Hearing the Keeper's rasp Dolkum is suddenly struck by how old the Keeper is, like he's been here for ever...
Not yet knowing what to say, though, Dolkum decides on discretion in this case. He wanted to ask more questions, but he takes his cue to depart, so the old dwarf might get a bit of rest. If indeed the Keeper of Histories even knows the meaning of the word. Possibly he does. He returns to his cell, disquieted, and begins to pack his travel gear. His armour, grey with deep azure facings, gifted from his clan in Orraca y Shia; his shield with the 3 boxes of Idiwala from his father; and the warhammer presented to him from his mother. Making certain everything was in order so that he would be able to go to the villa straight after breakfast.
Mid-morning the next day, as a misty fog begins to burn off, Mittens takes in some of the sights of Ishi Ammah, and finds himself, around 10 bells, in The Crossings, at Prince’s Arbor, looking at the Elf homes which face the park, their organic beauty far exceeding that of the Arbor itself in winter. The temple of Ritha Demsha also stands quietly in view. An acolyte with long frizzy hair bound at the waist with a feather tie sweeps the temple floor. Watching the rhythm of her sweeping for a moment, the dust and sand forming tiny patterns, Mittens finds himself thinking about the sandy floor of the arena yesterday, of his attempt to quickly assess tracks in the sand before the rain began to fall. Suddenly, with a start, Mittens has an epiphany. ‘Chimp feet!,’ he thinks.
Mittens recounts the melee in his mind. The arena fighters exchange blows, one goes down. The body cart comes out. Pulled by two big chimps. Very big, strong chimps. Of course it made sense, someone big and strong was needed. If a chimp, it would have to be a huge one. Their role was to stay out of the way, clear the bodies. A chimp picks up each body, moves to the arena’s edge, then goes back to collect the next.
The bodies were actually dead ones during the gladiator fights. But, during Varielky’s melee, you now know the combatants were acting. When they fell, they pretended to be dead. The chimps came and picked them up, dropped them carefully onto the cart’s platform. But, by the end of the melee, they were in fact dead.
While investigating the scene, Mittens saw chimp footprints paralleling the cartwheel tracks, and that added up. The chimps were in the staging area when Mittens and the priest of Ulella and the rest were there, but Mittens didn’t get a good look at them, other than to look at their feet and note their shapes, to match up on the arena’s sandy floor.
It doesn’t explain Bali, Benita, or Varielky’s poisoning. Yet all the rest of the fighters could have been poisoned by one or both of the chimps when they picked them up!
Tuff Blueschist stops what he’s doing as he hears the emotion in Varielky’s voice. He asks a few details, then stops to consider for a long moment.
“The fact that both of you are being pursued is of concern to me. Both from the perspective that this fact could compromise your oath of service, and indeed, your ability to protect the Master.” He considers a moment longer before continuing, drawing his hand smoothly down his white beard.
“However, no one comes into service without a past. No one. And, we have no more time. Moreover, as you noticed correctly, I did wish to hire five. Therefore, you may bring her here. By 11 bells. I will need to speak with her first of course, and determine for myself. But since you are oathed, your word carries weight despite the fact you are all but a stranger to me. Bring her, this Benita la Cass.”
The next morning, a fog hangs low over the temple, and by 10 bells it has just begun to burn off. You had left a few minutes earlier, after fond farewells from the other acolytes. It only takes a few minutes to walk up the hill toward the Palace, and turning left along a wide avenue which runs flat along the curve of the hillside, you arrive at the villa Safi Meknes, the exact location of which the Keeper has appended in a small map he drew for you. When you stand before the gate, it--the gate--glows somewhat and in a resonant female voice asks you your business.
This post has potentially manipulated dice roll results.
"Thank you. I'll go bring her right away."Varielky says and leaves the room.
Varielky hurries away and leaves the mansion. She takes a longer route, trying to make sure no one follows her. When she gets to the burnt building, if Benita is still there, she tells her that she got her a chance and leads her the way she came, taking a long route once again, in order to avoid followers.
The gate speaks once again, in Dwarven. “Please enter and keep left.” A path lined by marble bricks inlaid with golden tiles leads within, and splits left and right across the carriage drive. Looking up it, you see a carriage house between two structures behind well-tended landscaping. A dwarven groundswoman is at work on the terrace lawn, and another dwarf is in the carriage house. He looks up and moves to meet you at the door of the structure you approach.
