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>>
>>2034849
Interlude

The Inspector-General shudders involuntarily as he leans up against the wall. His formerly pristine suit is stained and dirty. That had been all too close. He had gone in too confident in the ability of his Mistress’ name to protect him from his former master. He had known that the ancient witch would have held a grudge from their last parting and still he went. He very well could have died.

The wall he is resting against is the back wall of a small crypt, the little building half-sunk into the soft soil beneath it. Before him was a massive frozen vortex of black loam, a great valley of the rich soil with the upper reaches dotted with gravestones and tombs. The Inspector hadn’t run thoughtlessly from the golem, he had done so knowing that one of the other people he had to interview was both relatively nearby and able to save him.
This was the Barrow Burroughs, a district of Undertown, a great hole of soft soil that sinks down into the darkness out of sight. It is the traditional territory of the Last Guild , the gravemen and gravewomen who are more cultists than craftsmen. They paid worship to the Old Powers and so would give a witch shelter but it was not them who he had come to see.

The Guild were collectors and sealers of corpses, intent for reasons unknown for every corpse in Dis to be locked away in their perpetual crypts. But they do not hold sole dominion over the Burroughs, just the upper reaches of it. The Inspector’s business was with he who ruled the very bottom depths and was, in fact, the Last Guild’s most mortal enemy.

The Guildsmen would not take him there if he asked. He would have to arrange such matters himself. With clasped hands he made a quick witch-sign and was swallowed by the earth.
>>
>>2034850
Chapter Ten: The Aftermath

You turn away from the Iron Duke’s mangled corpse and leave the containment sphere, the burden on your back filled with mingling twin flames. A spark within your heart is conjured and you can feel newfound power stoke your Flame Internal. You have finally taken the first step upon the road to your goal.
The Duke had been formidable, at times seeming even unstoppable but faith had triumphed in the end.

“Orion!”
Abe’s shout breaks you from your euphoria. There is a desperation to his voice that you don’t often hear. And with that, you remember your rather unfortunate circumstances.

You jump the gap in the broken bridge and land heavily beside Abe, the barkeep kneeling by Beatrice’s prone form. The witch’s skin is an ugly mauve and if blood doesn’t leak from her nostrils as usual it’s only because they’ve gummed up. She reeks of gunpowder and iron and little beads of blood ooze out from spongy flesh wherever it is touched.
She had been absent for most of the fight but you know what she’d been doing. She’d deliberately overdosed just to help you.

“What are we going to do about this?”
Abe’s hands are stained red from where he had been holding her.

What makes this worse is, if you understand her condition correctly, things are only going to get worse. This is Beatrice is her empowered state, it’s only going to ebb away as time passes and be replaced by an equal amount of sickness and frailty. And when that happens, she will die.
And if having one of your companions be in such a state wasn’t enough, the three of you are sealed in the bottom of the basement of the Consortium tower and the only way out is out through the way you came, retracing your footsteps through your wake of devastation. Will there still be soldiers and guards? What will you do about them when Beatrice is like this?

This is just like the witch. Everything has to be about her, doesn’t it? After what she’s done you won’t leave her behind. Not after you averted your gaze from the Sun for her sake, even if it was but a moment.

Several of your ribs are broken and you have more than a few bruises of your own. Pain flashes through your body with every movement and your trusty staff has been broken and your runesword thrown to the flame below. And yet there is always so much more for you to do.

The day is not yet over.


>Attend to your weapons first before you leave. You will need them.

>You need to leave as quickly as possible, your weapons don’t matter! Pick up Beatrice and run.

>Try and force Beatrice to stand on her own two feet. She’s still powered up and none of you can afford to carry her.

>Other (Specify)
>>
>>2034855
>You need to leave as quickly as possible, your weapons don’t matter! Pick up Beatrice and run.
Can we recharge our Wick quickly from the lamp post?
>>
>Tell Abe to pick up Beatrice and run, and search briefly for the runesword

We can find another stick. We probably can't find another runesword.

We won't be more than half a minute behind, if we can't find it by then, we piss off. Normally I'd argue for picking up Beatrice and running, but then we're in a dangerous state of being completely unarmed.
>>
>>2034855
>>Attend to your weapons first before you leave. You will need them.
>Beatrice you have until I find my weapons to get yourself up. Otherwise Abe will have to carry you. I cannot not with my ribs broken.

>>2034868
>leaving behind literally all our weapons

>>2034869
Still better with stick than sword.
>>
>>2034855
>Attend to your weapons first before you leave. You will need them.
Just get the runesword and go. Don't make Abe and Bea go before us, they aren't in any state for combat. Can we heal ourself with the benediction of relief?
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>>2034873
Our staff is beyond repair dude. We're gonna be wielding a sword at best. But we're also moderately skilled with firearms and we can use some of Bea's.
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>>2034855

>Attend to your weapons first before you leave. You will need them.

>Other (Specify)
If we can, we should cast a Benediction of Relief on ourself.
>>
>>2034868
>Can we recharge our Wick quickly from the lamp post?

Nope. Not the Wick of your Lamplighter's wick anyway. You are free to use the Wick of the lamp post itself whenever you want though it always has consequences.
>>
>>2034874
This, but just a quick search. If we can't find it in thirty seconds or so just leave it.

Though I'm vaguely concerned about other people finding it if we do leave it behind. A witch could use it to scry on us or something.
>>
Vote called. Writing.
>>
>>2034855
didn't someone mention stuffing her full of green fire? It probably won't cure her, but it might buy her time.
>>
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>Attend to your weapons first before you leave. You will need them.

>Wick: 0/10
>Spark: 3 /8

The reserves of your Lamplighter’s wick are dry and though your Flame Internal still burns through the wax seal upon your forehead, it no longer shines all that bright. Fighting the Iron Duke burned through your resources in more ways than one. Now you are injured, your Wick is dim and you are without a weapon.
You can do something about that last one at the very least.

“Hold still, we will be making our escape. Just let me arm myself first and then I shall see the two of you to safety.”

“You don’t look so hot yourself either Orion.”
Abe looks concerned.

You just shake your head and drop off the bridge, landing amidst the waist-deep liquid fire below with enough of your impact that you almost fall to your knees, agony branching through your chest as your broken ribs loosen further. Around you, the blood that had been clinging to your armour slowly contaminates the green flame.

You will not permit yourself to be overcame in the hour of your victory.

You wrench yourself back upright and then stride over to where you dropped your runesword, pulling it free from the fire. The green fire clings to the blade until you shake it free, jamming it home into its scabbard. But what of your staff? That faithful span of wood, both ends bound in iron and your faithful companion before either of the two above upon the bridge?
It is lost. The Duke had broken it effortlessly.

From where will you take your replacement?

>Pull a length of thin pipe free from the wall.

>Take the Duke’s arm.

>Take the Duke’s tail.

>Take one of the joints from the machine, a thin steel bar with a concrete lump on the end.

>You can get a new staff later!

There is also an additional vote:

>Use a Benediction of Relif on yourself to help you heal.

>No. You will need to conserve what’s left of your Spark.
>>
>>2034973
How many joints does the arms or tail have?
>>
>>2034984
The arm has one joint but I'm assuming it you'll pull it free from just above that so it won't have any. The tail has no joints at all, it's just innately flexible.
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>>2034973
>Take the Duke’s tail.
>Use a Benediction of Relif on yourself to help you heal.
>>
>>2034973
There was also that thing where we stuff beatrice inside the duke's body as a stretcher.

If everything is on fire outside, Beatrice is going to be one sensitive bomb.
>>
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>>2034973
>Relif

ah fuck
>>
>>2034973
>Take the Duke’s tail.

>Use a Benediction of Relief on yourself to help you heal.

We'll still have 1 Wick left from the spark that can be used for Ignite Weapon
>>
>Take one of the joints from the machine, a thin steel bar with a concrete lump on the end.

https://www.youtube.com/watch?v=P8GGwgI2vGU&t=1m4s
>>
>>2034993
Is that a good thing for a staff?

If so,
>Take the Duke’s tail.
else
>Take the Duke’s arm.

>Use a Benediction of Relif on yourself to help you heal.
>>
>>2034973
>>Take the Duke’s tail.
>Use a Benediction of Relif on yourself to help you heal.
>>
>>2034973
>You can get a new staff later!

>No. You will need to conserve what’s left of your Spark.
>>
Vote called. Writing.
>>
Guys

What if that isn't his tail
>>
>>2035111
Everybody needs a compensator. Orion just lost his.
>>
>Take the Duke’s tail.
>Use a Benediction of Relief on yourself to help you heal.

With your sword now safely stowed away in its sheath, you climb back up onto the bridge around the containment sphere. It’s not easy but you push yourself to do it quickly, no matter how your muscles scream and your body aches. You need a new staff. You will get a new a staff.

Within the inner chamber before the broken excruciation mechanism, you grab hold of the end of the Duke’s whiplike tail and with your other hand, pull the lever again. The broken machine crumples together further, the giant cylinder attempting over and over again to bring itself together even though the Duke is in the way.
Part of the tail is torn free on the third attempt with the crunch of breaking metal and just like that, you have your new staff. What was a symbol of the Iron Duke’s vanity of flesh and petty rebellion against God shall become a mighty weapon for the righteous cause he refused to seek in life. It has no joints and is just a length of innately flexible steel, though what methods were used to cause this you know not. It bends slightly in the air when you swing it and cracks against the floor with enough force to crack skulls and break limbs.
It shall do.

What won’t do however is the feeling of weakness that comes over you with every involuntary gasp of pain. You can’t let yourself fall just yet. There will be time for that later.

Spark: 3/8

White light limns your hands as you call forth a Benediction upon yourself, directing what little remains of your Spark to knit your flesh together. You have always been sturdy and quick to heal, even for your people, so only a little should be needed.

But how little?

>2. Leave 1 Wick behind.

>3. There is no sense in not being the strongest you can be.
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>>2035168
>>2. Leave 1 Wick behind.
>>
>>2035168
>>2. Leave 1 Wick behind.
>>
>>2035168
>2. Leave 1 wick behind

We're cutting and running. If we get into a fight we need one more wick for we've fucked up bad.
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>>2035168
>2. Leave 1 Wick behind.
>>
Vote called. Writing.
>>
>>2035168
>2. Leave 1 Wick behind.
>>
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>2. Leave 1 Wick behind.

>Spark: 1 /8

It’s tempting to pour what little you have left into this Benediction but you force yourself to hold back just a little. Just this should be enough to keep you on your feet for now, the rest can be saved for later. You’re hoping you won’t need to use that last little skerrick of flame on your ascension back up through the Consortium Tower but there’s no use in wasting it just yet on a little physical absolution.

You can feel your body slowly piece itself together as you bless yourself, bruises fading and skin thickening as your broken bones find one another once more. You’ve always been a quick healer and the Benediction of Relief multiplies that base tendency. It doesn’t stop the pain but if you’ve learned anything in the past thirty years, it’s how to live with that. The rest of you will hold together until you are free to rest elsewhere.

You rejoin your two companions with your newfound staff in hand, Abe picking up Beatrice as you do so. She’s got her hands weakly wrapped around his shoulders, leaving the rest of her to dangle down his back. The bottom of her feet knock feebly against the back of his shins and knees as he rises.
“I’ll be fine bearing her,” he says. “But we need to go now.”

“You’ll have no objection from me.”

The two of you march down the bridge as fast as you are able and leave that blighted machine-chamber behind for good. The sluggish river of flame beneath the tunnel outside is already beginning to dry up.
“What do you think Dis will do when they can’t get anymore of this stuff?”
If Abe is showing any exertion from Beatrice’s weight, he isn’t showing it.

“That won’t be our problem.”

The little elevator screeches as you all crowd into it and and ride it up to the vault door that connects this internal hellish chamber to the Firecrafting Works beyond. The Firecrafting Works that you ignited on your first journey through this tower. Hopefully there’ll be few servants of evil waiting for you there.

You reach for the door but it doesn’t easily budge, having been jammed into place by Beatrice to stop anyone from following you. It’s far from unpassable but it may take you some time.


>You and Abe can work to get it open. This will start a Collective Effort roll, which will eat up time and possible other costs.

>Rouse Beatrice to open it herself while she still has the power. It was by her hand that this was done after all.

>Wait for someone to force it open from the outside and ambush them when they do so. This is very dangerous.

>Other (Specify)
>>
Remember the dark souls gargoyle tail weapon? That's what I'm picturing.
>>
>>2035377
>You and Abe can work to get it open. This will start a Collective Effort roll, which will eat up time and possible other costs.
>>
>>2035377
I doubt I'm going to get support for this, but:

>Use the lampost. Burn through the door and whatever's waiting outside, they will be too busy cowering afterwards to stop us.
>>
>>2035377
Can we go up higher in this elevator?
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>>2035404
Our companions are in an enclosed space with us and are both far more vulnerable to its heat than we are. They'd be burned alive.
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>>2035410
the door is in a fairly large corridor, and immolate has never had that problem before.
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>>2035406
I'm afraid not. This little elevator is just a cage that goes down diagonally the thirty feet drop between the vault door and the tunnel to the shard chambers.
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>>2035377
>>You and Abe can work to get it open. This will start a Collective Effort roll, which will eat up time and possible other costs.
>>
>>2035377
>You and Abe can work to get it open. This will start a Collective Effort roll, which will eat up time and possible other costs.
>>
>>2035377
>Rouse Bea.
She's at +6, and the Collective effort will take time and effort we can't spare.
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>>2035557
I'd vote for that if she hadn't already incurred massive amounts of damage from all her exertion and gunpowder is already. Right now we gotta reduce further damage to her while racing against the clock to get her medical treatment
>>
>>2035377

>You and Abe can work to get it open. This will start a Collective Effort roll, which will eat up time and possible other costs.
>>
Vote called. Writing.
>>
Apologies for the delays, I’ve been sluggish all day long thus far.

>You and Abe can work to get it open. This will start a Collective Effort roll, which will eat up time and possible other costs.

“Abraham, help me out with this.”
You grab the door by the side where it was jammed in in such a way that it’s a little misaligned with the wall it’s supposed to slide into. This would be a lot easier if you got Beatrice to help but you’d rather keep her safe from any further harm as she is already on death’s doorstep.
No, this will take time and effort, neither of which you can really spare but it’s better than asking her to kill herself more for your sake.

You grab hold of the outer edge and with Abe doing the best he can with Beatrice on his back, you begin to pull.

>This calls for a Collective Effort
>Orion and Abe shall be participating. The target number is 13.
>Roll 1d6. The first 3 of which shall be used for Orion’s roll.
>>
Rolled 2 (1d6)

>>2035656
>>
Rolled 3 (1d6)

>>2035656
>>
Rolled 6 (1d6)

>>2035656

If you need a break Ouro, take it.
>>
Rolled 2 (1d6)

>>2035656
>>
Okay, I won't bother asking you to roll for Abe or to use any functions of the bargaining step since it's impossible to fail the roll from this point. Nice.

Writing.
>>
>>2035688
Hell yeah. Orion strongest there is. Orion smash. How'd he get so big anyway? All those reps while using that man-powered rail car for 30 years? Or is he just a genetic freak?
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>>2035712
Orion was always predisposed to being a big dude from birth, in addition to Third Men just being naturally muscular. But yes, his lifetime spent lugging around a lamp post and operating the railcart certainly have contributed.
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>>2035712
He got swole so he could smash a tiny redhead qt

And then he did smash her but not like he thought he would
>>
>>2035728
2sad4me
>>
This update will be a little longer since I'm eating lunch. I ordered some delivery from where I used to work.
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>>2035744
I used to work as a pizza cook and it took me years to be able to enjoy pizza again. I still won't order anything from that particular restaurant though. Thank god I was able to leave the food service biz
>>
>6, 3, 2
>11

You strain against the door and the jam slowly clears, the vast metal mechanism moving ponderously to the side. With Abe’s help the two of you manage to shift it aside. Beatrice contributes as best she can by spitting up jellied blood down Abe’s shirt while the two of you are working.

