14: It's not what you know it's who you know

Started by Ebiris, December 05, 2010, 02:29:23 PM

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Ebiris

[15:42] <@Ebiris> Exiting the showroom with Nemien, the group finds themselves in a narrow hallway, a door at the end just to their left and two more along its length opposite the showroom. The taxidermist ignores these, however, and leads you round a bend where the hall seems to curve around the showroom, opening a door on the left as you travel this way while ahead the hall seems to turn to the left as well.
[15:42] <@Ebiris> Inside you find a spacious room currently dominated by a large quadraped figure, rearing itself up in a threatening gesture. Several spurs project from its back, the thing looking to be made of mostly plaster and wire, except its hindquarters which are covered in a golden-red fur, and a bushy almost feather-like tail. Hanging from the wall are numerous sheets of similar fur, as well as a majestic pair of of tawny-gold wings. On the opposite wall are several parchment sheets showing anatomical diagrams of eagles, lions, and griffons alike.
[15:42] <@Ebiris> "You've missed the skinning, which might be for the best... this part's where the real artistry comes in, anyway," Nemien declares as he moves around the partially made griffon and opens up a cupboard, causing the temperature in the room to decrease immediately. Putting the bag of disgusting spider head within, he closes it and allows the temperature to return to normal.
[15:44] <@Rudy> Myra lingers behind while Rudy heads into the room after Nemien, ready to slink away and look for exciting things unsupervised!
[15:44] <@Henrietta> "The part where you form the creature back, only better?" Henrietta asks attentively.
[15:46] <@Ebiris> "Yes," Nemien smiles at Henrietta, not paying much attention to Myra back at the rear. "While the original body might be 'natural', it's bound to rot and decay far too quickly. But properly mounted on a long lasting base," he gestures to the griffon in progress, "It can provide a pleasing sight for decades to come."
[15:48] <@Henrietta> "Do you keep the bones as well?" Henrietta inquires, knowing well what her part in this is. "Or is it just the fur?"
[15:49] <@Rudy> With Nemien far more interesting in Henrietta, Myra swiftly slips away...
[15:49] <@Glenn> "Do you buy or make your own amchemical elements to preserve them? Or do you use your own means as a mage?" Glenn asks, now curious aboout the process a bit as well, having previously been content to let Henrietta indulge in her own curiosity.
[15:49] <@Rudy> *interested
[15:51] <@Ebiris> "Just the fur. With a well constructed base, there's no need for bones," he thumps the griffon on its neck. "I don't do much more than skin them, to be honest - there's no reason for me to see what lies behind the flesh unless I need to study the musculature." To Glenn, "There's not much alchemy involved - I use magic to clean the furs thoroughly so they don't rot or smell, and from that point on they're quite long lasting. Things like eyes and claws, I make copies of out of glass or other similar materials."
[15:51] <@Ebiris> OOC: stealth check, Myra
[15:51] <@Rudy> roll 1d20+5
[15:51] * +Hatbot --> "Rudy rolls 1d20+5 and gets 15." [1d20=10]
[15:52] <@Ebiris> Myra quietly slips away from the door without alerting the talkative taxidermist, leaving her free to explore at her leisure...
[15:52] <@Henrietta> "Do you ever find yourself using jewels or precious metals for that purpose?" Henrietta asks the talkative taxidermist. "Or do you prefer authencity over flashiness?"
[15:54] <@Ebiris> "For my own part, I prefer to try and recreate the original image as accurately as possible," Nemien admits shiftily, "But sometimes a rich old lady will want to put diamonds in for the eyes of her favourite cat... it pays the bills."
[15:56] * @Glenn looks a bit surprised that the fur keeps so well on it's own once cleaned, but takes the taxidermist's words for it. "What animals make the most popular trophies, out of curiosity? Griffons are pretty majestic looking, but must be hard to come by, so I imagine something like wolves or stags?"
[15:56] <@Henrietta> "Ah, do you get many requests like that? Of actual pets, not trophies? That doesn't sound very healthy...."