Dolkum arrives at four tiled steps leading to an entry. On the topmost step stands a dwarf holding an ornate battle axe held two-handed, wearing a tunic bearing the sigil of Core of Onyx, over fine chainmail, light half-cloak of deep black lined with fine golden thread, and top helm fashioned in the shape of a cut gemstone face. The second dwarf, from the carriage house, stands beside the first, and you see that they bear a family resemblance. The one from the carriage house holds out his left hand, palm open, and states in a gravelly voice, “your letter of introduction.”
"Oh!" Mittens exclaims out loud as he puts a hand to his head. "That makes a lot of sense," he says to himself. Looking around to get his bearings straight, he begins quickly moving to where he last saw Shirei-Kin with a purposeful stride. When he arrives, he enters the building (if able) and looks around for an attendant. If he sees one, he goes up to them and says, "Hi, can I talk to Sherei-Kin? It's important."
The next morning, Ednyss gathers his things and heads to the temple to say his goodbyes, which he does, and to help out. It is busy in the plaza when he arrives, and throughout the morning too, for, following each day of Arena Games, the temple of Takal Demesh holds its own neighborhood event, the Childrens’ Games. First, local children and their families volunteer to help Temple acolytes and the surrounding restaurant workers to clean up the garbage and general mess in the plaza always left by the enormous gathering of onlookers for the Arena Games the prior day. Then, in the afternoon, those who helped may sign up to compete in foot races, wrestling matches, and gymnastic competitions in the plaza.
Ednyss helps oversee the volunteers, and around half past 10 bells, he stands back for a moment with his charges to scan the plaza and enjoy the results of their work, a clean plaza, when he sees none other than Mittens Toodaloo approach the Arena gates. These, he knows, are locked, for as a sacrifice to Ellosh, the Arena is always closed the day following Games. (OOC: Please roll perception and see if you can outdo your passive perception score.)
Mittens arrives at the Arena not long after 10 bells, but finds that the gates he exited from the prior night are locked, as are all of the Arena entries. He checks them all and ends up in front of the main gate at about half-past 10 when Ednyss sees him.
(OOC: Mittens: Please roll perception and see if you can outdo your passive perception score.)
Dolkum enters the compound, noting the harmonius artisanship of the buildings and the gardening, everything placed just so, the subtlety of Idiwala's guidance everywhere apparent. This is turning into a very good day indeed.
O, yes, you mean this letter here. I trust this shall be sufficient, yes?
Hail and well met. Blessings of Idiwala upon ye, good sir! Aye, and your family, too! I was wondering if you might have room in your party for Dolkum Torunn? He is a very cheerful and straight forward fellow, always wearing his considerable heart on his hauberk, wanting to bring about peace and serenity even if he has to bring the 2 sides together with his hammer and javelins, if ye takes my meaning. I have enclosed for your perusal his personnel file. His talents and interests were more towards the ever practical lessons of the exercise yards than to the theoretical lessons of the library. Your servant as always, Kiluni Greyshaper, Keeper of Histories
He takes the letter, notes the author, and nods at the other. The second dwarf lowers his axe, takes one step to the edge of a small covered patio to your left. Beside a set of wrought-iron chairs and low table is a large weather-proof wooden chest with a lacquered lid, adorned with a likeness of Takal Demesh. He opens the chest, which is unlocked, and says, "Please leave your weapons here."
Varielky heads back to the burned-out tenement, and across the street from it, from a narrow alley, she hears an odd whistling sound emanate. Turning to look, it is Benita, hiding. “The stairs are so exposed now that it is daylight, I decided to move,” she says.
Benita hears the news that Blueschist will meet her with relief, and you see behind the terror and grief in her eyes, that the resilience you’ve grown to admire in her still shines.
You both turn back to Harbor View once again. (OOC: Please roll stealth and perception once again.)
By the time you get there, it is half-past nine bells. Varielky’s answer to the villa Gate’s melodious query allows you both entry and as you walk along the terrace path to the cottage entryway, you see one of the 'brothers' in the carriage house, who looks up but continues with what he was doing, you pass a groundswoman, tending to cleaning out the fountain of leaves which have blown into it, you note that in daylight, as the fog burns off from The Docks below, that the villa possesses an exquisite view of the harbor, and you find yourself again at the door of the Cottage, with the other dwarf 'brother' standing on the top step in the same Core of Onyx livery as last night.