More hot air floods in as you do so, a dry heat that steals the moisture from the air and the sweat from your skin. It feels like a blast furnace.

Beyond is the vast cavern of the Firecrafting Works or at the very least, what is left of it. The river is burning bright with true flame and a thousand smaller blazes dot the various scorched platforms above. The upper walkways are in disarray, some of them hanging free from broken chains or have fallen down entirely and crushed a lower platform.The lowest level, the burning line that was serviced directly by the river, is now a blackened ruin dotted with the corpses of hundreds of workers.
The air is thick with smoke and the stench of burning human flesh. Where once there was an omnipresent clattering din there is now the slow-burning sound of the pyre.

There are still soldiers in here however, wearing blackened uniforms or wandering in dazed horror. The sound of the door grating open draws some of their attention. Fingers are pointed, dry and tattered voices raised. These men have little life in them and the same could be said for the three of you.

“The elevators,” Abe pants. “We need to get back on one of them.”


>Go for the elevators. It’s the easiest option and you don’t want to hike up so many damned levels of stairs right now. Unfortunately the closest one is between you and some guards.

>Go for the stairwells. They’re closer and at least they’re guaranteed to still be working.

>Other (Specify)
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>>2035792
>Go for the elevators. It’s the easiest option and you don’t want to hike up so many damned levels of stairs right now. Unfortunately the closest one is between you and some guards.
We got this. Abe needs to hang back and make sure to keep Bea safe.
>>
>>2035792
>
>Go for the elevators. It’s the easiest option and you don’t want to hike up so many damned levels of stairs right now. Unfortunately the closest one is between you and some guards.

Fuck it we're tough enough to kill them, right? We don't need any wick to break apart some crispy crackers.
>>
>>2035792
>Go for the stairwells. They’re closer and at least they’re guaranteed to still be working.

The elevator probably wasn't built to sustain damage or be on fire very well. We would be risking ourselves with freefall by taking the elevator.
>>
>>2035792
>Go for the elevators. It’s the easiest option and you don’t want to hike up so many damned levels of stairs right now. Unfortunately the closest one is between you and some guards.
If we run past any chunks of flame during our charge toward them pick it up and throw it at them. Or use their wick to ignite our weapon.
>>
>>2035792
>>Go for the stairwells. They’re closer and at least they’re guaranteed to still be working.

The fire could break the elevators.
>>
>>2035792
>Dive into the river while Abe takes the stairs. You need to keep all their attention on you and not him.
If we kill everyone who's seen Abe, he should go unseen as the reinforcements take the elevator.
>>
>>2035825
Seconding River of Fire.
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>>2035792
>Go for the stairwells. They’re closer and at least they’re guaranteed to still be working.
>>
>>2035825
>>2035832
>Leaving Abe and Bea to fend for themselves without weapon on future levels.

FUCKING WHY?


>>2035800
>>2035803
>>2035813
You realize that the fires will have snapped the lines for the elevators right?
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>>2035839
>You realize that the fires will have snapped the lines for the elevators right?
No. We don't know that. They're worth a try. I'd rather fight a few wounded guys unnecessarily than climb up countless flights of stairs unnecessarily.
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>>2035839
>You realize that the fires will have snapped the lines for the elevators right?

We have literally no reason to come to that conclusion at present.

Also I want to kill as many of these people as possible, not out of a need for blood and guts or anything, but because the fewer people see us the better we can hide in the shit storm that comes after.
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>>2035839
same reason as >>2035849

If the elevator still works, then we can catch up to them will zero risk of harm to Abe.
>>
>>2035845
Sorry but I've been conditioned by all the warning signs to never use an elevator during a fire.
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>>2035917
No worries man. It might even be a bad idea but Orion hasn't ever seen any of the warning signs we've seen our whole life as far as I know. Everywhere else but Dis is pretty low tech.
>>
>>2035933
I judge it more as him distrusting it after getting caught out once already by it stopping unexpectedly. We can't control the elevators.
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>>2035933
Oh and they did mention previous elevators that were counter-weight systems. There were other cities than Dis and the 2nd age technology wasn't lost so much as no longer economical to use.

Although they probably didn't have fire warnings either.
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>>2035849
Thr old guy we spared has seen Beatrice's face and can describe her as an 'ugly witch.'
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>>2035832
Changing to elevators.
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Vote called for elevators. Writing.
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>>2035971
Luckily she now has a face mask of blood oozing from her pores to hide her.
>>
>9/47
>The Consortium selects to overexert their Internal Security to make sure that the Firecrafting Works are safe. This adds an additional dice roll to the Firecrafting Works roll at the cost of leaving the upper sections of the tower undefended and severely undermanned.
>>
>Go for the elevators. It’s the easiest option and you don’t want to hike up so many damned levels of stairs right now. Unfortunately the closest one is between you and some guards.

You take the lead wordlessly, following Abraham’s suggestion and making a beeline for the closest elevator you can see. It’s up on one of the lowest platforms, its doors a little rectangle of unblemished steel amidst the scorch-marks on the concrete all around it. Getting there will require you to cross a section of the lowest production line. You gesture at Abe as you begin to run, keeping a slow enough pace that he can keep up even with Beatrice on his back.

Neither of you can get too close to any of the flame right now. It’s not just Beatrice, as dangerous as she is, it’s all three of you. Both you and Abe are coated in her blood. Making contact with any of the real fire dotting the Firecrafting Works could be disastrous.
You jump down from the vault platform onto the production line, your boot caving in a charred skull as you land. When Abe lands, he actually has to spare a moment to look away from the scene before him.

You remember the production line around the river being crowded with workers before the conflagration. Well, as you had noted just before, it still is. Fortunately you are all too well-acquainted with what a human looks and smells like once they’ve been burned through but to Abe you imagine this is somewhat of a new experience.
Still, he pulls himself together moments later and two of you traverse the makeshift crematorium while you keep an eye on the scattered guards left throughout the complex. Most seem unwilling to go anywhere near the river of fire so your only issue should be the three surviving soldiers standing by the elevator platform you intend to use.

It’s not just them you have to outpost either. The floor of the production line is incredibly hot and even though Abe is wearing boots and Beatrice isn’t touching it, they must surely be feeling the waves of heat that radiate up from the burning steel. Not five seconds go by without hearing a snap or a pop as drops of Beatrice’s blood ooze down behind Abe and explode like miniature firecrackers the moment they touch the boiling ground.

Despite the widespread ruin and their own blackened armour, the three guards by the elevator don’t run or scatter or even try to talk. The only sound you hear from them are formless and hoarse warcries as they draw their swords and charge forward at the one responsible for the carnage.

You run ahead to meet them, newfound staff held out in the best stance you can still manage. You won’t allow Abe to fight, not while he’s holding Beatrice. You’ll need to take care of all three of them by yourself.

>Roll 1d6. The first 3 shall be used for Orion’s roll.
>>
Rolled 5 (1d6)

>>2036109
>>
Rolled 1 (1d6)

>>2036109
big money no whammies
just had to solve seven captchas for this post. I may be a robot but at least I'm a learning robot.
>>
Rolled 2 (1d6)

>>2036109
>>
Rolled 5 (1d6)

>>2036109
>>
Rolled 4 (1d6)

>>2036109
Is a flexible tail really a staff?
>>
>>2036123
So. I hope you learned a valuable lesson about taunting the dice gods today.

You would think the 7 captchas to be a sign.
>>
>>2036123
fucking captcha. I blame it for this roll.
>>
>>2036131
It's staff enough. Writing.
>>
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>>2036137
The RNGesus is a cruel lord indeed.

The best bet is to avoid his mocking gaze entirely.
>>
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>5, 1, 2

You’re already bringing the tail around in a wide spring as they charge you, catching the first of them on the chest and spinning him around into the river of flame behind you. His screams are quickly cut off and the two guards slow considerably.
You can feel your Relief-boosted body really beginning to pull together as you move past him. You should be able to handle these without much issue.

You spin your staff over your head as you step forward, keeping the momentum building while remaining ready to bring it down hard upon the head of the first one to enter your range. It’s a little hard to think right now but you have the superior reach, you should be able to keep the two of them at bay fairly easy.

They charge in at the same time and you bring your staff down in fr-the tip of staff slams into the ground by their feet, cracking like a whip as it bounces. You missed! You step back and hastily try to pull your staff back to defend but it’s too late. The first sword bounces off your breastplate and only leaves a scratch but the impact alone is almost enough to stagger you, as weak as you are. You bring your staff up to parry the last guard’s attack but when you do so, he simply kicks you back instead!
You teeter back and take several more quick blows as you do so, none of them penetrating your armour but easily keeping you dizzied and off-balance. If you’re not careful they’ll be able to run right past you and attack Abe and Beatrice!

What will you do?


>Go on the offensive again! (Will require another roll and you will take injuries if you fail)

>Spend your last Wick to ignite your staff and deal with these two.

>Try to grab hold of both of them and fall into one of the river’s tributaries.

>Can’t Beatrice help?

>Other (Specify)
>>
>>2036211
>Go on the offensive again! (Will require another roll and you will take injuries if you fail)
>>
>>2036211
>Go on the offensive again! (Will require another roll and you will take injuries if you fail)
HULK OUT
>>
>>2036211
>Go on the offensive again! (Will require another roll and you will take injuries if you fail)
>>
>>2036211
>Go on the offensive again! (Will require another roll and you will take injuries if you fail)
>>
>>2036211
>Go on the offensive again! (Will require another roll and you will take injuries if you fail)
>>
>Go on the offensive again! (Will require another roll and you will take injuries if you fail)

You catch yourself just before you fall, swinging your staff down into the ground to hold your weight for just a moment before you take a step forward and regain your ground.
If these two want anything to do with Abe and Beatrice, they'll have to go through you!

>Roll 1d6. The first 3 shall be used.
>>
Rolled 5 (1d6)

>>2036256
>>
Rolled 4 (1d6)

>>2036256
>>
Rolled 6 (1d6)

>>2036256
>>
>>2036259
>>2036262
>>2036267
Fuck yeah. All those captchas were worth it. Really though I've had to do tons of them for each post lately. Anybody else?
>>
Rolled 6 (1d6)

>>2036256
>>
>6, 5, 4

You let out an abrupt cry as you lunge forward with the tail, jabbing the tip into one of them and knocking them off their feet. You raise the staff just in time to catch the blade of the other guard and with a quick twist, knock it free entirely from his lax grip. He steps back but you’re already advancing, matching him step for step while you keep your staff moving, pelting him with blow after blow.. After receiving five such strikes he falls to the ground with his hands held up high to shield himself. You turn around to see the other downed guard on his feet and fleeing.

Good enough.

You leave the kneeling guard to his own devices amidst the charnel house that is the production line and start climbing the stairs up towards the elevator. Abe is right behind you now, Beatrice mumbling something unintelligible. Neither of you say anything in response, you’re both much too tired and much too intent on finally making good your escape from this house of blasphemy.

The elevator is already there when you pound on the doors, apparently unharmed and still functioning. You’re not particularly learned in the function of such machines but it appears sound.

Abe gently lies Beatrice down at the bottom of the cage, massaging his hands all the while.
“Where are we going?”

That thought stops you for a moment. Where are you going? You had only thought about it to the extent of you leaving the tower but just how do you plan on doing so? Should it be the way you came, through the shipping vents to Greenside? Would the fire have really emptied out that marketplace enough that the three of you could successfully disappear? Wouldn’t there still be blackcloaks about?

Your finger hovers the elevator buttonpad while you think about it, each second passing painfully. Should you just try to leave through the main entrance? Surely nobody would be expecting you to do that! Or you could take the elevator to one of the exits in the Maze but you know enough about that layer of Dis to know that it would be impossible to escape scrutiny there. There are people everywhere.
Could you simply ride the elevator up past all of those and ascend into the upper offices? That’d be the last place they’d probably look but you’re not sure how you’d actually leave. Through the roof?

“Just press one you moron!”
Beatrice is coherent again it seems and her rudeness is undiminished.


>The main entrance.

>The shipping vent to Greenside.

>Hide yourself in shipments and try to sneak out with a shipment.

>One of the entrances in the Mazes.

>Head to the upper offices.

.Other (Specify)
>>
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As you may have noticed by my writing speed and quality, I have been feeling really damn out of it today. I'll be sleeping now and I'll come back to do some updates later tonight.
This voting window will remain open until then.
>>
>>2036312
>The shipping vent to Greenside.

>>2036314
Have some rest. Thanks for running Ouro!
>>
>>2036312
>Head to the upper offices.
Maybe we can get to one of the sky rails.
>>
>>2036312
>The main entrance.
>>
>>2036312
>>Head to the upper offices.
>>
>>2036312
>The shipping vent to Greenside

Reasoning for this being that there might be a significant draw of observers curious about the chaos, but by my reckoning they'd be near the main entrance, and not in the midst of the most dangerous place. I'm also going to presume that we've made enough noise that everybody knows we're not in the marketplace or anywhere else, but in the factory.

Going out to the upper offices would be the place with the least traffic, but if there's a railway line there, that's a reason to avoid it, since the railroads are presumably how people like the black cloaks move quickly around the city in times of emergency. We want to avoid the enemy's lines of communication, not try and use them for ourselves.

I don't think hiding in the shipments will work out in the long term either because what'll happen immediately after the area is secured, by my reckoning, is a search, and the very first place they'll search is the building we fucked up to make sure we're not still there.
>>
We have the Starbreaker on us, we can use it to tell where our enemies are mustered.
>>
>>2036393
>>2036312
Can we do this?
>>
>>2036405
Bea used the targeting function on the sleeper rail to show us the tracks ahead. Dis has a satellite over it.
>>
>>2036312
>The main entrance.
The Greenside is full of blackcloacks trying to establish order, and the security might have laid an ambush on our infiltration path. Meanwhile we can pretend to be evacuating wounded and just try to march out.
>>
>>2036393
We dont have the starbreaker right now, its a hefty control box.

>>2036312
>>The main entrance
We can still do that thing where we light more lamposts and draw attention away from abe.
>>
>>2036515
>We dont have the starbreaker right now, its a hefty control box.
You think we would have left it in our rooms? I doubt it.
>>
>>2036547
My bet is that Ouro forgot about it, and itll end up with alex/hammerspace
>>
>>2036553
I think it would be logical for Abe to be carrying it.
>>
>>2036562
I would've left it with the cultists.
>>
Sorry guys, the Starbreaker entirely slipped my mind! In my defence it's been a good few months. I'll just rule that Orion gave it to Alex and told her it was significant and secret without actually telling her what it was.

Voting window will remain open for another thirty minutes or so, I'm a little busy right now.
>>
>>2036553
>>2036578
caaaaaaaaalled it
>>
>>2036578
Isn't it better to just say that Abe's carrying it? No retcon needed.
>>
>>2036583
it's big, heavy, relatively fragile, and pointy.

If abe was carrying it right now, Beatrice would be perforated and the starbreaker would be covered in blood. Assuming the blood doesn't fuck up the inner flame circuitry, turning it on at all risks exploding it.

