and sees.
Once the group start talking in circles and nothing new is added he makes his way back to the card table to see what’s going on.
Reva huffs but pushes forward 75 bronze when Ulric reveals the last card, a 4. Drexon, you notice that there is a twitch in her eye that you understand from the previous game as her tell when she is not happy with her cards now but chooses to go forward.
"You're hired," the man says to Eremoz. "I'm Julian Guileman, owner of the establishment. You can start now or you can come back at 5." He motions to the guard and waves his hand. "I hope Harren had filled you in on your obligation. Nothing too complex. Just stand there and keep the peace when someone begins to get rowdy. Hmm... I'll have to borrow you for a couple of hours during the night to be a replacement bodyguard for my weekly private game. Had to get rid of the last for incompetence. Perhaps you will do a better job."
Without waiting for any other reply from you, Julian strides inside and climbs upstairs, probably to his office. Harren grins and pats your shoulder.
"Well, welcome to the job even if just for the night," Harren says. He slowly loses his grin and adopts a serious frown. "Alright, you know the drill for the common drunk or cheater, but I will have to brief you on what to expect when you are invited to the boss' private game. You should visit the tailor to get you a decent suit before you come back here. The private game is elite. There will be lords, sometime dignitaries, wealthy merchants, and even some guild chairmen. There will be a spell cast on you by one of the boss' acquaintances that always comes. The spell will not allow you to say what is being talked about inside that room to another person. It's some kind of non-disclosure spell or something. Your mind just becomes a little cloudy and hazy whenever you want to talk about whatever the elites are talking about there. Also, expect violence in the form of physical or magical. It's rare, but it happens once in a while. That last bodyguard failed to do the job and the boss got injured during last week's game. We haven't heard from him ever since. So, be careful and keep on your toes."
Cob, you stay for a little bit longer but don't really get much of anything else. You know that they are planning an attack on a place west-southwest of Mantagard on the 8th of Kapitu. You notice the disapproval of some of the people of this course of action. You also notice that they seem to refer to some kids a lot to take the blame for their actions yesterday. They also plan to call these kids again to help them with the attack on the 8th, using them as bait and distraction while they slip in from the back to do their job before leaving the kids to once again take the blame.
"Well, you really have gone big. Well, relatively big, Lady Reva", Drexon says as he holds her eye for a few moments.
"I tell you what, I'll give you one last chance to fold", he says and takes out the 75 bronze and then another 25. "I'll see your 75, and raise another 25".
”That’s fine. I can understand a need for secrecy. So in the private game am I prioritizing the boss or just stopping whatever may happen as quickly and efficiently as possible?” Eremoz pauses for a second.“Any suggestions on a decent, affordable tailor? Suits and formal attire aren’t something I’m very familiar with.
"Daring," Reva comments. She thinks for a moment before calling. "Shall we open our cards?" She waits for you to show your cards first.
"The Borough Bazaar will have decent tailors," Harren says. "It's to the East, between the Ironside and the Haventree. There's just about anything there, but mostly imported stuff — a bit pricey for some stuff, but good quality. I recommend Flit & Flutter. Tell them Mr. Guileman sent you. They will know what to do. It probably will cost you 10, maybe 15 copper to buy a new one depending on the size and other additions. I think it is only 3 copper to rent one for the day, but you have to place a deposit of 5 copper that will be voided if the suit is too damaged.
"Now, on the matter of protection. Your priority is the boss if you are indeed called to do so. The others will have their own bodyguard if they need one. Some of the players are magicians, so they tend to come with bodyguards, but there are a couple of them that are soldiers or possibly ex-convicts and had no need for such trivialities."
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Eremoz chuckles a bit. “That sounds like something I can handle. Any particulars on how the fights are broken up? I don’t want to make patrons uncomfortable or piss off the boss.”
Cob, walking downstairs, you see a room filled with crates of alcohol and dried food. A door further down the room is locked and you can see frozen goods through the small window on the door. As you rummage around, you notice a conversation from behind one of the crates. Moving the crates a bit, you see a vent too small for even you to crawl through.
"... foolish endeavor to attack again so soon," a voice says. "The last one was difficult and bold enough. We don't have the resources to do another one so soon."