He nods at Varielky, looks Benita up and down, and says to Varielky, “She’ll have to leave her weapons here. You can keep yours.” He raises the lid of the box.
Benita looks at Varielky, who can see she does not want to part with her sword, but does so.
The dwarf leads both women inside. He says, “Mr. Blueschist is in the study,” and he stands at the door.
Blueschist is still involved in paperwork when you enter the study, but stops what he is doing to look long and carefully at Benita, then at Varielky, and back to Benita. After a few words of introduction, he asks Varielky to wait in the salon.
Some minutes later, Benita leaves the study, finds Varielky, and in answer to her inquiring look, nods firmly, her face bursting with emotion. She closes quickly, and clasping forearms and embracing, says, “Thank you Varielky. I will not forget this.” When she pulls back, Varielky notes tears in Benita’s eyes, and behind them, a burning ember of hope.
The 'brother' was called in to speak with Tuff for a moment. When he comes out, he says, “You two are to share a room. Top of the stairs, third door to the right. There’s food in the kitchen. Bath is near the entry. You’ll...want to get cleaned up before getting fitted for livery.”
Dolkum smiles, pockets his letter, and proceeds to surrender his hammer and javelins. He brings forth his shield, looks at it consideringly, and returns it to it's accustomed place on his shoulder. Weapon? This? It's more like an extension of himself. No, best to keep it.
This post has potentially manipulated dice roll results.
Stealth: 10
Perception: 21
"Don't worry about it. I'd drag you with me if I had to, if only I had thought of it sooner."She should have thought of it sooner. To think she planned to leave Benita behind for a month... what kind of friend is she? "C'mon, let's get cleaned. I still have sand from the arena on me."
After getting cleaned and eating a filling breakfast, Varielky goes down and looks for any of the house's regular residents who could tell her how to find places in this expansive place. "Excuse me,"she says once she finds someone, "is there a library or a collection of books in this house? There's something I want to investigate." If there is one, Varielky goes there and tries to search for a book that might give information about the symbol from two nights ago - history books, religion books... especially ones dedicated to Takal Demesh if there are any, or any other book that seems relevant.
Ednyss just looks around at the games and smiles. It brings him great joy to see the children at play, but he is still just keeping a watch on what is happening around and notices Mittens approach the arena, although he doesn't pay it much mind.
Rollback Post to RevisionRollBack
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Hearing the Keeper's rasp Dolkum is suddenly struck by how old the Keeper is, like he's been here for ever...
Not yet knowing what to say, though, Dolkum decides on discretion in this case. He wanted to ask more questions, but he takes his cue to depart, so the old dwarf might get a bit of rest. If indeed the Keeper of Histories even knows the meaning of the word. Possibly he does. He returns to his cell, disquieted, and begins to pack his travel gear. His armour, grey with deep azure facings, gifted from his clan in Orraca y Shia; his shield with the 3 boxes of Idiwala from his father; and the warhammer presented to him from his mother. Making certain everything was in order so that he would be able to go to the villa straight after breakfast.
(OOC: I forgot to reply to your Medicine check. Your proficiency in medicine tells you that the Keeper is older than you thought. All dwarves, when they die, lose the moisture in their bodies, and essentially calcify into a solid mass, turning to stone, as other races say. Very old dwarves sometimes develop this kind of cough which indicates their lungs have begun this process. There is nothing to be done about it. Getting old sucks, even for dwarves!)
"Don't worry about it. I'd drag you with me if I had to, if only I had thought of it sooner."She should have thought of it sooner. To think she planned to leave Benita behind for a month... what kind of friend is she? "C'mon, let's get cleaned. I still have sand from the arena on me."
After getting cleaned and eating a filling breakfast, Varielky goes down and looks for any of the house's regular residents who could tell her how to find places in this expansive place. "Excuse me,"she says once she finds someone, "is there a library or a collection of books in this house? There's something I want to investigate." If there is one, Varielky goes there and tries to search for a book that might give information about the symbol from two nights ago - history books, religion books... especially ones dedicated to Takal Demesh if there are any, or any other book that seems relevant.