Also, Abe was hanging off the bridge earlier. It would have fallen and possibly broken.
>>
Vote called for main entrance. Writing.
>>
>>2036585
Where did it say it was pointed? I've been imagining it as basically a laptop. Not something that would inconvenience a Third Man.
>>
>>2036597
I recall it still has antennas and bits sticking out, like ye olde radio transceivers.
>>
>>2036601
>The other man finally manages to undo the clasp on the steel briefcase shackled to his wrist.
>The case unhinges in a strange way, the entire contraption seamless and gleaming in a way you don’t think Third Age metalworkers ever really understood. Which means…
It’s not actually a briefcase at all, not really. There’s no hollow inside. It’s the outer case of some kind of machine that folds out, one side swinging open to show a slab of metal set with flashing lights and thick square buttons with the other side being nothing more than a glass screen within which lights and numbers dance. >Constellations.

It's larger than I imagined, but probably not that fragile or spiky.
>>
>The main entrance.

You waste precious time in considering the best location, unsure just where you could go. The Mazes is an obvious wrong choice but the rest all present tempting possibilities. But no, surely the Greenside Markets are still awarming with blackcloaks and you have no idea if the upper offices have any exits at all. It’s a bold choice but there seems to be no better way than simply leaving the ravaged tower through its main entrance.
You tell Abe as much when he sees you press the button, the doors of the cage closing around you as the elevator’s now-familiar screech echoes up the shaft.

“There’s a lot of ways that could go wrong,” Abe says.

“True. But we just don’t know how things are right now. Any of those choices could have been wrong and we could not have known beforehand. The main entrance should, at very least, be crowded with just about everyone coming to investigate. It seems the natural choice.”

“Isn’t it also the first place they’d set up a cordon?”

“Hopefully the havoc in Greenside is drawing all of their attention. At the very least, the Blackcloaks should still be down there.”

“And what are we going to say? We kind of stand out!”

“Easy,” Beatrice gurgles, still lying on the floor between the two of you.”We were working and we got injured in the ruckus. ‘S true.”

Abe shakes his head.
“And if they ask us for worker’s cert like that old man did? We still don’t have that!”

“We can say we lost it in the explosion or the like,” you say, keeping close watch of the elevator’s ascension. It would not do to be stopped halfway.
“Beatrice needs medical care and she needs it before the effects of her current consumption wear off. Posing as victims will get us that at the very least.”

Beatrice’s face changes, though you are truly unsure what her new expression is.
“This can’t be treated normally. Think we’ll need those Workshop freaks and they’ll need to know the truth. Also one of my wrists is broken, that doesn’t make any sense with this story.”

“If we can find a Tangle Workshop representative, we may be able to buy their temporary silence with an offer to examine Bea,” Abe says. “They seemed very interested in anything unusual like that, or at least they did when they were treating me.”

Beatrice coughs, shakes quickly turning into a full body spasm. What comes forth is not blood but instead tiny shredded flakes of wet gore. You’re not entirely sure what it is but you suspect it to be the lining of her throat.
“I don’t want those creeps examining me.”

“I also don’t like this idea,” you tell Abe. “There is a very good chance that someone or something related to the Tangle Workshop is one of our targets, if not the entire organisation itself.”

1/3
>>
>>2036609
“Yeah, they’re dubious and trust me, I don’t like the idea of giving Beatrice to them any more than you do,” Abe says. “What else can we do? Your armour is going to stick out no matter what we do.”

“Those black-cloaked impostors were wearing similar runeplate,” you say. “I could be one of them.”

“Not sure that’ll work twice,” Beatrice says. “Or even once really.”

“Then what can we do?”

“I don’t know. Ow. Maybe nobody will be there?”

The doors swing open with a ding as the elevator stops and opens right into the Consortium Tower’s public lobby, a large and ostentatious chamber right before the main entrance. And to say Beatrice’s hopeful supposition was wrong would be an understatement.

The area inside just past the vast steel doors is crowded with men, women and children. Many of them are injured and the crowd is thick enough that people are jostling together in a great mob. That is as you supposed and would be helpful if it weren’t for those that stood before the doors.
Six people stood in a loose line before them, their mere presence keeping the crowd at bay. Three men and three women, all dressed in soft black tunics and breeches with the only hint of their allegiance being the bright green pins shaped like stylised flames that they wear upon their right breast. Behind the six is a tall woman in the green tabard and armour of the Consortium’s security forces but without the helmet. She’s sitting in a small chair just by the door and seems to be examining a small group of random citizenry. As you watch she gives a nod and lets them pass. At the same time, one of the six standing before her beckoned another three people closer and let them pass for examination.

Just how they’re doing this isn’t immediately known to you but their intent is obvious. They’re checking everyone attempting to use the main entrance to leave. They aren’t blackcloaks but they’re pretty clearly some sort of private force owned by the Consortium itself.
And to make things worse, everyone has seen the elevator’s doors open. If the three of you were to just close the doors back up and take the elevator elsewhere you’d be immediately suspicious.

Abe catches your gaze and then nods at something at the far end of the large hall, at a small group of people set up around what was once some sort of receptionist’s desk. There are four of them, three of them bearing a familiar tangled sigil while the fourth is a large man encased in black wooden armour, a kind you’ve seen several times before. Some of the worst-looking people are being seen by them, the most injured being ushered behind the desk to lie on a makeshift bed or, as is occurring right now, are outright picked up and are transported through the cordon to waiting men of the Workshop outside. Everyone else just seems to be receiving small finger-sized bottles of that strange tonic that Beatrice loves so much.

2/3
>>
>>2036610
You cannot deny it. Abe was right. The Tangle Workshop is here to tend to the wounded, no doubt called into action by what you suspect are very close ties to the Consortium. They’d have to be close if your hunch is correct. And what’s more, they seem to have some sort of arrangement with those guarding the door that lets them transport those in urgent need of care out.

“This is our chance to get Beatrice out,” Abe hisses.

“What? But what about you two?”
Beatrice sounds as awful as ever, if not more so. He’s already picked her up again.
“I guess they could take me, I do look pretty bad. But neither of you look that bad. You’ll still be stuck here.”

“We’ll figure something out,” Abe says.

“No. You’ll get stuck and you’ll be hurt or you’ll fucking die.”
She’s still keeping her voice low but you can tell it’s a struggle.
“Orion, I’m sorry. This is all my damn fault. You didn’t really need my help back there, I did something fucking stupid and now I’m paying for it and I didn’t even need to do it. Don’t...if you have to leave anyone behind, leave me. I won’t let you get fucked because of me.”


>Take Beatrice in for medical treatment.

>Just approach the cordon first. Maybe there’s another way all three of you can get out.

>Looks like all three of you will have to be in need of urgent medical attention then…

>Regardless of anything else, tell Abe and Beatrice to get away from you. If you do get discovered you don’t want them to be associated with you.

>Just get back in the elevator and go to a different floor.

>Unveil the lamp-post.

>Other (Specify)
>>
>>2036611
>Take Beatrice in for medical treatment.
then
>Just get back in the elevator and go to a different floor.

Just taking care of a severely wounded person, nothing inherently suspicious about that.

I don't think we're realistically getting through the cordon without a fight, Orion isn't the best at bluffing.
>>
>>2036611
Okay I had a possibly better idea. We could possibly rig an explosion in the elevator with some of Bea's blood and our last bit of Wick with a delayed flame. This will start mass panic and probably a stampede that we could use as cover to leave.
>>
>>2036611

>>2036620
Seconding, though if this is done we'll have to move quickly to avoid being trampled
>>
>>2036611
>Take Beatrice in for medical treatment.
>>
>>2036620
Oooh this could work. Support if feasible.
>>
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Boy I hope the Duke's tail doesn't look suspicious.
>>
How far away are we from the tangle workshop? Would we be able to get Bea there in time if we don't let the medical team here take her? If possible we should take her to the medical team during the delayed flame period.
>>
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>>2036620
Yes this could work. Just recall that both of you have her blood all over you and that if the explosion so much as touches Beatrice you're in for a bad time.

>>2036632
You're pretty far from the Thorn itself but the Workshop has branch-offices all over Dis.

Anyway, I'm going to sleep. The voting will remain open until I wake. Good night anons.
>>
>>2036611
>Take Beatrice in for medical treatment.
>Just get back in the elevator and go to a different floor.
>Delayed explosion as we're heading back in the elevator
We're having Abe bring a severely wounded in and heading back to bring more wounded, that's the story. The explosion will help him get through the cordon and stay with beatrice, while we're the most suspicious individual.

We'll leave through the upper floors, supposedly by getting on the rails if what the other anons said is right.
>>
We might want to blow our last non-lamp Wick on a Benediction of Succor on the doctor while we try to bribe him. It does have the bliss effect, and there's no way we could hit three guards with one Wick.
>>
>>2036611
>Didn't Beatrice basically save us by shooting the Duke?
>Take Beatrice in for medical treatment.
>Leave Abe with her.
>Take the elevator to the upper floors and cause a distraction.
>>
>>2036657
In theory, she could have accomplished much the same by pulling out pipes and throwing them with +4 stronk, long enough for Orion to do the Detonate thing.

But that's only hindsight, neither we nor beatrice knew what would have worked at the time.

>>2036604
alright, maybe not perforated. I forgot that it folded into a case.

Fragile is a relative term. Cellphones are pretty sturdy, but a fall at a bad angle can fuckem up pretty bad. Same with the starbreaker: it could probably be used as a blunt instrument, but that's no reason to take it into a stronghold when we could avoid it.
>>
>>2036611
>>2036619
this
>>
>>2036611
>Take Beatrice in for medical treatment.

>Just get back in the elevator and go to a different floor.
>>
My issue with sending Bea to the Tangle workshop is that we can't trust them to free her afterwards and it's super hard to even see their patients for a visit. We need to all stick with her while she's treated too.
>>
>>2036824
>we can't trust them to free her afterwards
Especially if she's identified. She's a really suspicious character, very distinctive, and no one will know her.

Once her records are in, once they know that an ugly witch was found in the Viridian Consortium right after the assassination of the Iron Duke, we won't be able to have her healed anywhere else, either. We won't be able to have anyone take a look at her Wick.
>>
>>2036833
> Giving the QM ideas on how to screw us.
>>
Vote called. Writing.
>>
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>Take Beatrice in for medical treatment.
>Just get back in the elevator and go to a different floor.

As you stare out into the crowded lobby, there’s one thing you know for certain: You can’t fight your way out of this one. There’s too many people, too many variables, too many injuries on your part. Certainly isn’t enough Wick left to balance out all of that.

“I’m afraid Abe’s right, Beatrice.”

“No.”

“I don’t like it but the Workshop seems the best place for you. It’ll get you to safety and they might be the only people in this city who can get you what you need. I know I can’t.”

“No! That leaves you two behind! Come on Orion, you can abandon me happily can’t you? That should come east to you, of all people. Do it!”

“I don’t take orders from a witch.”
She falls silent and with that done, you lead Abe through the lobby towards the Workshop men. People part before you, perhaps seeing Beatrice’s condition or the still-sticky blood that covers all of you. You’ll drop Beatrice off and then you’ll leave again, taking the elevator to a different floor. You’ve no desire to actually sacrifice yourself for her sake and you should be able to use her as a cover, claiming that you’re going back to collect more survivors.

One of the doctors barely looks around as you approach.
“I’m sorry sir but we only have tonic left for ser--oh. My word.”
He takes off his spectacles when he sees the state Beatrice is in, polishing and placing them back on his nose to peer at her.
“What happened to her?”

“You tell me,” you say. “We found her like this after the explosion. Be careful touching her, she’s bleeding through her skin.”

“Which part?”

“All of it.”

Another two doctors cluster around and it’s obvious that none of them have ever seen anything or anyone in Beatrice’s condition before.
“Shouldn’t she be dead of blood loss?”
“She stinks of sulphur!”

The first doctor shakes his head.
“I don’t know what we can do for this one. By all rights she should be dead already.”

“But she isn’t so you can do something about it can’t you?”

“I’ll try.”
He leans in close, lowering his voice to a whisper.
“What is she? Anyone who lost this much blood should be dead. Nobody’s blood should be acting like this period.


>”I don’t know what’s wrong with her.”

>”She’s a witch. I think something’s gone wrong with her transubstantiation.”

>”I think she’s been cursed. At least one of the attackers must have been a witch.”

>Tell him Beatrice’s situation and offer him and the Workshop first rights to investigate it if they keep it a secret.

>Other (Specify)
>>
>>2037265
>Tell him Beatrice’s situation and offer him and the Workshop first rights to investigate it if they keep it a secret.
And ensure that we have the right to know where she is, visit her, and have a say in her care.
>>
>>2037274
This.

We should also make sure we don't mention anything about "attackers" or the attack at all really. They're in a state of confusion right now, if we reveal something they didn't know it's going to be obvious who we are.
>>
>>2037265
>”I think she’s been cursed. It sems there's a hostile witch out there.”
>>
>>2037265
>>”I think she’s been cursed. At least one of the attackers must have been a witch.”
>>
>>2037265
seconding >>2037274

If anything, it could be our way deep into the Tangle. There are few things that could really stop us once we're in there and reveal the lampost.

Beatrice could MAYBE talk her way out of this, but she can't really be trusted to keep herself alive long term.
>>
Vote called. Writing.
>>
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>Tell him Beatrice’s situation and offer him and the Workshop first rights to investigate it if they keep it a secret.

You barely have to think about your options here. You need to make sure the Workshop will set her right no matter what and for that, you may need to incite their curiosity. Beatrice is genuinely an unique existence, a stunted prodigy that probably doesn’t exist anywhere or anywhen else. You don’t know the Tangle Workshop’s goals but if they really are what they say are, this should be an opportunity they can’t afford to let pass.
You look around to make sure nobody else is listening in as Abe carries Beatrice past the receptionist’s desk.

“She is...unique.”

“Orion!”
Beatrice glares up at you before you lose sight of her.

The doctor, if he indeed is one, ignores how.
“How so?”

“She is a witch.”

“That is not so unusual. I have attended to witches before and none of them behaved like this.”

“No, she’s from the outside. She was branded.”

He winces just a little, a reaction you don’t think you’ve seen before. Normally when you tell someone about a witch-brand they react in fear or disgust but...it seems you must always be on your guard here. It won’t be the grand difference of Dis that trip you up and ruin your guise anymore but the little foreign details like that.
“I’ve heard about those things. Absolutely barbaric. But I also heard that they don’t work anymore.”

You do your best to hide the gritting of your teeth as you reply.
“Before the brand stopped worked, she apparently began to consume gunpowder and used that instead. A different flesh of a different god.”

“Really? Are you sure?”

“Yes,” Beatrice groans from out behind the counter. “Fuck it, just tell everyone. My blood hates me doctor, it’s trying to murder me.”

“But why would she do such a thing?”

“I’m an idiot obviously.”

“I don’t know,” you tell him, doing your best to ignore Beatrice’s contributions. “I haven’t known her for very long. But she’s in a bad way and she needs attention and she needs it without too many people knowing.”

The doctor is silent for a few seconds and you can practically see the calculations running behind his eyes.
“I see. Very interesting. Sir, I think the Workshop will be very interested in your friend here. Do you want any payment?”

“Pardon?”

“A finder’s fee.We always pay a bounty for genuine medical rarities. I could say that just taking her and helping her is fee enough but I don’t want to take advantage of her situation.”


>”I’ll take the payment later if you don’t mind.”

>Take the payment. You might as well.

>Request an alternate form of payment. Perhaps you could be given a tour or something similiar one day?

>Refuse payment. You’ll not take tainted money.

Also, an additional matter to vote on:

>Send Abe with Beatrice to watch over her.