"The pay is good," another voice says. "We can certainly call those kids again to take the fall if we need it."
You wait to hear further, but there are no more sounds coming from the vent except inaudible and indecipherable whispers.
Ulric flags Arastoo, waving a copper coin. As if this has happened before, Arastoo comes to the table with 100 bronze before returning to the bar with Ulric's 1 copper in hand. Ulric shuffles the cards and deals them like before: Reva, Amarr, himself, and Drexon.
"Now, what is this about insider knowledge?" Ulric asks Drexon. "You found some of these Clover Clubs?"
"Don't worry too much about it," the guard says to Eremoz. "Often there are patrons who have too much to drink for a night. Most of the time, they are also sore losers. You'll find that most of the altercation that happened in a game house like this is of that nature. Although, I think there are some cases where the patrons cheated the house and had to be dealt with by kicking them out forcefully. That one is a bit rarer since the last one was done very publicly and had instilled some fear to the patron."
"You would have me divulge the source of my knowledge?", Drexon says in mock surprise, before laughing. "Actually, it was at the station when we were buying the map book. To be honest we just thought it a ruse to sell it to us, but a secret code for a secret organisation is far more interesting than a hidden tavern".
"Anyway, how long have you all been frequenting the Twenty-One Jack?", he asks, looking to change the subject.
Deception: 4+6=10
Is the vent Cob found near the floor, perhaps indicating a level below the basement? Or is it higher up on the wall?
Either way, Cob looks around more carefully for a secret or concealed door that might lead to where the vented room is. But while he does, if he's in range, he relays to Drexon that he may have found a couple of the gang members involved in the warehouse heist.
Perception: 12
"Eh, since the place opened," Ulric says. "What? Maybe 2 or 3 years back? We usually held this game in one of our houses at night on the weekend, but since this place opened, we go here in the afternoon whenever there is an unimportant council meeting. Like today, for example."
"We'll get the summary from our aide later in the evening," Reva adds, pushing 3 bronze to start the bet. "They're still bright-eyed with the idea of politics. Young. It will be beaten out of them in a year or two. We don't suffer the pandering and nonsense that usually happens during this kind of council meeting, the aide got a taste of politics, and we got the important points. A win-win solution."
Amarr taps his fingers on his cards before pushing 3 bronze. Ulric follows after very visibly grimacing at his cards.
"Don't tell anyone, but their liquor is shit," Ulric says in a whisper. "If you happen to find yourself here at night, ask for water. It will taste better than the swill they served."
After a little bit more careful search, Cob, you cannot find anything that resembles an opening mechanism like the one that you found in the Crimson Smash or the Lucky Ranch. There is only a vent near the floor. However, you can see a little bit through the vent. You notice that there is a room on the other side of the wall. It seems to be slightly lower than the level you are in. You can see the shadows of 4 -- maybe 6 -- people moving around the room.
Tracing back your step upstairs, you also notice that the room is in the same general direction as the private game room. It is likely that the access to the room beyond the vent is through the private game room.
Hearing Cob has found some of the conspirators, Drexon's mind races.
"We know this place is a front for the Verdant Masons, so that makes sense, but it is fortunate to stumble across a meeting. Can you see them? Can you identify them?", he replies.
"Noted", he says regarding the water. "But why not just serve decent drinks? Are they not making enough money? Surely decent drinks would pay for themselves", he ask as he pushes three bronze into the centre.
"It all comes to a business decision," Amarr says. "You have to ask yourself, is it worth the money? In a game house like this, the influx comes mainly from the house's portion. On this floor alone, there are more than 15 tables. The typical buy-in for Hand of Fate is 50 copper. The house takes 20% of the winning pot every game. In comparison, a decent drink doesn't cost that much. It's comfort, true, and another source of money, but then again people will drink just about anything when they are focused on winning their gamble."
Ulric flips the three community cards and reveals a 5, an 8, and a 4. Reva raises the bet 5 bronze while Ulric lets out a groan and folds. His cards are a 1 and an 11.
"There's also that trick they usually employ," Ulric points out. "The taste of their beer and mead is sharp and tangy. It lacks that usual zoosh that you get from drinking any other beer or mead. The way they circumvent that is by watering it down and adding a few drops of purified alcohol."