[15:59] <@Ebiris> "This is actually the first griffon I've worked on!" Nemien admits brightly. "I hear this fellow was a real terror in the arena till he landed on someone's spear... one stab, right through the heart! Second only to being killed by magic as far as I'm concerned, leaves a much more intact skin to work with. Stags are by far the most common, but you can see all sorts in this line of work. Keeping a pet preserved like this is surprisingly common - more healthy than necromantic ways, at any rate."
[15:59] <@Henrietta> "People actually do that here?!"
[16:01] <@Ebiris> Nemien coughs and lowers his voice darkly, "Not where anyone can see them, but there are tales... certain old families are rumoured to have dark interests, or hidden cellars of their ancestor's shame that they try to keep hidden well under the rug."
[16:03] * @Henrietta shudders. "That's just not right. Zombie cats... no, it is too horrible to contemplate."
[16:04] <@Rudy> Myra begins to search each door before this one, first listening then trying to open them to see what's inside.
[16:04] <@Ebiris> "They can last forever... just imagine, your great great grandmother's favourite cat, animated to prowl your home long after she herself is gone. Sends a shiver right down your spine, doesn't it?" Nemien nods gravely.
[16:05] <@Henrietta> "I would sooner disown myself," Henrietta states firmly. "None of that nonsense runs in our family, at least."
[16:06] <@Ebiris> Myra opens the first door, the one next to the showroom, and finds herself confronted with a storeroom filled with more taxidermist creations, lining the shelves from floor to ceiling. None look particularly impressive, mostly matching the smaller things already on display.
[16:06] <@Rudy> "It's rather quaint, isn't it? People need to learn to let go," replies Rudy, nodding.
[16:07] <@Rudy> This one doesn't seem too interesting. Some lightbulb in her mind goes off, prompting her to continue heading down the corridor instead, in the hope that rooms that don't look like storerooms appear!
[16:07] <@Henrietta> "Just think about the diseases those things can have when they bite you!" Henrietta exclaims, holding her arm.
[16:08] <@Ebiris> "Of course no one would admit to it even if you asked. But keeping a mounted display like one of these is completely different," Nemien blusters. "It's the same as any other sort of heirloom a family might keep, and makes for a fine conversation piece or ornament!"
[16:09] <@Henrietta> "Oh, certainly!" Henrietta agrees. "In particular if it is a mighty griffin your father managed to catch in his youth! Why, the stories it would illustrate for his children, and his children's children!"
[16:09] <@Ebiris> Skipping the next two doors, Myra finds that the corridor runs around the room the rest of the party is currently in, stretching about as far as the work-room does. There are a few rolled up rugs and pieces of wood dotted around its length, but no sign of any doors or windows. It gets quite dark, with no lights either, but Myra's darkvision is up to the task.
[16:11] <@Rudy> Why would there be a corridor to nowhere back here? Myra investigates!
[16:11] <@Ebiris> "Your spider-head might even be a treasured heirloom for your own descendants one day," the taxidermist suggests to Henrietta.
[16:11] <@Ebiris> OOC: roll perception Myra. Henrietta, make a charisma check
[16:11] <@Rudy> roll 1d20+13
[16:11] * +Hatbot --> "Rudy rolls 1d20+13 and gets 21." [1d20=8]
[16:11] <@Henrietta> roll 1d20+5
[16:11] * +Hatbot --> "Henrietta rolls 1d20+5 and gets 16." [1d20=11]
[16:12] <@Ebiris> Nemien seems quite engrossed in talking to Henrietta, easily keeping him distracted as Myra turns over the neighbouring hallway. And at the very end, after shifting aside a rolled up rug propped against the wall, she finds a trap-door!
[16:13] <@Henrietta> "I'm actually hoping it would be the first of many," Henrietta admits. "The sort of thing I could show others. 'Here, the monstrous spider I struggled against as I started out on my adventuring days!'" Henrietta poses heroically, as is appropriate. "And then, one day, I could maybe have griffins and other fearsome beasts lined up to contrast it!"