>Keep Abe with you. You might need him.
>>
>>2037632
>>Request an alternate form of payment. Perhaps you could be given a tour or something similiar one day?
>Send Abe with Beatrice to watch over her.
>>
On one hand if we get found out, money will be useless.

On the other hand, we might still be in a position where we're not infamous enough to be hounded wherever we go, and thus we could use some coin.

I suppose it depends on how much is being offered. What we'd buy, I have no fucking clue, but it'd be better than causing a ruckus stealing things we might need.

So just in case:

>Take the payment. You might as well.

And for the other

>Send Abe with Beatrice

He can go roll snake eyes somewhere well away from us
>>
>>2037632
>Request an alternate form of payment.
>A guarantee of her safety, just so we're clear you don't harm her in the pursuit of knowledge. We'd like to visit her later to confirm this, is that alright?
>As for a tangible reward, a few bottles of Tonic will suffice. We didn't exactly bring her here to be sold, after all.

>Send Abe with Beatrice to watch over her.
>>
>>2037661
forgot the mention: we still need to figure out what this Tonic stuff IS, so now is as good a time as any.
>>
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Sorry guys, I think I'm going to go back into hibernation for another little bit. I'll probably be back later in the day. Voting will remain open until then.
>>
>>2037632
>Take the payment. You might as well.
A tour might be nice, but if we're discovered for who we are here we might kiss it goodbye. The money at least will be at our disposal regardless.
>Send Abe with Beatrice to watch over her. Leave the reward with Abe as well.
>>
>>2037632
>Request an alternate form of payment. Perhaps you could be given a tour or something similiar one day?
>Send Abe with Beatrice to watch over her.
>>
>>2037703
this. though we should tell Abe where to rendezvous later
>>
>>2037632

>Request an alternate form of payment. Perhaps you could be given a tour or something similiar one day?
>>
On the one hand, Bea is going to stay alive, yay!
On the other, Abe is going to have to intercept all paperwork pertaining to the circumstances under which she was found.
This might be the best time to try to make friends with the unlawful elements of Dis, they might be able to untangle us.

>>2037632
>One of my friends is looking for a job...
Stick a fanatic in the Tangle, we need spies.
>>
Abe is settled, here's the rest of the vote count:
Tour x3
Tonic x1
Fanatic x1
Payment x3
>>
>>2037632
>Request an alternate form of payment. Perhaps you could be given a tour or something similiar one day?
>Send Abe with Beatrice to watch over her.
>>
>>2039281
I don't get why people are voting for money. Orion doesn't give a shit about money. He just cares about his mission. And getting into the tangle workshop is a surefire way to make progress in that mission.
>>
>>2039349
Orion knows money can buy supplies, equipment and allies.
And if the Tangle Workshop finds out that that big guy in armor was actually the one behind the attack, do you think we'd still get that tour?
>>
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Sorry for not returning when I said I would guys. In truth, I've been pretty nastily sick this last few hours or so and it probably won't be any different in the morning. My apologies.
>>
>>2039349
I don't get why people are voting for money. Orion doesn't give a shit about money. He just cares about his mission. And getting into the tangle workshop is a surefire way to make progress in that mission.
We need to travel around Dis, trains aren't free. Lodging isn't free, bribes aren't free. We need money for the mission. We're currently homeless and have no transportation.

>>2039355
>And if the Tangle Workshop finds out that that big guy in armor was actually the one behind the attack, do you think we'd still get that tour?
Sure. They'd just meet us with a cohort of witches, maybe a troll. Or the vegetarian equivalent.
I fully expect someone to figure out that Bea's one of the attackers. We didn't kill that old guy in Shipments... Our luck is that she's interesting enough that she won't be turned over to the authorities, though they probably won't be as nice to her as they would otherwise. We did kill a lot of people.

>>2039512
It's fine, Ouro. Rest a lot, try to lower your energy expenditure so you can avoid crashing.
>>
bump. Just finished reading the archives. This quest is one wild ride.
>>
>>2042694
Which was your favorite scene?
>>
>>2037632
>Take the payment. You might as well.
>Send Abe with Beatrice to watch over her.
>>
>>2037632
>Take the payment. You might as well.
>Send Abe with Beatrice to watch over her.
>>
>>2039555
We need to stay off the grid, in the lower places. Buying legit lodging, riding on trains that are most likely well regulated by the guard, and I don't even know why you think we'd get enough money to bribe anyone when the bounty on our heads is gonna be much higher if we are found out. We need a way to get in to the tangle and at the very least gain info about it to get the shard. That place was secure as fuck. And we have to do it ASAP before word spreads about us from our attack on the consortium.
>>
Vote called. I am feeling a little better and will do an update tonight and then go to sleep. Regular thread running will resume in morning.
>>
>Take the payment. You might as well.
>Send Abe with Beatrice to watch over her.

You don’t see any downside in taking the money if he’s offering it. Commandments not to parley with servants of darkness are already interpreted a little loosely by Witchfinders and when you’re doing it all for a witch’s sake in the first place you’ve no doubt already stepped out of the range in which they’re applicable.
“I’ll take whatever the usual payment is, I didn’t bring her up here for that.”

“Right. And you don’t know her very well, correct?”

“I’m afraid so. If you want the details on her condition, you’ll need to get them from her yourself.”
You can only hope that Beatrice will be in any state to talk in an hour’s time. Unless the Workshop can truly work miracles, she should die the moment her gunpowder wears off.

“Here.”
He counts seven golden coins into your bloodstained palm, each one a little disc with a small hole punched through the center and the long scrawling script of the First Men around the edge. They’re probably not actually gold but even still, just one would be worth a rare prize on the other side of the world and thirty years ago.
“That’s the usual. We’ll take her to the local branch but I imagine someone like her will be getting the express straight to the Thorn right after. You’ll have to book an appointment if you want to visit her there.”

“I’ll keep that in mind.”
The armoured woman standing behind the cordon has finished screening another small group of survivors and is now staring directly at you. Is it just because you stand out or is it something more sinister? Either way you don’t intend to ever find out.
“I’ll be going back down then, there are still more survivors yet to find. Abe, go with them and make sure everything goes fine.”

“Aye.”

“Uh,” Beatrice groans. “Bye?”
She sounds like she’s about to say something else instead but she either swallows it or her voice gives out once more. You’ll never know the answer for you are already turning your back and marching back towards the elevator. The doors are still open and from there it should be simple to pretend to be searching the tower for more survivors when in reality you’ll be heading upwards to where the security is least and finding another way out.

“Stop!”
The voice echoes through the hall just as you are standing before the open elevator with your back still to the crowd. The muttering, whimpers and general blabber of the crowd dies to nothing almost instantly. You don’t have to turn around to know who is calling and to who.
1/2
>>
>>2042860
“Turn around and come over here please. I want to check you before you go back down.”
It’s not a request.

“There are more people that need my help,” you say, grasping the side of the doorway with one hand. “There is no time, I will come back later!”

“This won’t take long. Turn around and come over here!”


>Acquiesce.

>Just get in the elevator and leave. Neither her or her six cronies should be able to make their way through a crowd in that time, no matter what they are.

>”Under whose authority?”

>Try to set off an explosion as soon as Beatrice is carried clear outside.

>Do as she says but once you get to close to her, attack!

>Other (Specify)
>>
>>2042808
Our fanatics' faces aren't known, they could be our bribe-givers. The trains may or may not be regulated, it's a big city, we might need to rent a horse or something. Either way, having some money is better than having no money.
>>
>>2042862
>"Check me for what? We don't have time for this! The Firecrafting Works are about to explode!"
>Just get in the elevator and leave. Neither her or her six cronies should be able to make their way through a crowd in that time, no matter what they are.
Hopefully we spark a panic.
>>
This is tricky. There's no way we're going to pass whatever test she has, and starting a fight isn't going to do any good (especially in our current state).

Something like this
>>2042869
is probably best. Then we just appear as a zealous rescuer instead of an assailant.
>>
>>2042862
>Try to set off an explosion as soon as Beatrice is carried clear outside.

>7 coins
Well that was a huge mistake.
>>
>>2042862
>"Check me for what? We don't have time for this! More explosions are happening in the Firecrafting Works!"
>Just get in the elevator and leave. Neither her or her six cronies should be able to make their way through a crowd in that time, no matter what they are.
>>
>>2042873
7 gold coins. I don't think that's a small amount. And it doesn't connect our reward to the Consortium Fire.

If we want to infiltrate the Thorn, we can use proxies.
>>
>>2042862
>"Check me for what? We don't have time for this! The Firecrafting Works are about to explode!"
>Just get in the elevator and leave. Neither her or her six cronies should be able to make their way through a crowd in that time, no matter what they are.
>>
There are holes all over our story, but it's not as if she has time to think it over, and the audience won't care.
>>
>>2042862
>Just get in the elevator and leave. Neither her or her six cronies should be able to make their way through a crowd in that time, no matter what they are.
>>
>>2042862
>>Try to set off an explosion as soon as Beatrice is carried clear outside.
>>
Vote called. Thread will resume in an hour.
>>
>"Check me for what? We don't have time for this! The Firecrafting Works are about to explode!"
>Just get in the elevator and leave. Neither her or her six cronies should be able to make their way through a crowd in that time, no matter what they are.

Whatever test this woman has in mind, you’re almost certainly not going to pass it. You could try to fight your way out depending on just what the woman and her entourage are, this could be a fight beyond you even on your best day and you are far from that. Your best option is to attempt to deflect it entirely and while you don’t have the time to think of a flawless excuse, you do your best with what you’ve got.

“Check me for what?”
You let your voice rise into a shout.
“We don’t have time for this! The Firecrafting Works are about to explode!”

“What?”

You don’t give any of them time to react, stepping into the elevator and slamming the doors behind you. If any of them want to give chase, they’d have to make it through a suddenly panicking crowd of people and you don’t think there’s anything that can do that in just a few seconds.

You’ve done it. You’ve gotten Beatrice and Abe into safety, albeit of a dubious kind. Abe should keep watch over her and hopefully, Beatrice may yet still live. That just leaves you. How are you going to get out of here?


>Take the elevator up.

>Take the elevator down.
>>
>>2044106
>>Take the elevator up.
we should be ready to get out and walk the rest of the way.
>>
>>2044106
>>Take the elevator up.
>>
>>2044110
this. they might be able to call it back down or something, we should get off asap
>>
>>2044106
>Take the elevator up.
>>
>>2044106
>Take the elevator down one floor, exit and take the stairs up.
If the elevator can be stopped mid-course, it should also have an indication of which way it's travelling. And since we said we're going back for more wounded, we have to go down if we want our ruse to hold up.
>>
>>2044106
>Take the elevator up.
>>
>>2044130
oh fuck. did we notice if there was a floor indicator above the elevator door?
>>
Vote called. Writing.
>>
I'mma little worried about how people got suspicious at us at the very last second, considering how Beatrice is in their hands now. What if something happens to her? We'd be fucked.
>>
Sorry for the delay on this one. Felt like shit.

>Take the elevator up.

The little cage trundles up the shaft with its usual whine as you do your best not to pace about inside. There’s nothing for you below, you know that and it should be the upper floors where security is least right now. But you also don’t know of any exits or entrances higher than that of the main and it is there where you go now. If you are pursued, this could be a dead end.
But you have seen a little of Dis now and knowing what you do, you doubt the actual offices of the Iron Duke or his subordinates would not have a way out. This entire city is like the webs that are spun by unseen predators up above its smog-clouds, it’s all connected to one another. You doubt that those at the top of the tower would go all the way down to the main entrance every time they wished to leave. Failing that, there’s always the hope for a window with a bridge or a street not far below it.

That said, you’re not going to take the elevator all the way up. You don’t fully understand how these machines work and they could be tampered with or tracked with means beyond your knowledge. You stop the elevator when it reaches the bottom floor of the section marked ‘UPPER OFFICES’ and get off. You’ll take the stairs the rest of the way. Before the doors close, you tell it to go all the way back down to the Firecrafting Works again.

You’re now standing in a corridor, one that is a far cry from the concrete and steel monotony of the lower floors. The walls and ceiling here are paved with tiles of black stone that is cut through with flecks and long twisting veins of white. The floor is covered in a thick blue carpet, thick enough that you can feel your boots sink almost an inch with each step. Green lanterns set along the walls fill the hallway with faint light and twisting shadows.
There are metal doors here, spaced quite far away from one another and each one bearing a small plaque. Said plaques are full of all kinds of mysterious and arcane titles such as ‘Subordinate Marketing Director’, ‘Personnel Manager’ or ‘Shipments Over-Supervisor’. You don’t know what most of these mean but you get the gist. These few floors up here are the haven of the Consortium elite and judging by the complete lack of people or sound anywhere, they’ve all been well and truly evacuated and what’s left of the security is still busy with the chaos in the Works.

Lacking any immediate ideas, you try the closest doorknob. It’s locked.


>Try all the doors, if one is unlocked you could investigate or hide in it.

>Ascend up the stairs to the highest office. If your suspicions are correct, it’ll be mostly unused.

>Just try and find a way out already!

>Other (Specify)
>>
>>2044359
She was likely to die without their immediate treatment so we really had no choice. Plus the guards coming after us and the doctor we gave Bea to work for entirely different organizations.
>>
>>2044383
>>Ascend up the stairs to the highest office. If your suspicions are correct, it’ll be mostly unused.
>>
>>2044383
>>Ascend up the stairs to the highest office. If your suspicions are correct, it’ll be mostly unused.
>>
>>2044383
>Try all the doors, if one is unlocked you could investigate or hide in it.
>>
>>2044383
>Ascend up the stairs to the highest office. If your suspicions are correct, it’ll be mostly unused.
Snag a lantern
>>
>>2044383
oh shit, >>2044416 this guy has the right idea.
>>
>Ascend up the stairs to the highest office. If your suspicions are correct, it'll be mostly unused

We can see if there's something up on the roof easier this way too.
>>
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Vote called. Writing.
>>
>Ascend up the stairs to the highest office. If your suspicions are correct, it’ll be mostly unused.

You don’t have the time to meddle with the offices of the lesser elite. If you’re going to find a proper exit anywhere, you’d wager it would be on the highest floor in the highest office. And considering what the occupant of said office would have to be, you’re guessing it will be mostly unused. You’re making somewhat of an assumption here with the idea that the Duke’s office must be the highest one but you think it’s well-founded. People have always placed great importance in height, desperate hands forever grasping upward for the Sun. You have no reason to believe that the Iron Duke is any different, even though his true workplace is down in the depths of the Consortium’s lowest floor.
He was a proud man and in the end, still all too human for your taste. There’s no way he doesn’t have an office even if he must almost never use it. It’s a symbol of authority and he seemed like the kind of person to care for such things.

You pluck one of the green lanterns from the wall as you pass it. You’ll not pass up light in such a situation, not even this twisted creation.

You pass the other doors without a second thought and make your way to the wide stairwell at the far end of the corridor. You can’t help but notice that the stairs are large and shallow and the roof up above is more than high enough to accomodate any man. They were clearly designed with someone else’s proportions in mind.
The next floor is the same as the first, more hallway, more door. It won’t be here.

The third and highest floor of the upper offices isn’t a corridor at all but instead a completely deserted atrium paved in polished white stone, the circular room containing several low couches for supplicants to sit. The elevator doors are set into the wall right next to the stairs but that only draws your attention for but a moment until you see what lies beyond.
Framing the atrium are two sets of stairs, each one rising from the floor opposite to one another, hugging the gilded walls as they rise and then meet in the middle before a pair of massive double-doors carved from glossy black metal and inlaid with swirling gold filigree. In the very center of the door’s dizzying pattern, meticulously arranged emeralds form a mural of a green flame curled around a black sphere, the Consortium’s brand of commerce.