"It tastes horrid for our palatable tongue," Amarr adds, "but fits finely with people that hadn't had all their lives drinking fine wine and expensive liquor. The dilution also works fine in masking the taste while still giving that kick for the night." He raises the bet to 10 bronze after seeing Ulric's cards.
"That does not sound appealing, I certainly appreciate you sharing the good stuff", Drexon replies.
Seeing the cards and Ulric fold, he spends a good few moments in contemplation, before finally matching the bid and raising it by another 5 for a total of 15 bronze. As he does so he lets the merest hint of a smile touch his lips.
Cob thinks back to Drexon "I could light them up and identify them that way. But the only way to get closer is through the secret door in the main room where big ugly is on guard."
He pauses for a moment.
"Or I could just create a cloud of darkness and wander on down and cause a little havoc and see who they are."
"Perhaps it is enough to wait for them to leave? My powers are somewhat depleted, but I will back you up however I can if you need it", Drexon replies to Cob, as he tries to stay focussed on the card game.
“That’s good to know.” Eremoz steps back, looking at the building. “So it’s just two of you for this whole place? With a high stakes room, I would assume at least three or four people to cover the whole thing. Though I suppose if you do your job well enough and make examples of a few problems, you can get away with less.”
Cob decides that anything overt might be too much for the moment. He returns to the grate and listens carefully, and looks in to see if he can recognize anyone from the mason's or anywhere else they've been so far.
If there's light in the store room, he will extinguish it so no one can see him looking in.
"If you want the good stuff, the Crimson Smash is the place to go," Ulric says. He flips the fourth community card and groans. The card is a 1. "Bah, I folded too soon."
"Two ones and an eleven don't make four of a kind, Ulric," Reva says with a small smile, pushing 50 bronze into the pot. "Despite the fine taste of Crimson Smash's stocks, you cannot beat the taste of Elven Wine. It's magical."
"You say that because it makes you high," Amarr says with a snicker. He looks at Drexon's confident posture and shakes his head. "Well, you seem sure with your cards. I fold."
"That's because nobody wants to rob me," a voice says from behind Eremoz. "The last one who did, well, you don't want to know what happened to them."
You see coming behind you is a middle-aged man dressed in a flamboyant dark pink. He has wind-swept blonde hair that seems to shine under the sun. A wide grin is stretched on his face, showing gleaming white teeth.
"Ey, boss," the guard calls. "Back so soon?"
"The meeting concluded early," he replies. He turns to Eremoz to address him fully. "If you are worried about your safety while in my establishment, don't. There is no safer place perhaps the guard tower. But, if you want more assurance, I'll be sure to discipline my men."
"Eh, boss, you know that my partner is out sick, but I was wondering if you want to hire him," the guard says, pointing at Eremoz. "Just for the day. Let's say it's a trial run if he wants longer employment."
Seeing through the vent, you notice that it is not six people in the room, but nine coming in and out every once in a while. Six of them are armored, while one is wearing a long robe. The rest seems to be wearing normal clothing. You cannot really hear what they are talking about, but it seems that whoever employed them is ordering them to plan another attack like yesterday. The target is unknown to you, but there is a map of the city partially visible to you. You see a place being circled with a blue marker on the west-southwest side of the city by the one wearing a long robe. You can also spy a date: the 8th of Kapitu. The longer you look, you also begin to see the similarity of this room with the Mason lodges that you found beneath the Crimson Smash and the Lucky Ranch. If you cannot gain access to it the normal way, you can always traverse the sewer to go through the backdoor of the lodge.
Drexon pulls out a bottle of Crimson Cider from his backpack with a smile, "We figured that one out already".
When Reva pushes 50 copper into the centre of the table, his eyes go a little wide, and then narrow as he studies her face after Amarr folds.
"I don't know, four of a kind is an almost unbeatable hand, it would be foolish to call you", he says as if pondering. "But then, what is life if you can't be foolish once in a while", he adds, and retreives 50 bronze from his pouch and adds it to the rest of the kitty.
"Let's see what you've got then", he says motioning to her cards.
Eremoz turns around upon hearing the voice. “Ah, no sir. Not worried a bit. As a matter of fact, my friends are inside now enjoying the establishment. I was just trying to get a feel for the place. Your workers are doing a fine job.”