Investigation, if needed: 9
Varielky (OOC: Regarding your Stealth & Perception checks, you feel rather certain that you were not followed into the villa. The only books you see are in the Dwarven tongue. There are one or two in the bedroom, and a few shelves full of books in the study. Your question is heard by Strata, as she takes your measurements and with needle and thread, deftly sews a tunic bearing the sigil of Core of Onyx which you are to wear. She tells you that she thinks the Master has brought more books with him, but otherwise, there is nothing else there. There are more books in the Embassy, the building on the other side of the carriage house, she thinks. Your fitting takes place in your bedroom, and Benita enters after bathing and is fitted next in the same room.)
The first dwarf stands in the entryway and turns, saying “Please follow me.” The second gestures for you to precede him, and as you enter, he takes his place a few feet behind you, closing the outer door.
The little foyer you enter has a small fountain on the facing wall merrily trickling clear water into a blue-tiled basin, under a mirror framed by bouquets of flowers. You follow the first dwarf to the left into an entry hall, with a small shrine or reliquary to Takal Demesh, Ulella, and Idiwala at its end. You turn the other way and then left again and into an indoor patio, perhaps 80-feet square, where carved pillars supporting the second story are interspersed with small palm trees at the corners, and with a small well at the courtyard's center. The floor is tiled, and up above, you can see a pattern of fog and blue sky through a large square opening framed by eaves overhanging a second floor hallway which is itself lined at intervals with doors.
Your path traces around the courtyard, and at its far corner you are brought into a study in which, behind a large desk, sits a third dwarf. His skin is rough and siltstone-colored, and a white beard cascades like an arctic waterfall from his moustache, stopping at a line just below his collarbone. He wears no armor, but instead a fine tunic and breeches pair woven of those particular fibers drawn from subterranean lichen which dwarves of means particularly enjoy, but which other races find itchy and uncomfortable in the extreme. Over this, a black waist-length wool coat, finely embroidered with white and silver threads. His head is hairless on top, circled with a white frosting to match his beard.
Dwarven artwork hangs upon the study walls, dark velvety paintings whose subjects, primarily landscapes showing the Dwarven Isles and their subterranean cities, draw the viewer into their canvases with deft use of perspective. There are low bookshelves too, filled with various texts, small statues, and the like.
The old dwarf, still sitting, motions for the letter, and the second dwarf hands it to him, and then leaves the room with a slight bow of his head. The armed dwarf remains, standing just within the doorway. The older dwarf takes in Dolkum’s appearance, then reads through the letter. He turns it over, frowns contemplatively, and, opening a drawer built into the desk, searches for a moment before extracting a magnifying glass, and using it, seems to read something on the back of the letter. He then replaces the magnifying glass, and places the letter flat on the desk, upon a small pile of other missives. He folds his hands, looks at them for a moment in silence. He then stands and introduces himself formally. "Greetings Dolkum Torunn, I am Tuff Blueschist, and my employer is Granophyre Strewn.”
"As you have been informed by Kiluni Greyshaper, Keeper of Histories, you have been sent here in answer to a request I sent to the Keeper, for sturdy individuals to guard the Master on his travels on The Continent.
“Here is what is offered. You will guard Master Strewn, to the extent that you are able, starting upon signing, for the remainder of the month of Beauty, as per the Jenghen calendar. Your duties will extend throughout the day and night, and may involve travel. The period of employment may go longer than that, if mutually agreed by myself and you. If your employment ends at a time when you are not in Ishi Ammah, you will be paid additional travel fare for return to Ishi Ammah. Your life will be at risk throughout this period. A small sum, in addition to any owed earnings, will be paid to any dependents you might have should you die while in the Master's service. You will report to me, or in my absence, directly to Master Strewn. While you are in the Master's employ, you are under an oath of confidentiality, and no details of service, or the name of your employer may be shared with any other person, including aforementioned dependents or family. The pay for these duties is living expenses, plus ten pieces of Jenghen gold per day (OOC: i.e., 10GP/day)."
He now pulls another document, written on very nice vellum in Dwarvish script, from another drawer and places it on the opposite side of the table from him. He motions for you to an expensively embroidered chair set across from him.
"Sit here, if you please. This agreement is for you to read and sign, the doing of which will signal your decision to begin employment." He pushes an ink and a quill set across the table with a firm steady motion, to within reach of Dolkum. He sits simultaneously with Dolkum, and watches closely as Dolkum reads the document.
(OOC: Upon your perusal, you find that the contract exactly states what Blueschist has already told you regarding your prospective employment.)
O my yes, by Idiwala, this is all in order. I should like half my earnings to be forwarded to my parents, yes? They have more need of such riches than I. When do I start?