1/2
>>
>>2044759
There is more wealth on display here, in the mere doorway to the offices that lie beyond, then there had been in entire cities back home. No doubt any single one of those gemstones could feed an entire neighborhood of those down in the Mazes or the Undertowns for years. If the containment sphere at the bottom of the tower had been the Duke’s true home and the source of the Consortium’s production, this room was its dark twin, measuring the prizes won through the selling of the tortured flame and all piled high and dedicated to a set of rooms that were almost never even used as if it were a meaningless altar to an absent god.

You climb the stairs as best you can, these steps even larger than the ones leading up to it. They were clearly made for the Duke’s convenience and for absolutely nobody else. The handles for the door are above your head and as tempted as you are to try and use your sword to pry out at least one of the emeralds, the crest is at the very top of the door and you have no hope of reaching it.

Lacking any other means, you step up close to the immense doors and do your best to push them open. The doors open inwards and seem to be entirely unlocked but their weight alone is enough to make it a challenge.
They slowly give way before you, swinging soundlessly and smoothly as you lean into them. And just as you do so, you hear a familiar screeching rattling up through the tower. An elevator is approaching! If it’s coming up all the way here you could be in trouble.

Already halfway through pushing the heavy doors open, you can’t bring yourself to stop now. What else can you do? There’s nowhere to hide in the atrium and you can’t afford a fight right now. Your only hope is to try and open the doors in time to get inside and hide there!

>Roll 1d6. The first 3 shall be used.
>>
Rolled 5 (1d6)

>>2044764
>>
Rolled 4 (1d6)

Commence limp-wristed roll
>>
The three stages of this roll are: Opening it, closing it behind you and doing so without noise. A success in any of these stages gives +1 to the stage after it.
>>
Rolled 1 (1d6)

>>2044764
>>
>>2044784
>Orion tries to close the door
>EEEEEEEEEEEEEE
>>
>5, 5, 1
Writing.
>>
Rolled 6 (1d6)

>>2044764
I WAS thinking about cutting the elevator behind us, but I figured we didn't need to bloody Orion's hands quite that much.
>>
Rolled 4 (1d6)

>>2044764
>>
>>2044803
shouldn't it be 2 since we succeeded on the second stage?
>>
>>2044820
This!
>>
>>2044820
Nope. As detailed in the dice rules that I really should pastebin at some point instead of just being content to have dumped in one thread only, 1's cannot be increased by any sort of modifier.

And besides, a 2 is the same degree of failure anyway. A 1-fail is the same as a regular fail except that you can't mitigate it.
>>
>5, 5, 1

The elevator doesn’t sound like it’s slowing down so it’s almost certainly heading right here, the topmost floor! You’ll have to act quickly and silently and if all goes well, the elevator doors will open to reveal a seemingly undisturbed door.

You lean in all your weight on one of the doors and swing it open just wide enough for you to slip through. You do so and as you do, you catch the door behind you and let it slowly swing shut. As long as you can get the door shut before the elevator arrives you should be fine!

But in your haste you lose your grip on the door and it slams shut behind you with a loud boom. You suppress a groan and shake your head. That wasn’t ideal but you don’t have time to be dwelling on it now.

You survey your surroundings as best you can. The office is high-ceilinged and while it is technically split into several rooms, there are no doors and the doorways are almost as wide as the walls in between them, the internal walls being little more than partitions to create the illusion of multiple rooms.
The central chamber seems to be purely decorative, a wide circle with a trough going out behind it in a wide semicircle. The trough is filled with liquid green flame and circles out behind a large metal bench in the center of the room. Some sort of desk? There are windows in the back from which one might use to look out all over Dis’ dark cityscape but leaping from them is useless, there are no bridges or streets or sky-rails anywhere near them. You half-wonder if that’s intentional, that any such projects could be ceased or diverted to keep the view from this particular office clear.

Through the window you can see that Dis’ smog clouds are unusually thin today and high above you can barely make out the shattered shape of the sun and the feeble twilight light it still casts. A long time ago you could have called this midday.

There are three more rooms, all budding off from the main office and are all extremely visible from it. One seems to be a large bedroom thought for what purpose you know not, the furniture within all covered in thick white dust-sheets that look they haven’t ever been touched. As far as you know, the Iron Duke can’t even sleep in the first place.
The second and the smallest room looks to be some sort of forge, an empty furnace pit taking up most of the space. You can’t help but notice the faint glint of a silver ring set within the center of the pit, a twin to the same ring that was containing the shard in the midst of the Duke’s excruciation mechanism.
The third room is filled with all sorts of collected items, fine paintings and tapestries sharing space with weapon racks holding swords, polearms, rifles, pistols and even a massive hammer that could only have once belonged to a First Man. Below them are littered small safes and lockboxes, all closed and locked. The entire collection is pristine and must be cleaned by someone regularly.

1/2
>>
>>2044948
You hear footsteps coming up the stairs beyond the doors. You don’t have time to be gawking! They might know you to be in here somewhere but you are currently beyond their sight and the advantage, theoretically, remains yours.
Unfortunately you don’t see any means of escape anywhere.


>Hide!

>Out the window! You can try to climb down the outside of the tower until you find a nearby street.

>Stand beside the doors and prepare to ambush your pursuer.

>There must be a secret exit somewhere! Search frantically.

>Take advantage of the collection to arm yourself.

>Other (Specify)
>>
>>2044954
>Other (Specify)
Take the ring and go out the window
>>
>>2044954
>>Out the window! You can try to climb down the outside of the tower until you find a nearby street.
the ring would be nice, I guess, but going out quietly would be better.

Well, as quietly as "dripping blood all over the floor" can be.
>>
>>2044954
>>Stand beside the doors and prepare to ambush your pursuer.
>Take advantage of the collection to arm yourself.
>>
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>>2044948
>>2044954
>Other
Hide under the Iron Duke's bed!
>>
>>2045005
>Open window and splash blood all over the sill
>Hide under the bed anyway
I don't think Orion is capable of this much subterfuge.
>>
>>2044954
>Take advantage of the collection to arm yourself.
>>
>>2044985
Changing my vote to this.
>>
>>2044954
>>Stand beside the doors and prepare to ambush your pursuer.
>>
Voted called. Writing.
>>
Abe is still wearing Internal Security armor and their.tabard.
>>
>Stand beside the doors and prepare to ambush your pursuer.
>Take advantage of the collection to arm yourself.

You don’t know if you have the time to both take something from the collection and to set up an ambush but it is obviously the best of a bad lot when it comes to your options now. You don’t know what is coming for you but you’d prefer to face it with a weapon in hand, one more reliable and dangerous than the Duke’s shorn-off tail.

You hurry to the third room, the archway far above your head. This room, as are all the other rooms here, are built for something at least three times your size. You step around the lockboxes as you approach the back wall and the truly intimidating array of weaponry that has been placed there, much of it high enough on the wall that it is entirely out of your reach.

Off to the side you can see the wall with the paintings, none of which stand out for you save one. The largest painting, a great wide canvas, is of nothing more than a blank blue sky above an unbroken concrete plain and with the sun as it was nothing more than a bright yellow dot in the cloudless sky above. Unlike the others, all portraits and landscapes of obvious artistic skill, this painting is done with a crude, simplistic and almost childish hand. And yet the colours are bold and bright enough still to turn your head. The lockboxes below it seem to have been specifically arranged so that quite a large spot beneath it is clear, more than enough room for something very large to stand before it. None of the other paintings or tapestries have been given the same privilege.

You turn back to the wall with the weapon collection, racks having been nailed into every conceivable inch to support a truly impressive collection. There are swords of all kinds as well as spears and javelins collected in urns in the corner. The firearms also run the full course of history. You recognise several rifles and revolvers that were made by your people, the Second Dominion, in the Third Age. Still more are entirely foreign to you and you suppose them to be Dis models from when the sun still burned. The spout-rifle numbers among them. And beyond them, even further up the wall, you can make up the gleaming silver of Second Age design, long and slender multi-barreled rifles designed to maximise firepower while staying as lightweight as possible. Heavier variations of the same kinds exist, giant clunky cannons that certainly couldn’t have been wielded by any Second Man but must have been intended for their famous metal men.
Alas, all the guns appear to be empty of any sort of ammunition, none of which you can see elsewhere. They are useless to you.

1/2
>>
>>2045245
There are no staves either but there are several halberds, most of them familiar to you but you can also spy a thin silver one with wire-thin blade at the very top of the wall. You’d have a hard time reaching it, even with the little step-ladder tucked away in the corner for the use of whoever must clean the entire collection regularly.

Several of the assorted weapons have plaques beneath them, little burnished plates inscribed with their name and details. Most of them seem to be dedicated to simply listing name of former wielders and ancient dates, none of which mean anything to you. A few plaques stand out however.

A two-handed greatsword with a relatively thin blade and a jagged, almost broken edge. It isn’t runed or possessing of any other magic that you can discern but the entire blade has been scorched black. The plaque beneath it simply reads ‘Spoils of War’.

An empty bracket that despite having nothing there, bears a plaque beneath it all the same. It reads ‘Agatha’s runesword and glove (Reserved)’. It’ll certainly be no use to you.

And of course, that mighty hammer that you had been able to clearly discern all the way from the main room. It’s larger than you and is hung upside down upon the wall so that it’s massive rectangular head nearly touches the ground. It is crudely hewn and though the head is a solid and chipped block of stone, the handle is spiralled and seems to be made of some sort of black glass fused solid and unbreakable long ago by an incredible heat. The head is half-covered in an ancient black stain.
The plaque simply reads ‘Hammer of Xystus.’ The date listed is simply ‘1’.

Whatever the providence of this thing, it is undoubtedly a weapon of the First Men and an incredibly holy relic. What was the Duke doing with this?


>Take a sword.

>Take a halberd.

>Take the burned blade.

>Grab one of the fancier pistols to see if Beatrice can figure something out about it later.

>Other (Specify)
>>
>>2045247
>>Take a halberd.
>>
>>2045247
Would we get our staff bonus with a halberd?
>>
>>2045247
Halberd if staff bonus, gun if not
>>
>>2045245
>Take the burned blade
Lets stand before the painting. Perhaps it is a trapdoor that will take us to the Batcave.
>>
>>2045274
Yes.
>>
>>2045247
>>Take a halberd.
>>
>>2045247
>Take a halberd.
>Grab one of the fancier pistols to see if Beatrice can figure something out about it later.
>>
Why are halberds better than the Ducal Tail?
>>
The secret passageway is probably behind the huge crude painting. It has a clear space in front of it so nothing blocks the way.
>Check behind the painting. Hide there.
>>
>>2045326
I just don't like the tail replacing our staff, really.

but fuckit.
>>2045247
change >>2045273
to

>Grab one of the fancier pistols to see if Beatrice can figure something out about it later.
>>
>>2045326
The tail is pretty good but it wasn't actually designed to be wielded and used as a weapon. Halberds are.

It's purely a matter of taste for some, of course.
>>
>>2045339
>>2045341
Iron tails ripped off a transhuman dragon duke are inherently cooler than other weapons.
>>
>>2045341
Ouro is there any chance if we spared the duke he might of gone on to join us? And fight to restore the sun.
>>
>>2045335
This. Supporting this.
>>
>>2045385
He felt absolutely no remorse for what he did, had no reason to want the sun back, and was a giant asshole. The chances of him joining Orion in his quest I think are roughly that of the Golemnist doing the same.
>>
>>2045385
I think even the remotest chance would require leaving him for like 3rd or 4th, elevating the chapel back into a church, and for priest guy/alex to give a shot at talking him down.

Although it would probably be surprisingly easy to convince him if we could prove that gathering sunshards made Orion physically tougher, or flat out change Beatrice back into a Flame Artist.
>>
>>2045247
>Take a halberd.
> Take one of the smaller guns for Bra

Why not both? At least she gets a backup gun
>>
>>2045437
chance of successful ambush decreases
>>
Still here Ouro?
>>
>>2045474
Yeah, I've been writing but I forgot to post that the vote was called and that I was doing so. My bad.
>>
>Take a halberd.

The Duke’s severed tail has a mighty heft to it, you’ll admit but it wasn’t designed to be used as a weapon for mortal hands. These halberds might not have the same weight but they were at least made for this purpose and have a blade beside. And while a halberd isn’t the most innocuous thing you could wield, it’s certainly a damn sight better than letting someone recognise that you’re just carrying around the Duke’s tail.
You snatch the closest halberd off the rack, a black-wood pole with a blade almost as long as your runesword at the end. This should serve your purposes quite nicely when it comes to a decisive ambush.

You quickly take up a post just next to the large doors in the main room, halberd at the ready. You won’t waste any times on moral issues this time, you’ll stab whoever walks through the door no matter how human they might seem or be. This has become a matter of pure survival on your part and considering the duty that only you can do, your survival could be a virtue in itself. You’re sure Belle would say something like that anyway.

You stand there and wait as the seconds tick by and then, the door slowly glides open as someone pushes up against it in the same way you had. You catch just a glimpse as they stumble through, it’s one of the people that the armoured woman had had forming the cordon in front her. A dark-haired woman dressed in black with the Consortium’s symbol as a jewelled pin opposite their heart. You only catch a glimpse because after that you thrust, burying the polearm’s blade into her stomach hard enough to bend her double, folding in the middle like a ragdoll.
She has time for a faint gasp but nothing more as you drive the halberd down, slamming her upon the ground and impaling her. Blood wells up from where you’ve rent her tunic and torn open her stomach. Knowing that this could be far from a fatal blow you pull the halberd free and then bring it down upon her throat, crushing it and slicing it open in equal measure.
Her watery eyes latch onto yours for just a moment before they close and she stops breathing.

There. If she was a human, it was a regrettable but still moral, humans who labour under darkness are ultimately just complicit. And if she and her friends had been witches as you suspected...well, for all their dark powers, witches are ultimately still just as fragile as any other Third Man. What kills one kills the other.
If you had the Wick for it you’d burn the body just to be sure. You doubt the green flame encircling the office is anything as concentrated as that down in the containment chamber so it won’t provide the flame you need either.

Crack.

1/3
>>
>>2045494
The sound echoes through the room and you instinctively back up, pulling your halberd free to defend against another threat. And it’s then that you notice that the bloodstained blade atop has been broken in half. It’s not a clean break, the top half being torn free and the metal bent and distressed in a semicircle around the break. Like teeth…

You duck to the side just in time as a piece of bloody metal shoots right for your head! It whirs right past you and strikes the wall of the room behind you, the missing top half of the halberd’s blade now embedded in a tapestry.

A shriek tears the air as the corpse convulses and you jump back several more steps in case you need to dodge any more projectiles. The woman gets back up, her once fine clothes sodden with her own blood. Her head lolls back, exposing and widening the tear in her throat. And hidden within the red gorey mess of her throat you can see gleaming teeth in the darkness. It had bitten the blade in half and spat it at you!
For a moment you think ghoul but that’s obviously wrong. Ghouls look and act far different, they can’t pass for human. Furthermore, the cuts you leave on a ghoul outright become new mouths, they don’t have them hidden within them. No, this is something else, something using the dark absences inside the human body as a hiding place and you know exactly what it is.

“Imp. For how long have you possessed that woman?”
You spare no thought for the human woman whose corpse the Imp now inhabits. Whoever she was, she was likely dead long before and even if she hadn’t, it had been her choice to give up her body. That’s how imps work, it’s always by someone else’s choice.