[16:14] <@Rudy> "We should split these up, though," argues Rudy. "You can have the spider-head, and I'll take the griffin?"
[16:14] <@Rudy> Myra attempts to open the trapdoor!
[16:14] <@Ebiris> "Well, if you can try to bring back your next trophy in a more intact state, it would certainly make my job easier!" Nemien chuckles heartily, holding his belly.
[16:15] <@Henrietta> "I suppose I wouldn't mind," Henrietta says to Rudy, mulling over it. "If we manage to defeat one, surely we could manage another!"
[16:16] <@Glenn> "Any tips with keeping the corpse from making such a mess in the future?" Glenn asks.
[16:17] <@Henrietta> "I believe there is a spell for that," Henrietta says thoughtfully. "Necromancy, my mother said. Perhaps I could master it, one day?"
[16:17] <@Ebiris> Lifting the trapdoor, Myra sees a wooden ladder leading down a short distance to a natural cavern, extending into the darkness in one direction and with a wooden door placed in the opposite direction right by the ladder. "A single quick stab if you can manage it - poison helps for that. Or magic that attacks the life-force directly," Nemien suggests helpfully.
[16:17] <@Rudy> Myra closes the door behind her, and pauses to listen at the door!
[16:18] <@Ebiris> roll 1d100
[16:18] * +Hatbot --> "Ebiris rolls 1d100 and gets 42." [1d100=42]
[16:18] <@Ebiris> OOC: roll perception, Myra?
[16:18] <@Rudy> roll 1d20+13
[16:18] * +Hatbot --> "Rudy rolls 1d20+13 and gets 28." [1d20=15]
[16:19] <@Ebiris> It's very faint, but Myra can hear grunts of exertion and the faint ring of steel on steel, and thunks of wood, in the distance.
[16:20] <@Henrietta> "Have you hunted anything yourself?" Henrietta wonders. "Perhaps, as you were just getting started?"
[16:21] <@Rudy> Myra climbs back up the ladder and tries to exit through the way she came!
[16:21] <@Ebiris> "Oh, no," the taxidermist shakes his head amiably. "I prefer the comfortable city life. I learned mostly from books, and dissecting specimens I could come by easily in Salerno."
[16:21] <@Ebiris> The ladder performs as intended, allowing Myra to climb back up with ease!
[16:21] <@Rudy> She begins to slink back towards the room Rudy loiters around in.
[16:22] <@Ebiris> OOC: stealth, Myra?
[16:22] <@Rudy> roll 1d20+5
[16:22] * +Hatbot --> "Rudy rolls 1d20+5 and gets 9." [1d20=4]
[16:22] <@Ebiris> roll 1d20+1
[16:22] * +Hatbot --> "Ebiris rolls 1d20+1 and gets 10." [1d20=9]
[16:22] <@Ebiris> Nemien is happy enough talking to Henrietta that he doesn't pay any note to Myra's return, if he even noticed her absence.
[16:24] <@Henrietta> "How intriguing," she says, her eyes carrying back to the griffin's frame. "Do you think you could show us a bit more of your work? I would love to see how your creation continues to take form."
[16:26] <@Rudy> Myra slinks into the room, and one of her many appendages hovers near Rudy's ear a moment. "I'm not sure we have the time, actually," he remarks. "I'll be heading off shortly."
[16:27] <@Henrietta> "Surely not," Henrietta protests, staring pleadingly at Rudy. "Can't we stay a bit longer?"
[16:28] <@Rudy> "We should let the man work, Henri dear," replies Rudy. "Besides, I need to see a man about a house, and if we wait too long, someone else might snatch it up..."
[16:29] <@Ebiris> "Well, I suppose I have taken up your time - I'll show you out in that case," the taxidermist nods and steps away from his work. "You'll be able to get a look at this thing when he's put up in the arena in a few days, anyway."
[16:30] <@Glenn> "Thanks for taking the time to humor our questions," Glenn says.
[16:30] <@Henrietta> "Oh, if we must..." Henrietta relents. "Thank you ever so much for this opportunity!" she tells the taxidermist, hands clasped before her chest.