With that he signs with a dwarven flourish and bounces to his feet, ready and eager for this opportunity to get out and explore.
It dawns on Mittens that it would probably be more efficient if he went and talked directly to the investigators. If he knows where he the "police station" would be, he hurried his way over to them.
If he doesn't know where that would be:
Seeing Ednyss, Mittens approaches him and asks, "Do you know where Sherei-Kin is? I need to talk to him real quick."
Rollback Post to RevisionRollBack
DM- Azalin's Doom
DM- Surviving the Unsurvivable
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Medicine 13
Hearing the Keeper's rasp Dolkum is suddenly struck by how old the Keeper is, like he's been here for ever...
Not yet knowing what to say, though, Dolkum decides on discretion in this case. He wanted to ask more questions, but he takes his cue to depart, so the old dwarf might get a bit of rest. If indeed the Keeper of Histories even knows the meaning of the word. Possibly he does. He returns to his cell, disquieted, and begins to pack his travel gear. His armour, grey with deep azure facings, gifted from his clan in Orraca y Shia; his shield with the 3 boxes of Idiwala from his father; and the warhammer presented to him from his mother. Making certain everything was in order so that he would be able to go to the villa straight after breakfast.
Mittens
Mid-morning the next day, as a misty fog begins to burn off, Mittens takes in some of the sights of Ishi Ammah, and finds himself, around 10 bells, in The Crossings, at Prince’s Arbor, looking at the Elf homes which face the park, their organic beauty far exceeding that of the Arbor itself in winter. The temple of Ritha Demsha also stands quietly in view. An acolyte with long frizzy hair bound at the waist with a feather tie sweeps the temple floor. Watching the rhythm of her sweeping for a moment, the dust and sand forming tiny patterns, Mittens finds himself thinking about the sandy floor of the arena yesterday, of his attempt to quickly assess tracks in the sand before the rain began to fall. Suddenly, with a start, Mittens has an epiphany. ‘Chimp feet!,’ he thinks.
Mittens recounts the melee in his mind. The arena fighters exchange blows, one goes down. The body cart comes out. Pulled by two big chimps. Very big, strong chimps. Of course it made sense, someone big and strong was needed. If a chimp, it would have to be a huge one. Their role was to stay out of the way, clear the bodies. A chimp picks up each body, moves to the arena’s edge, then goes back to collect the next.
The bodies were actually dead ones during the gladiator fights. But, during Varielky’s melee, you now know the combatants were acting. When they fell, they pretended to be dead. The chimps came and picked them up, dropped them carefully onto the cart’s platform. But, by the end of the melee, they were in fact dead.
While investigating the scene, Mittens saw chimp footprints paralleling the cartwheel tracks, and that added up. The chimps were in the staging area when Mittens and the priest of Ulella and the rest were there, but Mittens didn’t get a good look at them, other than to look at their feet and note their shapes, to match up on the arena’s sandy floor.
It doesn’t explain Bali, Benita, or Varielky’s poisoning. Yet all the rest of the fighters could have been poisoned by one or both of the chimps when they picked them up!
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Varielky
Tuff Blueschist stops what he’s doing as he hears the emotion in Varielky’s voice. He asks a few details, then stops to consider for a long moment.
“The fact that both of you are being pursued is of concern to me. Both from the perspective that this fact could compromise your oath of service, and indeed, your ability to protect the Master.” He considers a moment longer before continuing, drawing his hand smoothly down his white beard.
“However, no one comes into service without a past. No one. And, we have no more time. Moreover, as you noticed correctly, I did wish to hire five. Therefore, you may bring her here. By 11 bells. I will need to speak with her first of course, and determine for myself. But since you are oathed, your word carries weight despite the fact you are all but a stranger to me. Bring her, this Benita la Cass.”
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Doklum
The next morning, a fog hangs low over the temple, and by 10 bells it has just begun to burn off. You had left a few minutes earlier, after fond farewells from the other acolytes. It only takes a few minutes to walk up the hill toward the Palace, and turning left along a wide avenue which runs flat along the curve of the hillside, you arrive at the villa Safi Meknes, the exact location of which the Keeper has appended in a small map he drew for you. When you stand before the gate, it--the gate--glows somewhat and in a resonant female voice asks you your business.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Hello. I come in peace bearing the blessings of Idiwalla for Tuff Bluschist, on behalf of the Keeper pf Histories.