The imp doesn’t reply, which is a little unfortunate. You had hoped to distract it somewhat with the sound of its own voice so instead you settle for holding your halberd ready and pacing around it. It likely knows witch-sign so you’ll need to be ready for that. It probably won’t expect you to be trained in disrupting such techniques so when it goes to do so, it’ll be making an opening only you know about.

Instead of forming a witch-sign however, the possessed corpse just starts to cough and retch, its head rolling back and forth atop its ruined neck like a spring. What is it doing? Does it wish to unsettle you with mere desecration of the dead? If so, it’s in for a nasty surprise. Still you don’t know what exactly it’s doing and imps can be tricky so you keep your distance for now, waiting for it to attempt witch-sign.

2/3
>>
>>2045496
And then the corpse’s head loses all structure with a loud pop! as it, mouth, nose, eyes, scalp and all, collapses in on itself and becomes a shapeless thing. The throat bulges grotesquely at the same time, lines of blood streaking down it as splits in several places. You scarcely have time to react as something large bursts forth from the mouth inside the throat in a spray of blood!

You swing your halberd up and manage to block the projectile, deflecting it into the ground with the pole. This does nothing to stop the blood of course and it settles upon you in a fine spray, joining the rest that already covers you. You can’t stop yourself from looking down at the thing it had spat at you.
At your feet lies an intact human skull, shining red with blood.

It spat it’s own skull at you.

The imp wails and lunges forward, taking advantage of your momentary disbelief and driving the possessed corpse right into you! One of her hands grabs hold of your arm with a strength far surpassing that which she should rightly have while the other goes for your throat! You pull back as best as you are able, her hand scrabbling futilely upon your armour as you do so. You push her away and bring the halberd back to bear as the corpse falls to the ground, boneless head flopping over the imp’s mouth in her throat like a macabre hood.

It then distorts as the jaws latch onto it and bite it in half, spraying you with blood and brain and pulped eye-flesh. You stumble back to avoid the attack you expect to be coming but instead the corpse just stands up again, with her slashed open belly and ruined throat and boneless half-missing head. It extends an arm and within the gore of its stolen body, the imp’s teeth flashes once more. All you’ve done is mangle its human body and you haven’t yet forced the imp to reveal its true one. Until you can drag it out, it won’t really be hurt.

But now what? What’s with that hand? If it wishes to make witch-sign upon you, you’ll welcome it. If it wishes to try and unnerve you further to get a surprise attack, well, that won’t work again. Does this wretched beast have anything else, any further horror to try and unleash upon you?

The rip in the throat stretches ever wider as the teeth masticate themselves free, the motion dislodging the corpse's last dangling eyeball and knocking it to the ground. And then it speaks.
“Intruder. You are under arrest for trespass, murder, suspected murder, vandalism, suspected theft and the assault of an officer of the law. You will comply or else you will face summary execution under the law. You have a right to a cell, you have a right to a trial, you have a right to a public defender. Put down your weapon.”

You hadn’t been expecting this.


>Attack!

>Try to flee.

>Speak (Specify)

>Comply.

>Ignite your halberd.

>Other (Specify)
>>
>>2045497
>Ignite your halberd.
KILL IT WITH FIRE AAHH
>>
>>2045497
>Ignite the tail
welp, goodbye halberd
>>
>>2045497
>Attack!
Don't waste wick
>>
>>2045497
>>Ignite your halberd.
We dont negociate with imps
>>
>>2045503
Fire is really the only viable option against this thing. And igniting our weapon is our most effective use of our single point of wick.
>>
>>2045499
Also we should delay the flame until the moment the weapon makes contact to catch it by surprise
>>
>>2045497
Crap! It's the fuzz!

Seriously, though. She's an imp, she's seen our face, we don't know how to put down an Imp for good. We're a bit fucked, and our face is going to be known to the police.
>>
>>2045497
>The rip in the throat stretches ever wider as the teeth masticate themselves free, the motion dislodging the corpse's last dangling eyeball and knocking it to the ground. And then it speaks.
>“Intruder. You are under arrest for trespass, murder, suspected murder, vandalism, suspected theft and the assault of an officer of the law. You will comply or else you will face summary execution under the law. You have a right to a cell, you have a right to a trial, you have a right to a public defender. Put down your weapon.”
Disanon, I've been seduced. I love Dis now.
>>
>>2045497
She managed to spit out the skull but leave the brain behind? That's some skills.

>Promise to make her a kid
>While she thinks it through, ignite the halberd and attack.

>>2045509
Our face is a helmet anon.
>>
>>2045525
>Our face is a helmet anon.
Oh good.

>While flattered, I don't screw suspects. I'm a professional, sir.
>>
>>2045497
>Ignite your halberd.
>Attack!
>>
Yeah it looks like igniting a weapon is definitely a winner here. Just let me clarify it first. Do you want to ignite the halberd or the tail?
>>
>>2045532
Halberd
>>
>>2045532
Halberd
>>
>>2045532
>Tail's cooler.
>>
>>2045532
former halberd, now slightly sharp staff
>>
Vote called. Writing.
>>
>Ignite your halberd.

You don’t let the surprise knock you off balance, keeping your halberd up between the two of you. It might have a broken tip but it’s still a perfectly serviceable stave all on its own. And now that you know what it is, you know that simply whacking around the corpse it lives in won’t do anything. Imps bodily crawl inside and infest someone when they possess but despite that, damage to their human bodies are not damage to them. Stocks, that imp of Zeno’s who you had first met in Augustine, had even been able to use the body he was possessing to deflect one of your weaker Benedictions and convince you that he was human.

You didn’t want to have to spend your last mote but now you have no choice.

Spark: 0/8

The wax seals upon your forehead bursts into flame once more and then snuffs out entirely as you pull up the last ember from your Spark and pass it down your arm and into the halberd. There it manifests as a bright flame that covers the entirety of the weapon, handle and broken blade both.

The corpse takes a step back as you do this, the teeth inside her throat chattering.
“Do you want me to add unlawful pyromancy and an illegally hot flame to your record? This will only result in further punishment.”
The imp’s voice is a little clearer now, with all the gristle and meat of the throat it cleared away. It’s unmistakably feminine, which considering its possession habits is not itself a surprise, but not in a particularly human-sounding way.
What concerns you more is the content of their words. It speaks as if it was some sort of officer of the peace or member of a watch. But surely not even Dis would give an imp such a position, surely? And the pin upon the corpse’s breast clearly labels some dog of the Consortium, no doubt kept away during your initial assault by the Greenside lamp. Does the Consortium have the authority to enforce the law in Dis? You thought that’s what the Blackcloaks were for!

“I will give you one last chance to extinguish your weapon and drop i-”

You don’t give the beast time for more words.

>Roll 1d6. The first 3d6 shall be used for Orion’s roll.
>The three stages of the roll are forcing the imp out of the corpse, blocking their counterattack and damaging the imp.
>>
Rolled 1 (1d6)

>>2045576

We should have two Wick left in the lantern we nabbed.
>>
Rolled 6 (1d6)

>>2045576
>>
>>2045585
The lantern full of soft green fire?
>>
Rolled 6 (1d6)

>>2045576

>>2045585
that's not gonna have Wick until we put some proper fire in it.

>>2045587
is this where we assume the power number will be as well?
>>
>6, 1, 6
The numbers are rearranged by your staff mastery to their optimal order. Writing.

>>2045591
>Power numbers
Your Power Number for Ignite Weapon is 3 and is relevant anytime you roll the dice involving an ignited weapon. .
>>
>>2045591
>is this where we assume the power number will be as well?
It's kind of nice to have a power number below 4. Means there's a higher chance of a positive outcome.

>In addition, Ignite Weapon now also possesses a Power Number of 3. Whenever any action concerning an object under the effects of this Rite requires a roll, any legal rolls of 3 will replenish Orion's Wick by 1.
>>
>6, 1, 6

As the imp speaks, you lift your flaming halberd and charge! You have nothing to say to this monster regardless of what legal status this damned city has decided to bestow upon it. It tries to sway back but you simply thrust it forward and bury the broken tip into the corpses chest! You impale it all the way through this time, pushing the monster back until the the fire from your burning stave can be seen burning through the back of their tunic. It’s not the damage to the corpse you’re worried about, you and the imp have already mauled it enough. It’s the fire. No imp can tolerate itself and flame sharing a body!

You hear the imp scream at a pitch too high for mortal voices and then the corpse explodes in a shower of viscera. Blood sprays into the slit of your helmet and you can’t stop yourself from recoiling, temporarily blinded by the filth. You feel something emerge from the ruined corpse but you can’t stop it, your halberd still embedded in what is left of the body!
Something latches onto your arm and grinds something sharp against it, scratching your armour over and over in an attempt to cut through it! You shake your arm several times before smashing it against the wall hard enough to send pain shooting up into your shoulder, dislodging the thing in the process.

You finally manage to blink enough to clear your vision but it’s still dim and tainted red, your vision won’t be truly clear until you take your helmet off to wipe your eyes. You pull your burning spear free and with its light, spot the imp’s true form.

It’s a lot smaller than you expected, a black spider-like thing made of soft flabby flesh a little bigger than a dinner plate. The flat top of it is entirely taken up by a huge sawtooth mouth as it scrabbles away from you on soft stumpy legs. It has at least sixteen legs in total, eight on the bottom being used for movement and eight on the top surrounding the mouth and reaching feebly upwards like a mirrored version of the legs beneath it.
You catch it with your boot, kicking it hard enough to send it crumpling against the wall. As it lays there unmoving, you bring the halberd down and skewer it!

You don’t have time to look at the results however for the instant you do so, the vast window overlooking the city explodes, something dark hurtling down from the sky through it and ramming into you!

>Roll 1d6. The first 3d6 shall be Orion's roll.
>>
Rolled 5 (1d6)

>>2045612
ah, so we were completely screwed unless we found some kind of secret passage.
>>
Oh, forgot to mention. The three stages are withstanding the attack, withstanding the second attack and then fucking up whatever this thing is. A 6 in any category empowers both other rolls because it's all happening at once.
>>
Rolled 4 (1d6)

>>2045612
>>Roll 1d6. The first 3d6 shall be Orion's roll.
>>
>>2045613
>secret passage
It's probably behind the crude painting.
>>
>>2045617
Ouro has neither confirmed nor denied that, so I'm not going to assume it is either.
>>
Rolled 5 (1d6)

>>2045612
>>
>5, 4, 5
Writing. This next update will be the last one for tonight I think, I can tell that most of you are either asleep already or should be.
>>
>5, 4, 5

The creature strikes you in the side and while the impact sends you sliding back, you drop the lantern and brace yourself against the wall with your free hand before it can topple you over! When next you look up you spot some sort of scythe coming down right over your head! You duck and then bring up the halberd, parrying the next attack with the burning pole. You hear the scythe sizzle the moment it touches the flame and it is retracted with a squeal.
You kick whatever it is away from you and look around as best you can with your blood-fouled vision.

The thing before you is a thing not unlike a giant bird of some kind, almost as tall as you and clad in feathers of every single conceivable colour. But instead of a pair of talons the creature is instead supported by four stick-thin legs that narrow down to scythe blades that clatter skittishly upon the floor. Human teeth line the inside of its beak like cancerous growths and instead of eyes, both sockets are occupied by tiny human faces.
Another imp! That woman must have sent two after you, if not more. You think you can safely assume that all six of the men and women were imps possessing human bodies which means that the armoured woman herself is almost certainly a potent witch. They must have been kept away from the tower by the lamps you lit, leaving just the mortal security forces for you to deal with in your initial assault. But now enough time has apparently passed for the Consortium’s darker security forces to return.

These thoughts barely have the time to occur to you as you press the advantage upon the colorful imp, swinging your halberd back and forth to force it back and then, when its guard is down, you thrust forward and strike!
There is a sizzle of burning flesh as your halberd severs the first of its scythe-legs and then, as it recoils, you dart in and lop off another! The imp rears back and hops away, feathers turning jet black as it does so.

You are about to pursue when you hear a soft tapping noise behind you. You turn to the side, keeping the injured imp in your vision while looking back towards the wall. You can see the slowly-dissipating corpse of the imp you just killed, the small eight-legged beast curled up and burning away from within. No. Something’s wrong!
The part of the creature you stabbed was only the top half of it, the part with the mouth and legs that faced upwards. You had even thought of it as mirrored but you hadn’t noticed. The bottom half of the imp has crawled several feet away on its soft and stumpy legs, strings of drool flowing from an unseen mouth beneath it. The damn thing can split in two!

As you watch, the tiny imp props itself up and starts to weave its fat legs together in a most familiar manner. You don’t recognise the exact gesture but you know witch-sign as you see it, the imp contorting its entire body as if the entire thing was an eight-fingered hand.
1/2
>>
>>2045663
You’re about to charge forward and put an end to its nascent sign when you catch sudden motion out of the corner of your eye, from the other direction.

The imp whose two legs you’ve severed has taken to the air with its ungainly wings and is swooping towards you with its remaining legs spiking down straight towards your head!


>Defend yourself against the attacking imp!

>Stopping the first imp’s witch-sign is more important!

>Avoid both of them and flee! There must be another way out of here that you can take!

>Comply with their original demands.

>Other (Specify)
>>
>>2045665
Does Orion recognize the name/sign?
>>
>Stopping the first imp’s witch-sign is more important!

We're wearing armor for physical threats. If this spider fuck gets a bad sign off they could catch us.
>>
>>2045668
He does not.

Voting will remain open until I wake. Also I need to get myself more flake pics because I run out way too quickly these days.
>>
Guys, we have to remember to try to remove the painting to see if there is a secret escape passage. We defeat these guys, take the ring, if no one has heard us we can continue searching the place, but for sure we need to remove the painting.
>>
>>2045670
We've got four scythe blades heading for our head. I don't think going for the witch is safer.

>>2045665
>Defend yourself against the attacking imp!
Because if we're getting hit anyway, I prefer to add another sign to our Witch Vault.
>>
>>2045665
>Stopping the first imp’s witch-sign is more important!
>>
>>2045665
>>Stopping the first imp’s witch-sign is more important!
>>
>>2045665
>Other (Specify)

Set stuff on fire with our halberd?
>>
How did the imps find us, and should we expect four more?
>>
>>2045689
1 to follow our trail, 1 patrolling the skies.

All 4 might leave them understaffed down on the ground floor, though.
>>
>>2045697
>1 to follow our trail, 1 patrolling the skies.
We left a trail? We took the elevator. If we did leave a trail, we should more. I don't think we did though, I think the witch split up her imps to canvass the building.

>>2045677
>Because if we're getting hit anyway, I prefer to add another sign to our Witch Vault.

Here's another reason to attack the bird instead of the spider: The bird can fly off and tell people where we are, bringing all of her friends. The spider can't. Better make sure the bird dies fast if we don't want to face the cavalry.
>>
>>2045702
So? Killing any of the ghouls means that their witch will resurrect them and then they're screwed.
>>
>>2045706
And then WE'RE screwed my bad.
>>
>>2045708
We just need a new outfit I think. Luckily we got that money so we can go to a tailor or something once we've escaped
>>
>>2045706
>So? Killing any of the ghouls means that their witch will resurrect them and then we're screwed.
It takes some time for even a witch to call an imp back up. But you're right. Crippling them is probably better for now.

(Unless we want to hide which way we go?)