”I wouldn’t mind taking up a post for the night, but as of right now it will have to be a one time thing. My friends and I are travelers and we plan on leaving town soon. That being said, I’ve done similar work before as a guardian for couriers and such. I’ve handled a problem or two at various taverns of my own accord when it was necessary. And if the time comes when I’m passing through again or end up here for a longer stretch of time down the road, I wouldn’t be opposed to more work.”
Cob fishes a piece of parchment paper out of his pack. There are a few bars of music scribbled at the top but lots of space for him to try and copy everything down that he hears and sees.
Once the group start talking in circles and nothing new is added he makes his way back to the card table to see what’s going on.
Reva huffs but pushes forward 75 bronze when Ulric reveals the last card, a 4. Drexon, you notice that there is a twitch in her eye that you understand from the previous game as her tell when she is not happy with her cards now but chooses to go forward.
"You're hired," the man says to Eremoz. "I'm Julian Guileman, owner of the establishment. You can start now or you can come back at 5." He motions to the guard and waves his hand. "I hope Harren had filled you in on your obligation. Nothing too complex. Just stand there and keep the peace when someone begins to get rowdy. Hmm... I'll have to borrow you for a couple of hours during the night to be a replacement bodyguard for my weekly private game. Had to get rid of the last for incompetence. Perhaps you will do a better job."
Without waiting for any other reply from you, Julian strides inside and climbs upstairs, probably to his office. Harren grins and pats your shoulder.
"Well, welcome to the job even if just for the night," Harren says. He slowly loses his grin and adopts a serious frown. "Alright, you know the drill for the common drunk or cheater, but I will have to brief you on what to expect when you are invited to the boss' private game. You should visit the tailor to get you a decent suit before you come back here. The private game is elite. There will be lords, sometime dignitaries, wealthy merchants, and even some guild chairmen. There will be a spell cast on you by one of the boss' acquaintances that always comes. The spell will not allow you to say what is being talked about inside that room to another person. It's some kind of non-disclosure spell or something. Your mind just becomes a little cloudy and hazy whenever you want to talk about whatever the elites are talking about there. Also, expect violence in the form of physical or magical. It's rare, but it happens once in a while. That last bodyguard failed to do the job and the boss got injured during last week's game. We haven't heard from him ever since. So, be careful and keep on your toes."
Cob, you stay for a little bit longer but don't really get much of anything else. You know that they are planning an attack on a place west-southwest of Mantagard on the 8th of Kapitu. You notice the disapproval of some of the people of this course of action. You also notice that they seem to refer to some kids a lot to take the blame for their actions yesterday. They also plan to call these kids again to help them with the attack on the 8th, using them as bait and distraction while they slip in from the back to do their job before leaving the kids to once again take the blame.
"Well, you really have gone big. Well, relatively big, Lady Reva", Drexon says as he holds her eye for a few moments.
"I tell you what, I'll give you one last chance to fold", he says and takes out the 75 bronze and then another 25. "I'll see your 75, and raise another 25".
He then looks at her expectantly.
”That’s fine. I can understand a need for secrecy. So in the private game am I prioritizing the boss or just stopping whatever may happen as quickly and efficiently as possible?” Eremoz pauses for a second. “Any suggestions on a decent, affordable tailor? Suits and formal attire aren’t something I’m very familiar with.
"Daring," Reva comments. She thinks for a moment before calling. "Shall we open our cards?" She waits for you to show your cards first.
"The Borough Bazaar will have decent tailors," Harren says. "It's to the East, between the Ironside and the Haventree. There's just about anything there, but mostly imported stuff — a bit pricey for some stuff, but good quality. I recommend Flit & Flutter. Tell them Mr. Guileman sent you. They will know what to do. It probably will cost you 10, maybe 15 copper to buy a new one depending on the size and other additions. I think it is only 3 copper to rent one for the day, but you have to place a deposit of 5 copper that will be voided if the suit is too damaged.
"Now, on the matter of protection. Your priority is the boss if you are indeed called to do so. The others will have their own bodyguard if they need one. Some of the players are magicians, so they tend to come with bodyguards, but there are a couple of them that are soldiers or possibly ex-convicts and had no need for such trivialities."