"Thank you. I'll go bring her right away." Varielky says and leaves the room.
Varielky hurries away and leaves the mansion. She takes a longer route, trying to make sure no one follows her. When she gets to the burnt building, if Benita is still there, she tells her that she got her a chance and leads her the way she came, taking a long route once again, in order to avoid followers.
Stealth, if needed: 15
Varielky
The gate speaks once again, in Dwarven. “Please enter and keep left.” A path lined by marble bricks inlaid with golden tiles leads within, and splits left and right across the carriage drive. Looking up it, you see a carriage house between two structures behind well-tended landscaping. A dwarven groundswoman is at work on the terrace lawn, and another dwarf is in the carriage house. He looks up and moves to meet you at the door of the structure you approach.
Dolkum arrives at four tiled steps leading to an entry. On the topmost step stands a dwarf holding an ornate battle axe held two-handed, wearing a tunic bearing the sigil of Core of Onyx, over fine chainmail, light half-cloak of deep black lined with fine golden thread, and top helm fashioned in the shape of a cut gemstone face. The second dwarf, from the carriage house, stands beside the first, and you see that they bear a family resemblance. The one from the carriage house holds out his left hand, palm open, and states in a gravelly voice, “your letter of introduction.”
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
"Oh!" Mittens exclaims out loud as he puts a hand to his head. "That makes a lot of sense," he says to himself. Looking around to get his bearings straight, he begins quickly moving to where he last saw Shirei-Kin with a purposeful stride. When he arrives, he enters the building (if able) and looks around for an attendant. If he sees one, he goes up to them and says, "Hi, can I talk to Sherei-Kin? It's important."
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Ednyss & Mittens
The next morning, Ednyss gathers his things and heads to the temple to say his goodbyes, which he does, and to help out. It is busy in the plaza when he arrives, and throughout the morning too, for, following each day of Arena Games, the temple of Takal Demesh holds its own neighborhood event, the Childrens’ Games. First, local children and their families volunteer to help Temple acolytes and the surrounding restaurant workers to clean up the garbage and general mess in the plaza always left by the enormous gathering of onlookers for the Arena Games the prior day. Then, in the afternoon, those who helped may sign up to compete in foot races, wrestling matches, and gymnastic competitions in the plaza.
Ednyss helps oversee the volunteers, and around half past 10 bells, he stands back for a moment with his charges to scan the plaza and enjoy the results of their work, a clean plaza, when he sees none other than Mittens Toodaloo approach the Arena gates. These, he knows, are locked, for as a sacrifice to Ellosh, the Arena is always closed the day following Games. (OOC: Please roll perception and see if you can outdo your passive perception score.)
Mittens arrives at the Arena not long after 10 bells, but finds that the gates he exited from the prior night are locked, as are all of the Arena entries. He checks them all and ends up in front of the main gate at about half-past 10 when Ednyss sees him.
(OOC: Mittens: Please roll perception and see if you can outdo your passive perception score.)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Dolkum enters the compound, noting the harmonius artisanship of the buildings and the gardening, everything placed just so, the subtlety of Idiwala's guidance everywhere apparent. This is turning into a very good day indeed.
O, yes, you mean this letter here. I trust this shall be sufficient, yes?
Hail and well met. Blessings of Idiwala upon ye, good sir! Aye, and your family, too! I was wondering if you might have room in your party for Dolkum Torunn? He is a very cheerful and straight forward fellow, always wearing his considerable heart on his hauberk, wanting to bring about peace and serenity even if he has to bring the 2 sides together with his hammer and javelins, if ye takes my meaning. I have enclosed for your perusal his personnel file. His talents and interests were more towards the ever practical lessons of the exercise yards than to the theoretical lessons of the library. Your servant as always, Kiluni Greyshaper, Keeper of Histories
Dolkum
He takes the letter, notes the author, and nods at the other. The second dwarf lowers his axe, takes one step to the edge of a small covered patio to your left. Beside a set of wrought-iron chairs and low table is a large weather-proof wooden chest with a lacquered lid, adorned with a likeness of Takal Demesh. He opens the chest, which is unlocked, and says, "Please leave your weapons here."
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Varielky heads back to the burned-out tenement, and across the street from it, from a narrow alley, she hears an odd whistling sound emanate. Turning to look, it is Benita, hiding. “The stairs are so exposed now that it is daylight, I decided to move,” she says.