Better take the wings off the bird quickly, though, before it decides they can't handle us alone.
>>
>>2045713
>>2045711
The painting! We can kill the ghouls and then escape through the probable secret tunnel within the painting.
>>
>>2045665
>Stopping the first imp’s witch-sign is more important!
>>
>>2045665
>Stopping the first imp’s witch-sign is more important!
>>
>>2045714
Fool! The hidden path is through the fire place!
>>
Once the imps are dead, assuming we're no longer in a huge rush, what should we loot? I'd like the 'wire-thin halberd.' I'd also like to go through his desk by the trough of green fire.

>>2045247
>‘Agatha’s runesword and glove (Reserved)’. It’ll certainly be no use to you.
This might be the person the pointless bed was saved for.

>>2044948
>The second and the smallest room looks to be some sort of forge, an empty furnace pit taking up most of the space.
>You can’t help but notice the faint glint of a silver ring set within the center of the pit, a twin to the same ring that was containing the shard in the midst of the Duke’s excruciation mechanism.
Why would the Duke want to plug his shard into a forge without a workshop? Assuming that ring is a socket to plug the shard case into.
>>
>>2045665
>Stopping the first imp’s witch-sign is more important!
>>
Is our healing buff still active?
>>
>>2045829
Doubt it. We only put two Wick into it.

Why is everyone voting to disrupt the witch instead of the bird?

Learning a new witch-sign, taking down the bird before it can call in reinforcements and not getting stabbed in the head is clearly preferable to not getting hit with a potentially deadly witch-sign.

By the way, Ouro, does the quest end if Orion eats dirt?
>>
>>2045851
Don't discount the possibility that the witch-sign itself will trigger an alarm.

It's playing our hand a bit, perhaps, to reveal our disruption abilities, but after we kill these 2 and get away my next target was the imp company anyway.
>>
>>2045851
Because witch signs are more dangerous than physical attacks.
>>
>>2045852
>Don't discount the possibility that the witch-sign itself will trigger an alarm.
Oooh, good point. You'd think she'd use an alarm immediately once she found us, though.

>It's playing our hand a bit, perhaps, to reveal our disruption abilities,
Not really. We're hitting their hands with a stick, any idiot could do that.

>>2045853
>Because witch signs are more dangerous than physical attacks.
Not necessarily. Stocks tried to use a sign that would draw blood from his thralls and solidify them into spears on us, Ur's sign dimmed the light in the town, Bea used a sign that put her intimate bf under her control, there's one to make ghouls, one to make a shade...
The signs are many and varied, limited by her knowledge. Most of them are less dangerous to us than getting stabbed in the head.
>>
>>2045665
>Unveil lamp post, let the sun Instakill the exposed Imps
>>
>>2046441
Remember guys, Imp automatically die to sunlight without a body and no earth to get shoved back into.
>>
>>2046590
I feel like we'd get pretty fucked up since we don't have any wick for burn protection and even when we have it we get burned horribly.
>>
>>2046597
We only get burned for using super flame rites

Yeah we'd get some burns, worth it to drop these two.
>>
>>2046616
Is it though? It would be bad if we can't use the lamp later at a critical time because we've already burnt ourselves to crisp fighting low level dudes.

Speaking of, what does happen if we use the lamp too much? Will we just burn up? Will our arms turn to ash?
>>
>>2046741
Dude.
We're not using super flame rites. Simple sunlight autokills imps.
>>
>>2046743
But we also have no wick and now have twice the sun in the lamp. Just being inside the light from the shards is enough to hurt us:

> You give it a kick and let it roll free of its bindings, catching you between twin radiances. The pain is intense but in such a way that it floods out and overrides all other agonies that were bedevilling you, washing you pure in holy pain.

And that was when we were still flameproof
>>
I'm awake! Vote called and updates will resume in about an hour.
>>
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>Stopping the first imp’s witch-sign is more important!

You are trapped between two dangers, the known and the unknown. You know how dangerous the attacking imp could be, especially if it’s able to lodge a blade through your armour. The witch-sign on the other hand, it could be anything. It’s likely not as bad as being decapitated but you can’t know for sure! And with less than a second to make your choice, you choose to brave the known rather than tempt fate with the unknown.

You lift your flaming halberd as if to intercept the flying imp and then with a short warcry, you spin and bring it crashing down on the small imp by the wall. You split its remaining body in half and you just have time to see it curl up and burn away before the other imp crashes into your back!

The first scythe strikes the back of your breastplate hard enough to send you stumbling, no doubt denting it in the process. Just that blow is enough to send you reeling but the second strikes home in a much more painful way. You don’t even see it, you just feel the thin blade go through a gap in your bent and broken runeplate and straight into your back, just beneath your shoulder and scant inches away from your neck!
You fall to the ground, barely stopping yourself from falling atop your burning staff and being burned. You feel cool, as if a spike of ice had lodged itself in your back. Your vision is already blurry enough and the pain very nearly makes you black out. Your blood joins that of Beatrice and the imp.

The imp’s foot is still lodged inside you and you can feel its remaining one scrabbling, tapping off the ground beside you as it brings it up to execute you while you’re down. You’re stuck to it as long as it’s scythe is still wedged into your armour you’re trapped. You can’t get away from it!

But that also works vice-versa!

With a scream you wrench yourself up to face the imp above you just as it brings its foot down upon your head! You clap your gauntleted hands together and catch the descending blade mid-attack, snaring the imp’s remaining leg that isn’t trapped inside your body.
Just moving your arms sends bursts of pain through you, sparks and imaginary colours dancing before your blood-dimmed vision.

And with both its legs trapped, you roll and send the imp crashing to the ground. You can feel its stick-thin leg break beneath your grasp like a dry twig. A wing clips your helmet and pushes you away, sending you rolling up prone against the wall as the imp disentangles from you.

As your vision clears, you spot a flickering light beside you. It’s your halberd, spun around and dropped when you were sent tumbling to the ground. It’s the wrong end but that doesn’t matter.

1/2
>>
>>2047231
The imp screams as it struggles to its feet, hopping on its one remaining good leg as best as it is able. And at the same time you rise as well, grabbing the burning halberd by the broken blade as you pull yourself upright against the blood-stained wall. You spin it back around and level it at the imp just as it pulls itself up for another attack.

The two of you stay frozen like that for a few seconds, the fiery line of the halberd being all that separates you.


>Attack! Either way, one of you isn’t leaving this room alive after this. (Will require a roll)

>”Get out. Go report to your mistress. You don’t have to die today.” And hopefully, neither do you.

>Demand its surrender. Bluff the presence of your own allies if you have to.

>Unveil the lamp-post.

>Other (Specify)
>>
>>2047236
>>Unveil the lamp-post.
>>
>>2047236
Our cloak is still covered in Beatrices blood?

Light our lamp with true flame.

Toss it on the imp then hit it with our burning stick.
>>
>>2047270
Sorry light our lamp with true flame to stun it.

Then throw our cloak on it. It probably won't dodge from the shadow into the light of the lamp.

Then set the cloak and Beatrices blood on fire.
>>
>>2047236
Attack.

Lighting the lamp post does perma damage to Orion. Using it on an imp makes no sense when we have so many other bosses to face. Especially if the Duke was any indication of how hard the bosses will be.
>>
>>2047282
We don't have the wick required to light the lantern but we can do so with our flaming weapon. We could throw our beatrice blood covered cloak over him to surprise him and then ignite the cloak covering him with our flaming weapon though.
>>
>>2047292
I wonder if we can use the lamp post's power to cast an ultra benediction on ourselves.

Probably not, and probably not worth trying, but just a thought.
>>
>>2047302
We're out of wick right now and I dont think the lamp post works that way. But I still think its a bad idea to use the wax saint or the lamp unless we absolutely need to.
>>
>>2047236
>Attack! Either way, one of you isn’t leaving this room alive after this. (Will require a roll)
>>
>>2047331
We can still draw wick from sources of flame, lampost included.

Or we can use the lantern for such and not risk hurting ourselves. Any flame has a wick after all, even a candlelight.

Succ costs 2 wick though, I think, so it would gave to be a lit lantern.
>>
>>2047236
>Attack! Either way, one of you isn’t leaving this room alive after this. (Will require a roll)
I like the napalm blood cloak and flaming halberd ignition idea. I still don't know if good plans lower DCs with this dice system though
>>
>>2047236
>Attack!
Also: use whatever Wick we have left to heal ourselves.

HEAL HEAL HEAL HEAL HEAL
>>
>>2047352
>>2047356
Im good with the attack by cloak idea. If we can combine it with draining wick from the post without hurting Orion then Id be cool with that too. But unveiling it on the top floor of a prominant building with hightened security around it seems like a great way to draw unwanted attention.
>>
>>2047379
We have no wick left. Hopefully our regen benediction is still active.
>>
>>2047236
What if we combine the peace offer with the attack. Offer to let it go back to its witch and while its pondering the offer we stab it in the dick.
>>
Vote called for Attack with the cloak idea also added in. Writing.
>>
>Attack! Either way, one of you isn’t leaving this room alive after this.

You keep the halberd between the two of you, ready to strike or defend and separating the large room into two clearly defined halves with the polearm in the center of it all. Whichever of you first loses your nerve and crosses this line first will likely die. But even so, the thought of backing down doesn’t even so much as cross your mind nor are you willing to give this monster the initiative.

Instead you slowly reach up your free hand, ignoring how much it shakes, and unclasp your cloak while still holding the halberd at the ready. It’s as red as ever, first with dye and then with the blood of others and your own. Blood still flows down it, covering the singed and blackened edges. The sign of the golden wheel has been completely obscured.
This tattered cloak is the symbol of your authority and your status as the last of the true Lamplighters and, in addition to your broken armour and broken lamp-post, is the last surviving relic of Watchtower Saiph. It’s something that you’ll never be able to reclaim once it’s gone.

You toss it into the imp’s face and then lunge.

>Roll 1d6. The first 3 shall be used for Orion’s roll. It is an easy roll due to the strategy you chose, giving +1 to all rolls.
>The three stages are tossing your cloak, dodging its charge and killing it. In addition to the +1 easy difficulty mod, succeeding with the cloak stage will give another +1 to both other rolls.
>>
One.
>>
Rolled 4 (1d6)

>>2047537
pls
>>
Rolled 5 (1d6)

*cough*
>>
Rolled 2 (1d6)

>>2047537
Get fucked
>>
>>2047566
So this'll be a 4 right?
>>
>>2047594
Correct.
>>
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>5, 6, 4

The cloak hits the imp right above the beak, blinding both of its faces as you step forward and lean into a lunge even as pain ripples up and down all across your back. It kicks out blindly but you avoid it easily as you plunge the halberd’s broken end straight through the cloak and into the imp!

You feel flesh give way beneath your strike for just the slightest moment before Beatrice’s old blood upon the cloak ignites upon contact with your fiery spear. The cloak vanishes in a flash of flame that, absent your usual protections, forces you to avert your eyes. Heat washes over you and you almost drop the halberd as you back away.
Black smoke fills the room as the imp’s body first burns and then dissolves, a shrill scream lost within the smoke the only sign that an imp had ever been there at all.

Your fight done, you collapse against the wall and let the pain and exhaustion take hold. You can feel yourself slipping ever further from life with every drop of blood that flows free from the wound in your back. You have to do something. You can’t stay here. You might have won but unless both of those monsters were on their third life, they’re out there somehow and know what and where you are.

You pound your free hand into the wall as you try to stay standing and then let it fall to unbuckle your breastplate. You need to do something about your wound before it bleeds you out. Normally you wouldn’t worry about it so much but after all you’ve been through, you’ll need all the help you can get. You can’t just shrug this off.
The breastplate clatters loudly against the ground as it drops. It’s covered in blood and beneath that, is dented and torn. The narrow holes left by ghoul claws, the imprints of the Duke’s blows, the scythe-blade to the back and more are all represented upon this battered piece of runeplate.

The wound on your back doesn’t seem to be as deep as you first thought, though you can’t examine it very well using just your reflection in the polished stone. But regardless of how bad it is, it is killing you. You must seal it before that can happen.

You can only see one way.

You heft your burning halberd once more, the fire still clinging to the blade with a mighty heat. You are well and truly out of Wick. Fire is no longer your ally and will burn you just as well as any other man. That’s good. That’s what you’re counting on.

You arc the halberd behind you, slowly and hesitantly pushing it towards your own back until the flat of the shattered blade is just inches away from the wound. And then, before you can lose your nerve, you press it home against your skin.

You can’t hold back the scream and it is all you can to do to hold the halberd in place for as long as you can before you drop it and slump to the ground. You lose consciousness for a moment before the pain wakes you up again and for a time all you can do is writhe and heave upon the ground.

1/2
>>
>>2047691
But you are no longer bleeding. The burn upon your back hurts far more than the injury it sealed but it is cauterized all the same. Now, are you going to lie there and let pain be your master?

You rise.


>You need to get out of here. Go back to the elevator while you still can.

>Investigate the rooms a little more.

>Smash the window to make it look like you jumped out.

>Stoke the forge. You need fire!

>Investigate something in particular (Specify)

>Other (Specify)
>>
>>2047691
Can't Orion draw wick from the flame?
>>
>Smash the window to make it look like you jumped out
>Investigate something in particular

The picture of the sun over concrete. Something something theory of secret passage.

>>2047711
We can't suck the wick out, but we can use it to directly cast, I think?
>>
>>2047711
Don't we just meditate for a while to replinish it?
>>
>>2047695
>Stoke the forge. You need fire!
>Investigate the rooms a little more.
>Smash the window to make it look like you jumped out.
How long does meditation take?
>>
>>2047716
>>2047718
Yeah but he can draw on the wick from existing fire, a candle or torch or the like. Why not from the burning halberd?
>>
>>2047695
>Lock and barricade the door. Stick a halbard between the handle and push a shelf over it or something.
>Stoke the forge. You need the fire!
>Smash the window to make it look like you jumped out
>Investigate the painting.
>Lock and barricade the door. Stick a halbard between the handle and push a shelf over it or something.
>Investigate the room.
>>
>>2047695
>Other (Specify)
Loot the shit out of the place. Grab a gun, a new sword, and try to push some chair up against the outside of the door and try to pry an emerald or two out.
>>
>>2047727
I dunno if it's still on fire, we did spend only one bit of juice on it.

Also I don't think we'd get much from it. Would be better to light the lantern of green fire and suck out of that.
>>
>>2047695
>Smash the window to make it look like you jumped out.
>Investigate something in particular (Specify)
The painting and the silver ring. Might be that there's an express passage for the sunshard to travel through.

>>2047726
hours
>>
>>2047718
Yes but meditation always takes at the very least half an hour. It's not a timely thing.

>>2047727
Yes but you'd only get 1.
>>
>>2047695

>>2047743
Seconding
>>
>>2047744
Ok guys, revised version:
>Lock and barricade the door. Stick a halbard between the handle and push a shelf over it or something.
>Stoke the forge. You need the fire!
>Smash the window to make it look like you jumped out
>Investigate the painting.
>Investigate the rooms.
>Investigate the ring
>Grab all of the Third Age rifles and bundle it up somehow. Get some Second Age stuff as well if we can.
>Search for a secret tunnel out of here and gtfo.
>>
>>2047691
>Take the wire halberd.
>Check the desk for paperwork.
>Investigate and stoke the forge.
>Put much of the forge's Wick into a Benediction of Relief.
>Investigate the painting.
>Take a lockbox.
>Leave.