[16:30] <@Ebiris> "Oh, don't worry. It was nice having someone show an interest," he smiles, gold tooth glinting as he moves to usher everyone back the way you came.
[16:31] <@Rudy> Once they're outside and away, Rudy shakes his head. "What a foul job," he remarks. "Good heavens, I can't imagine choosing that for a career..."
[16:32] <@Henrietta> "I don't see the problem," Henrietta responds in puzzlement. "Wouldn't you want to have a trophy of your triumphs?"
[16:33] <@Rudy> "Not especially. Who'd want a disgusting dead thing gracing their room? They do things differently in Isernia, I see..."
[16:33] <@Glenn> "I thought it was kind of interesting. Not sure I'll care for a trophy myself, but I found the process interesting," Glenn chips in.
[16:34] <@Rudy> He shakes his head. "Anyway, Myra told me there's a trapdoor in the back corridor, and at the bottom of it there was a tunnel and a door. Armed men behind the door, training, I think."
[16:35] * @Henrietta nods, all businesslike at that. "Now that is a career I don't approve of. Let's strike an hour before dawn, when any guards they might have are quite tired?"
[16:35] <@Rudy> "Strike?"
[16:36] <@Henrietta> "We'll break a window, or the lock. My acid might do it, perhaps, or my flail. Then, if we manage, we'll sneak inside without arousing their suspicion and proceed below to abduct Lady Vanderboren's brother."
[16:37] <@Rudy> "What if we don't manage?" asks Rudy, frowning to himself. "It'll be trouble getting him out without raising a ruckus."
[16:39] <@Henrietta> "Mmm. If we cannot break in silently, then we will abort the attempt. If we are caught within, however, we should try to reason with their Lady of the Lotus or someone highly-placed in their... organization." Henrietta coughs. "Loath as I am to take such measures, I believe we can try blackmailing the wayward Lord."
[16:43] <@Rudy> "To break in silently, we need to get into the shop... open the trapdoor, and then get through the secondary door, at least," muses Rudy, counting down his fingers. "There's actually something else I want to confirm, as well- which is where the tunnel leads. It may well go to another entrance, and if so, it's likely where the members of this group come and go."
[16:43] <@Henrietta> "As insurance, we will inform Lady Vanderboren of the attempt and leave a copy of our findings so far with her, as well as a request to send the guard in after us if we do not return to report to her before sunrise, say. I'm certain the exact times can be worked out, but if we get caught and just hold on long enough, we should be rescued. And, of course, it gives us something to barter with -- if they keep us, we cannot call off the raid."
[16:45] <@Glenn> "That sounds pretty solid. Are your injuries recovered enough for you to deal with all of this, by the way, Henrietta?" Glenn asks, given it wasn't that long since they fought that spider. "That venom from the spider looked rather potent."
[16:46] <@Henrietta> "I would be lying if I said I made a full recovery, so therefore I will pretend the question was not asked," Henrietta responds.
[16:46] <@Rudy> "We should probably see a cleric about that," remarks Rudy. "Best to do this thing working at full strength, eh?"
[16:47] <@Henrietta> "I wouldn't object, if you all insist...."
[16:47] <@Rudy> "I do get the feeling you don't take care of yourself, sometimes!"
[16:47] <@Rudy> Rudy shakes his head. "If the burden of doing so must be on me, well, so be it."
[16:48] <@Henrietta> "I can't go running to the healers all the time!"
[16:48] <@Rudy> "Why not? It's very sensible."
[16:48] <@Glenn> "Another visit to that crazy one obsessed with Davy Jones' locker? She seemed to do good work, all things about sanity set aside," Glenn comments.
[16:48] <@Henrietta> "She was extremely nice and well-behaved!" Henrietta says in clear approval. "Highly motivated, too."
[16:50] <@Rudy> "Well, let's head down there, then get ready for this, um, strike. Very soldierly."