Benita hears the news that Blueschist will meet her with relief, and you see behind the terror and grief in her eyes, that the resilience you’ve grown to admire in her still shines.
You both turn back to Harbor View once again. (OOC: Please roll stealth and perception once again.)
By the time you get there, it is half-past nine bells. Varielky’s answer to the villa Gate’s melodious query allows you both entry and as you walk along the terrace path to the cottage entryway, you see one of the 'brothers' in the carriage house, who looks up but continues with what he was doing, you pass a groundswoman, tending to cleaning out the fountain of leaves which have blown into it, you note that in daylight, as the fog burns off from The Docks below, that the villa possesses an exquisite view of the harbor, and you find yourself again at the door of the Cottage, with the other dwarf 'brother' standing on the top step in the same Core of Onyx livery as last night.
He nods at Varielky, looks Benita up and down, and says to Varielky, “She’ll have to leave her weapons here. You can keep yours.” He raises the lid of the box.
Benita looks at Varielky, who can see she does not want to part with her sword, but does so.
The dwarf leads both women inside. He says, “Mr. Blueschist is in the study,” and he stands at the door.
Blueschist is still involved in paperwork when you enter the study, but stops what he is doing to look long and carefully at Benita, then at Varielky, and back to Benita. After a few words of introduction, he asks Varielky to wait in the salon.
Some minutes later, Benita leaves the study, finds Varielky, and in answer to her inquiring look, nods firmly, her face bursting with emotion. She closes quickly, and clasping forearms and embracing, says, “Thank you Varielky. I will not forget this.” When she pulls back, Varielky notes tears in Benita’s eyes, and behind them, a burning ember of hope.
The 'brother' was called in to speak with Tuff for a moment. When he comes out, he says, “You two are to share a room. Top of the stairs, third door to the right. There’s food in the kitchen. Bath is near the entry. You’ll...want to get cleaned up before getting fitted for livery.”
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Dolkum smiles, pockets his letter, and proceeds to surrender his hammer and javelins. He brings forth his shield, looks at it consideringly, and returns it to it's accustomed place on his shoulder. Weapon? This? It's more like an extension of himself. No, best to keep it.
This way to Mr Bluchist, yes?
Stealth: 10
Perception: 21
"Don't worry about it. I'd drag you with me if I had to, if only I had thought of it sooner." She should have thought of it sooner. To think she planned to leave Benita behind for a month... what kind of friend is she? "C'mon, let's get cleaned. I still have sand from the arena on me."
After getting cleaned and eating a filling breakfast, Varielky goes down and looks for any of the house's regular residents who could tell her how to find places in this expansive place. "Excuse me," she says once she finds someone, "is there a library or a collection of books in this house? There's something I want to investigate." If there is one, Varielky goes there and tries to search for a book that might give information about the symbol from two nights ago - history books, religion books... especially ones dedicated to Takal Demesh if there are any, or any other book that seems relevant.
Investigation, if needed: 8
Varielky
Perception: 6
Ednyss just looks around at the games and smiles. It brings him great joy to see the children at play, but he is still just keeping a watch on what is happening around and notices Mittens approach the arena, although he doesn't pay it much mind.
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
(OOC: I forgot to reply to your Medicine check. Your proficiency in medicine tells you that the Keeper is older than you thought. All dwarves, when they die, lose the moisture in their bodies, and essentially calcify into a solid mass, turning to stone, as other races say. Very old dwarves sometimes develop this kind of cough which indicates their lungs have begun this process. There is nothing to be done about it. Getting old sucks, even for dwarves!)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Varielky (OOC: Regarding your Stealth & Perception checks, you feel rather certain that you were not followed into the villa. The only books you see are in the Dwarven tongue. There are one or two in the bedroom, and a few shelves full of books in the study. Your question is heard by Strata, as she takes your measurements and with needle and thread, deftly sews a tunic bearing the sigil of Core of Onyx which you are to wear. She tells you that she thinks the Master has brought more books with him, but otherwise, there is nothing else there. There are more books in the Embassy, the building on the other side of the carriage house, she thinks. Your fitting takes place in your bedroom, and Benita enters after bathing and is fitted next in the same room.)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Dolkum
The first dwarf stands in the entryway and turns, saying “Please follow me.” The second gestures for you to precede him, and as you enter, he takes his place a few feet behind you, closing the outer door.