[16:51] <@Ebiris> OOC: while Melinda isn't around this early, other clerics at the Azure Cathedral happily provide lesser restorations for 60gp a pop
[16:51] <@Ebiris> roll 1d4
[16:51] * +Hatbot --> "Ebiris rolls 1d4 and gets 1." [1d4=1]
[16:52] <@Ebiris> OOC: want to buy another?
[16:52] <@Henrietta> OOC: Yes, this doesn't help me
[16:52] <@Ebiris> roll 1d4
[16:52] * +Hatbot --> "Ebiris rolls 1d4 and gets 4." [1d4=4]
[16:54] <@Ebiris> roll 1d8+4
[16:54] * +Hatbot --> "Ebiris rolls 1d8+4 and gets 7." [1d8=3]
[16:56] <@Ebiris> After getting Henrietta seen to by a priestess of the Mother of Life, who had an unhealthy obsession with getting Henrietta to confess to various sins to ensure maximum efficiency of the blessings, the party heads back to Lavinia's shortly after dusk in order to set their contingencies in place. She takes this news with appropriate grimness, and promises to speak with the commander of the Sunset Guard if she has to. Turning in early, the party rests well and then reconvenes near the Taxidermist Hall to prepare for their precision surgical deadly strike of freedom.
[16:57] <@Ebiris> Lavinia also pays everyone because it's payday. Except Rudy because he got an advance.
[16:57] * @Henrietta detects magic! Because mages might have magical means of guarding their nonmagical shops!
[16:58] <@Ebiris> From the front of the shop at least Henrietta is unable to detect any magic. The surrounding buildings are fairly dilapidated, no signs of life amongst them, nor in the alleys surrounding it.
[16:59] <@Ebiris> The door is solid wood, although a large glass window sits to its left, displaying the mighty bearmoose in all its glory.
[17:00] * @Henrietta attempts to melt the glass right next to its latch, so that they could try to get the window open and enter through it!
[17:00] * Quits: @Henrietta (~corwin@95.35.27.146) (Quit: )
[17:03] <@Ebiris> The acid drips down the glass to little effect, although it does sizzle around the frame a little where a few dabs get on. Glenn knows that whenever he makes acid, he always stores it in glass because it's non-reactive except to absurdly strong magical acids.
[17:07] * Yomi is now known as Henrietta
[17:07] <@Rudy> "That's not working. We'll just break it, I suppose," muses Rudy, and Myra finds something blunt nearby to just smash the glass in with. A cloak is provided to lay over it in a bunch, in hopes of muffling the sound a little.
[17:07] <@Ebiris> roll 1d100
[17:07] * +Hatbot --> "Ebiris rolls 1d100 and gets 34." [1d100=34]
[17:08] <@Ebiris> roll 1d20+1
[17:08] * +Hatbot --> "Ebiris rolls 1d20+1 and gets 14." [1d20=13]
[17:09] <@Ebiris> Myra does her dirty larcenous work with aplomb, smashing the glass but good! The tinkling may be muffled, but in the dead of night it sounds terribly loud to your ears nonetheless. This does at least allow access to the latch, and the window can be opened barely enough to squeeze in without tipping over the bearmoose. Its glassy eyes stare at you with silent judgement nonetheless.
[17:10] <@Rudy> Myra soon trudges inside and heads around to the door to open it from within.
[17:10] <@Ebiris> From within the lock is undone easily, and the eldritch horror opens the door...
[17:11] <@Rudy> Then it's time for the rest of the team (or Rudy, at least) to head inside, making a beeline for the trapdoor out the back with Myra in the lead!
[17:11] * @Henrietta follows half a step behind Rudy!
[17:12] <@Ebiris> Heading through the shop, Henrietta notices magic once in the corridor. There's a trace on the third door along, as well as something within the workroom you were in earlier.
[17:13] <@Henrietta> roll 1d20+6 spellcraft
[17:13] * +Hatbot --> "Henrietta rolls 1d20+6 spellcraft and gets 10." [1d20=4]
[17:13] <@Ebiris> Their properties remain a mystery to her, however...