The little foyer you enter has a small fountain on the facing wall merrily trickling clear water into a blue-tiled basin, under a mirror framed by bouquets of flowers. You follow the first dwarf to the left into an entry hall, with a small shrine or reliquary to Takal Demesh, Ulella, and Idiwala at its end. You turn the other way and then left again and into an indoor patio, perhaps 80-feet square, where carved pillars supporting the second story are interspersed with small palm trees at the corners, and with a small well at the courtyard's center. The floor is tiled, and up above, you can see a pattern of fog and blue sky through a large square opening framed by eaves overhanging a second floor hallway which is itself lined at intervals with doors.
Your path traces around the courtyard, and at its far corner you are brought into a study in which, behind a large desk, sits a third dwarf. His skin is rough and siltstone-colored, and a white beard cascades like an arctic waterfall from his moustache, stopping at a line just below his collarbone. He wears no armor, but instead a fine tunic and breeches pair woven of those particular fibers drawn from subterranean lichen which dwarves of means particularly enjoy, but which other races find itchy and uncomfortable in the extreme. Over this, a black waist-length wool coat, finely embroidered with white and silver threads. His head is hairless on top, circled with a white frosting to match his beard.
Dwarven artwork hangs upon the study walls, dark velvety paintings whose subjects, primarily landscapes showing the Dwarven Isles and their subterranean cities, draw the viewer into their canvases with deft use of perspective. There are low bookshelves too, filled with various texts, small statues, and the like.
The old dwarf, still sitting, motions for the letter, and the second dwarf hands it to him, and then leaves the room with a slight bow of his head. The armed dwarf remains, standing just within the doorway. The older dwarf takes in Dolkum’s appearance, then reads through the letter. He turns it over, frowns contemplatively, and, opening a drawer built into the desk, searches for a moment before extracting a magnifying glass, and using it, seems to read something on the back of the letter. He then replaces the magnifying glass, and places the letter flat on the desk, upon a small pile of other missives. He folds his hands, looks at them for a moment in silence. He then stands and introduces himself formally. "Greetings Dolkum Torunn, I am Tuff Blueschist, and my employer is Granophyre Strewn.”
"As you have been informed by Kiluni Greyshaper, Keeper of Histories, you have been sent here in answer to a request I sent to the Keeper, for sturdy individuals to guard the Master on his travels on The Continent.
“Here is what is offered. You will guard Master Strewn, to the extent that you are able, starting upon signing, for the remainder of the month of Beauty, as per the Jenghen calendar. Your duties will extend throughout the day and night, and may involve travel. The period of employment may go longer than that, if mutually agreed by myself and you. If your employment ends at a time when you are not in Ishi Ammah, you will be paid additional travel fare for return to Ishi Ammah. Your life will be at risk throughout this period. A small sum, in addition to any owed earnings, will be paid to any dependents you might have should you die while in the Master's service. You will report to me, or in my absence, directly to Master Strewn. While you are in the Master's employ, you are under an oath of confidentiality, and no details of service, or the name of your employer may be shared with any other person, including aforementioned dependents or family. The pay for these duties is living expenses, plus ten pieces of Jenghen gold per day (OOC: i.e., 10GP/day)."
He now pulls another document, written on very nice vellum in Dwarvish script, from another drawer and places it on the opposite side of the table from him. He motions for you to an expensively embroidered chair set across from him.
"Sit here, if you please. This agreement is for you to read and sign, the doing of which will signal your decision to begin employment." He pushes an ink and a quill set across the table with a firm steady motion, to within reach of Dolkum. He sits simultaneously with Dolkum, and watches closely as Dolkum reads the document.
(OOC: Upon your perusal, you find that the contract exactly states what Blueschist has already told you regarding your prospective employment.)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
O my yes, by Idiwala, this is all in order. I should like half my earnings to be forwarded to my parents, yes? They have more need of such riches than I. When do I start?
With that he signs with a dwarven flourish and bounces to his feet, ready and eager for this opportunity to get out and explore.
It dawns on Mittens that it would probably be more efficient if he went and talked directly to the investigators. If he knows where he the "police station" would be, he hurried his way over to them.
If he doesn't know where that would be:
Seeing Ednyss, Mittens approaches him and asks, "Do you know where Sherei-Kin is? I need to talk to him real quick."
DM- Azalin's Doom
DM- Surviving the Unsurvivable