[17:14] <@Henrietta> "Did you check that room?" Henrietta whipsers to Rudy, pointing at the third door. "There is magic over it, though I don't know how important that is."
[17:15] <@Rudy> "No, not that one," replies Rudy. "I doubt it'll have our man in it."
[17:16] <@Henrietta> "Likewise," she agrees. "Lead on?"
[17:16] <@Rudy> Rudy does so! Surely the depths below will hold more excitement!
[17:18] <@Ebiris> Proceeding onwards, Rudy finds the empty hallway Myra mentioned. This deep inside, however, it's pitch black and no one but Myra can see anything. She can at least spot where she left the trapdoor, currently closed at the end of the hall.
[17:19] * @Henrietta wards herself with Mage Armor, just in case! And offers the opportunity to others as well, quietly!
[17:19] <@Rudy> It would be necessary to hold hands until they reach the trapdoor, and after Myra opens it some sort of lighting spell could surely be used! Myra herself would gleefully take advantage of friendly magery.
[17:20] <@Ebiris> roll 1d20
[17:20] * @Henrietta helpfully bestows it upon Myra, hopefully making her easier to see in the absolute darkness, too!
[17:20] * +Hatbot --> "Ebiris rolls 1d20 and gets 14." [1d20=14]
[17:21] <@Ebiris> With Myra's papery skin and clawed hands to hold onto, the trapdoor is found and the party able to descend into the abyss below. The monster from beyond can at least see things as they were last time. A tiny sliver of light is seen coming from under the wooden door, providing no illumination of real value for anyone without darkvision.
[17:22] <@Rudy> Myra listens through the door once more!
[17:22] <@Ebiris> OOC: roll perception
[17:22] <@Rudy> roll 1d20+13
[17:22] * +Hatbot --> "Rudy rolls 1d20+13 and gets 16." [1d20=3]
[17:23] <@Ebiris> Myra can hear faint conversation, somewhere to the North on the other side of the door... sounds like people gambling.
[17:25] <@Rudy> Rudy shrugs, and opens the door.
[17:27] <@Ebiris> Opening the door, Rudy reveals a narrow corridor lined with bricks and supported by wooden struts across the ceiling. It's barely wide enough to walk single file down, and lit by oil lanterns hanging here and there. It runs South to North from what you can see here, and to the North the sound of wood scraping on stone is heard...
[17:28] * @Henrietta decides to walk down the corridor and see where it leads!
[17:28] <@Rudy> Myra begins to pace down the corridor, with Rudy right behind.
[17:29] * @Glenn just keeps following their lead, remaining silent for now!
[17:30] <@Ebiris> As soon as Henrietta steps out into the corridor, she hears a snarl of, "Who the fuck are you?" coming from the North. Turning that way, she can see two men levelling crossbows at her, standing in a small room just ten feet from the door she stepped through. Both are wearing leather armour that leaves their arms bare, stylised dragon tattoos covering their left arms.
[17:32] <@Rudy> "Oh, damn! Um, we want an audience with the Lady," reports Rudy, dutifully. "We've got a letter for her."
[17:32] <@Henrietta> "It was very important for us to deliver it in person," Henrietta agrees. "I'm certain she would forgive an unannounced visit once she reads it."
[17:34] <@Ebiris> "Like fuck. Nobody gets to see her less she asks, and she ain't asked," the man on the left snorts. "Throw down your weapons and come on out where we can see you," they both back off at that, retreating to the rear wall of their small room, a closed door behind them and a table covered in cards and coins to their left.
[17:35] <@Henrietta> "So why don't you go and ask her?" Henrietta inquires politely.
[17:35] <@Rudy> "Sure she will," replies Rudy, thoughtfully. "It's from Pinkus."
[17:35] <@Rudy> *Penkus
[17:37] <@Ebiris> "How do you know Penkus? Who the fuck are you?" the one on the right narrows his eyes at Henrietta in response to Rudy's voice.
[17:37] <@Ebiris> "All of you better come out where we can see you, or you'll be in a world of shit, don't matter who you know!" the other asserts.
[17:38] <@Henrietta> "Do be reasonable," Henrietta says mildly, stepping out into the open with her arms raised. "However do you think we knew where to go, or to whom? We really do have a letter to deliver, and it's not like we could just come up and knock to do so."
[17:38] <@Rudy> Rudy pauses, then shrugs, and steps out and tosses out his crossbow. "We found his body. I take it he's been missing? Or, perhaps you don't know yet..." he muses. "Quite. What's the proper protocol for a total stranger to your organization?"
[17:39] <@Glenn> "We haven't exactly been stealthy you know. We have nothing to hide," Glenn chips in.
[17:39] <@Ebiris> "Total strangers ain't supposed to know about this place," the one on the left scowls, before his eyes widen at the sight of Myra. "Wait! Youse are the guys that Vanthus shit's been worried about! That's that monster!" he jabs his crossbow at the misshapen monstrosity.
[17:40] <@Henrietta> "Ah, perhaps he was worried about us because he stabbed Penkus in the back and left him to die?" Henrietta wonders out loud, glancing at Rudy.
[17:40] <@Rudy> "Yes. Have you noticed how she isn't lunging towards you and ripping out your heart? She likes hearts. In fact, she was very sad when I told her she couldn't eat any tonight," replies Rudy, sighing. "I believe that should be sufficient proof of our noble intentions. Not to mention, of course, that the letter itself has rather dire implications for Vanthus."
[17:40] <@Henrietta> "We know about it, so it's certainly something to worry about...."
[17:42] <@Ebiris> The two share a doubtful look. "Boss is gonna want to know about this," the one on the right mutters.
[17:42] <@Ebiris> "Fuck... we'll take 'em ta Kersh. He can figure out what to do with them. Don't wanna piss off the Lady by botherin' her otherwise," his partner decides, lowering his weapon.
[17:43] <@Henrietta> "A most excellent choice," Henrietta agrees. "May we approach now?"
[17:45] <@Ebiris> "Yeah... but try anything and the whole guild'll be on you like a ton of bricks," one of the rogues scowls. "Actually, not this way. Kersh'll be the other way," he gestures South, starting to approach the group, his buddy following.
[17:46] <@Rudy> "Whatever you like," remarks Rudy, proceeding to do so!
[17:46] <@Henrietta> "Certainly!" Henrietta responds. "We have no problems whatsoever with your guild, after all!"
[17:47] * @Glenn continues following behind Rudy and Henrietta, content to let them weave their silver tongues around the pair.
[17:48] <@Rudy> "In fact, we find the whole thing quite romantic," adds Rudy, nodding.
[17:49] * @Glenn can't help himself, and a brief hint of a quiet snort escapes his lips as he tries to wrap his brain around what Rudy just said. 'Romantic?'
[17:50] * Xorned is now known as Kowork
[17:50] <@Ebiris> With the two guild-guards keeping a close watch, one in the lead and one covering the rear, the party is led through the narrow brick-clad tunnels, twisting West. A few doors are passed, along with another guardpost - quick words sends one of the two manning that one back to cover the one by the door you came in by. At the end a door leads into a mess hall, where two darkly clad men and a woman are eating some sort of seafood medley. "Kersh," one of your wardens calls over, a squat and muscular figure amidst the dining trio looking up to survey the group with watery eyes. "We've got some visitors, say they got news about Penkus. They're the ones Vanthus was on about, remember?"
[17:50] * @Henrietta waves politely.
[17:51] <@Rudy> Rudy's charming smile is the only thing standing between composure and pants-wetting terror! And Myra helps.
[17:57] <@Ebiris> "And you just let 'em waltz right in?" Kersh gets up with a twisted grin, ambling over, "Brought them right into the heart of our little operation? Told them anything they wanted to know?" He promptly decks your guard, a sound of crunching bone heard as he stumbles back, while the two who were eating with Kersh get up. "Get the fuck out of here!" he suddenly snaps, looming over your unlucky guard who stumbles away in terror! That done, Kersh regards the party. "So... why shouldn't I have you lot fed to the Lady's pets?"