Barricading the door is bad. It means they'll know we did not leave the room through the main door. They will find the secret entrance and will be nipping at our heels.
>>
The window is already broken, and there's nothing out there that we could climb. It is not a good red herring.
>>
Does that ancient Warhammer count as a staff weapon? I want that.
>>
>>2047999
>A hammer bigger than Orion
>Likely heavier than him, throwing him around if he ever swung it
why on earth would this ever count as a staff?
>>
>>2048029
Reasons
>>
>>2047752
Seems worth it to me. What if we ignite the green flame with our halberd first? Could we get any from that?
>>
>>2047695
>>Investigate the rooms a little more.
>Stoke the forge. You need fire!
>>
We need to look for intel about all the other shard holders and major organizations in town since we killed him instead of making him into a snitch
>>
>>2047932
I disagree. There is no guarentee that they WILL or WON'T find the secret tunnel regardless of us leaving the door blocked or not. But chances are with us bleeding and wounded, an inspector of any serious worth will recognize that we did not leave out the main door. That being said, if we lock and blocade the door, it will be much more difficult for typical security to bash through. We use this time to secure these assets and gtfo. You have some good points so revised plan.

>Lock and barricade the door. Stick a halbard between the handle and push a shelf over it or something.
>Investigate the painting.
>Check the desk for paperwork.
>Stoke the forge. You need the fire!
>Cast Benediction of Relief.
>Investigate the rooms.
>Investigate the ring
>Grab all of the Third Age guns and bundle it up somehow. Get some Second Age stuff as well if we can.
>Search for a secret tunnel out of here and gtfo.
>>
>>2048067
I'm still not convinced that there's a secret tunnel. Maybe he's just a shitty painter.
>>
>>2048065
>We need to look for intel about all the other shard holders and major organizations
It might be in his desk. By the green fire trough. Which is still full of green fire we can use.

>>2048067
If they know we didn't leave by normal means, they'll search the room harder.
>>
>>2047752
Ouro, looking outside the window is there anyway we can climb down?
>>
>>2047695
> Use the burning Halberd to turn the green flame in the lanterns to true flame.

> Stoke the forge with that fire.
>>
>>2048084
While I would expect the Iron Duke to keep paintings he made around his office, I wouldn't expect him to keep something that depicts an age he helped to end.

Unless he looked at it and went "Huh huh, yeah, I killed that, heh heh."
>>
>>2047695
I'll add
>use the halberd to set off more green fires
to
>>2047751
>>
>>2048103
There isn't.
>There are windows in the back from which one might use to look out all over Dis’ dark cityscape but leaping from them is useless, there are no bridges or streets or sky-rails anywhere near them. You half-wonder if that’s intentional, that any such projects could be ceased or diverted to keep the view from this particular office clear.

>>2048116
I think it's more a painting of a lost childhood. He was a Wheel God Priest for most of his life.
>>
>>2048128
Even then, that would be sentimentality for the past which I doubt he had any more of, unless it was something he kept around for whoever Agatha is.
>>
Apologies for the delay, I accidentally fell asleep for a little bit. Vote called and writing.
>>
>>2048067
>Lock the door
>Investigate for painting/way out
>recharge 1 wick


If we find a passage, cast a benediction to allow us to carry weapons out. If not then idk. Go outside the window and climb down.
>>
>>2048133
Feel free to sleep man, you don't have to run a marathon thread
>>
Yeah I think I'll go back to sleep. I'll be back later tonight to do some more updates.
>>
Is that big trough filled with green flame still there?
>>
>>2048188
Sleep well Ouro, and make sure you sleep for the full length of time you would sleep normally during the night.
>>
>>2048160
Yes. Good anon.
>>
>>2048193
>Is that big trough filled with green flame still there?
Where could it have gone? It's right by the desk.
>>
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>>2048067
I support this and add that we need a new halberd.
>>
>>2048067
> Use the burning Halberd to turn the green flame in the Trough to true flame.

> Stoke the forge with the resulting fire.

> Get a new halberd
>>
>>2047695
>You need to get out of here. Go back to the elevator while you still can.
We are horribly injured and have no wick. Time to gtfo before we get attacked again
>>
How does Dis do any metalworking? There has to be a forge somewhere with true flame.
>>
>>2048813
>We're horribly injured
There's a trough full of green fire we can light and use for a very powerful Benediction of Relief.
>>
>>2048820
They probably get an exemption to the Safe Flame Act.
>>
If we have guns, we need gunpowder and ammunition. We should've had Beatrice take the whole fucking tray of gunpowder lmao.
>>
>>2048840
True. No point to taking guns with no gunpowder.
>>
We need a way to procure ammunition and powder. Anyone have any ideas?

Also: >>2048067
>Wrap our stolen guns with a cut up carpet or something. Some curtains, some bed sheets, something that would help it not look so obvious that we are carrying a bundle of guns.
>>
Why are we taking a bundle of guns? What is the point? We don't need a bundle of guns.
>>
>>2048892
>The weapons of our resistance members consists of cudgels and knives.

Dude.
>>
>>2048905
Where do you plan on getting gunpowder and ammo in Dis? Its been explicitly stated that its not easy to find.
>>
>>2048905
And how many of them can light a spark? Where are we going to get gunpowder?

(We might be able to find a criminal group that's happy to work with us...)
>>
>>2048949
The redcloak gang is already a criminal group working with us. If any of them have a wick (which all humans do in some small amount) then our passive shard buff will let them use fire more easily.
>>
>>2048987
>The redcloak gang is already a criminal group working with us. If any of them have a wick (which all humans do in some small amount) then our passive shard buff will let them use fire more easily.
The passive shard buff might only work if we uncover the lamppost.
Our gang isn't really worth the name. It's a ragtag bunch of ineffectual anarchists. I'd prefer to partner with a criminal gang that's a bit more prosperous and slick.
>>
>>2048996
>The Lamp can also be used passively to empower wicks and other Flame Rite implements. This does not burn Orion or even require the Lamp to be unwrapped but it does not recharge the wick either, merely grants it the ability to always produce powerful true flame.
Also I don't get your fixation on working with organized crime. I feel like you're the guy who keeps suggesting it over and over again but I could be wrong
>>
>>2048987
This.
>>2048949
Not to mention the bandits that we encountered on our journey here had guns, ammo and the means to use it. Beatrice's town had people who used guns during the fight against the witch.
>>2048939
Wherever there is something illegal, there is a black market for it.
>>2048996
We have something from the redcloak gang that we don't from any organized crime: loyalty. That being said, if we banded up together with other gangs of the downtrodden and oppressed then no doubt we will be a force to be reckoned with. We play on the ogliarchal and exploitative nature of Dis's caste system. The people who are FORCED into debt, the homeless and abused. Perhaps we can write propaganda pamphlets for the Wheel God and how the rulers of the city used his destruction as an excuse to seize and take Dis unjustly. Turning it from a free city into their own playground.
>>
>>2049020
>>The Lamp can also be used passively to empower wicks and other Flame Rite implements. This does not burn Orion or even require the Lamp to be unwrapped but it does not recharge the wick either, merely grants it the ability to always produce powerful true flame.
None of this implies success for neophytes at lighting sparks.
>Also I don't get your fixation on working with organized crime. I feel like you're the guy who keeps suggesting it over and over again but I could be wrong
You're not wrong. The fixation is that they're exactly what we need. They know how to avoid notice, they know who to bribe, who to talk to and who to avoid. We're criminals now, we're going to be hunted. That's their life.

>>2049052
>We have something from the redcloak gang that we don't from any organized crime: loyalty.
You're not wrong, but now that the Green Fire Consortium is down? We can basically print money as we supply fire.
>>
>>2049052
This is Dis. They purposefully outlawed things that can produce true flame. It isnt the outside world or one of the small villages. Stop being stupid. It makes no sense to lug a bunch of guns out of the tower when we could probably find something much more useful to us.
>>
>>2049121
Clearly not if we know where to look! Do you remember our meeting with the inspector? He had tons of gunpowder. There must be storage somewhere, not to mention possibly places where he got it from. I am also very confident with the possibilities of a black market for this stuff if all the stories of crazy shady shit that goes on here is true. If we honestly can't do anything, antique rifles will sell for private collectors and stuff.
>>
>>2048987
>>2049067
Nigga we aren't criminals we're goddammit terrorists. Hitler Osama Oklahoma Bomber all rolled into one. We are bad for fucking business which the number one thing organized crime hates.

Maybe we could have used them up until we destroyed the consortium, but now? Nope.
>>
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>>2050156
Nuh uh. We're FREEDOM FIGHTERS ok? Ok. Fine, at the very least we will be very good customers for whatever military supplies they are willing to offer. Plus, if organized crime isn't on our boat, recruiting and allying with local brawlers and gangs who hate the authorities and want a better life will be just fine.

Pic kinda related.
>>
>>2050212
You realize that means dealing with Witches right?
>>
>>2050307
Yes. We politely decline witches from joining our org. unless they prove to themselves that they have renounced their ways. Kill a police man or something I dunno yet. Some sort of hazing ritual, but either way a witch who helps bring down the fall of the Seven Sinners is good enough for me. In the end, we're assembling the Wheel God and they'll all be branded or dead anyways. Praise the sun.
>>
Speculation: the seven sinner may be built around the seven deadly sins, which should help inform our actions against them. The Iron Duke was pride, I'd say.
>>
>Investigate pretty much everything..
>Stoke the forge and attend to yourself.
>Loot.
>Look for a way out.

You crowd the pain out of your head with thoughts as best as you are able, namely on just what you are going to do next. Surely nothing else can come for you just yet. How long do you have before the absences of those two imps is considered unusual?
Moving cautiously in order to stop the burn on your back from splitting open again, you lift the broken halberd just as its flames finally go out. You reach up and jam it between the handles of the massive door so that it would serve as an impromptu bar against anyone trying to push it open from outside.

Now, where to start?

First you wander over to the desk in the middle of the central room, the large metal edifice clearly built for someone of the Duke’s proportions. There’s no chair behind it, perhaps he never used one, but the drawers are stuffed full of ancient paperwork. Your vision is still hopelessly blurred so you have to take a moment here to lean up against the desk and take off your helmet. The papers swim into vision as you rub your eyes clean.
You can’t find anything relevant there, just sales reports and temperature records but you grab a small stack of it anyway. You can make a more detailed study of them later but as it stands now, there’s no way you can go through all of these here.

As you pass around behind the desk, you stop before the broken window again and gaze up at the broken sun one more time before leaving a bloody handprint on the bottom of the sill.

The bedroom is next, the bed and the furniture all sealed up beneath white sheets to prevent dust from gathering. Odd that the collection room is regularly cleaned but this one needs these. You suppose the large double poster bed in the center of the room is technically big enough to accomodate the Iron Duke if he curls up but even so, it would surely collapse beneath his weight. So what then, is the point of all this? Why keep this room in his personal quarters?

But how personal is it really? As far as you can tell the Duke didn’t really leave his workshop down in the tower’s basement. Couldn’t, not for more than ten minutes before production would grind to a halt. It could have been years since the last time he was personally here. In that case you should stop thinking of this place as an office as much and more of a mausoleum of sorts. Everything here belongs to the Duke but none of it is anything that was relevant to his actual life by the time he died.

1/3
>>
>>2050393
The bedroom still makes no sense however. The ceiling and the doorways are all still enormous so this room couldn’t have built before his transformation, it was clearly made with his metallic form in mind save for the part where this room serves absolutely no function for said form. You can believe that, if the Duke ever possessed something as idle as spare time, that he may have worked a forge or admired his own collections. You can’t believe that he slept.
You flick through the rest of the shrouded furniture and find it to be nothing more than a few little couches and chairs, all of which are human-sized and unused. There is also a cabinet but it is empty. There is nothing useful to you here.

The forge is of considerably more interest however, more particularly the firepit in the very center. It is dark and empty now but you can see the glint of something silver set into the very base of it all. It’s another of those large rings, the same that was looped around the shard while it was imprisoned. You crouch down in the middle of the pit and try to pull it free but you can’t muster the strength to do so. It’s set directly into the bottom.
You may not be able to pull it free but you can surmise its purpose all the same.Did this forge ever hold the shard? Was it just designed with the capability but never did? This room is nowhere near as secure as the containment sphere and not capable of holding and smothering the constant heat like it was. It seems strange that the Duke would make as many precautions as he did with where he put the shard and then make a secondary location that lacked all of those.

While the ultimate purpose of the forge is unknown to you, it will still be quite helpful. You find the bellows and, being careful not to exert yourself too much, get to work blowing sparks over oil-doused wood. It only takes a few minutes before you get a small fire going but that’s more than enough. A fire is all you need. You plunge your hand into the middle of it.

>Wick: 5/5

>Wick: 0/5

You call upon another Benediction of Relief and invoke it upon yourself, letting all the warmth and power of the flame be carried into you to fuel your aching and broken body. It won’t help you immediately but you shouldn’t be in any danger now. The pain flickers and fades away.

With nothing more left to do in the forge, you find yourself back in the collection again. Taking care not to leave too much blood here, you grab as many more halberds as you can reach and bundle them together under your arm. You also grab hold of several rifles and hold them in much the same way together with them. They might be useless to you right now but they will not always remain such, not when you have so many people who could use them.

2/3
>>
>>2050398
As you inspect the weapons, you hear a thump from outside the main door. What? Is someone here already? What are you meant to do now, you haven’t found a way out! You’re under no illusions about what will happen if you keep on fighting.

With nothing else to do, you drag yourself over to the large painting on the wall. It’s so much cruder than all the rest and is the only one with the safes and lockboxes cleared in such a manner that someone the size of the Duke may stand before it. You’ve been suspicious of it since you first saw it and with someone or something banging against the door you have no reason not to try it!

You stare up at it for a moment, at the childlike impression of a bright blue sky shining above a barren concrete plain. A vision of the world that hasn’t been true for decades now. For what purpose would it be here? You grab hold of the bottom of the frame and lift it just a few inches away from the wall.
And there it is. A circular hole cut straight through the wall behind it, big enough that something much larger than a human could crawl through if it truly wanted to. But where it leads is dark and you cannot know where.

The noises outside the door grow louder. Either you must take this journey into the unknown or else you must remain behind and be taken by whatever that is. Scarcely a choice!

By the time whatever it is forces its way into the office, you are gone and the painting is sitting back unmoving upon the wall.

The tunnel beyond is dark and you can barely see your hand when it is passed inches before your own face but you keep on regardless, following it until it widens out and you run into what feels to be some sort of table. Your hands scrabble upon it for a moment but find nothing that you can identify. There are objects upon it but none you can discern the identity of through touch alone.
You continue past the table only to find nothing but wall beyond it. You check in every direction but there’s no mistaking it. This is no tunnel, not one that leads anywhere else anyway! This is nothing but a single room hidden behind here, a dead end and oubliette!

You freeze as you hear something pacing in the offices outside. Should they know of the painting, you are trapped.


>Wait back in the tunnel just before the painting, ready to ambush and strike should anything come in.

>Go very still and make no sound whatsoever until it is silent once more.

>They can’t find you. You should take this time to remain calm and meditate upon your wick.

>Other (Specify)
>>
>>2050404

>They can’t find you. You should take this time to remain calm and meditate upon your wick.
>>
>>2050404
>They can’t find you. You should take this time to remain calm and meditate upon your wick.

Also I really want to know what's going on in this room and if we can get some wick back we can light a little flame.

Though we do appear to be stuck in here, and since we bared the door they know we're hiding.
>>
>>2050404
>>They can’t find you. You should take this time to remain calm and meditate upon your wick.
>>
>>2050404
Meditate.
>>2050434
We have a bloody handprint on the sill so maybe not. But for sure we should've gone in here first instead of fighting those imps.
>>
>>2050450
It's a steep drop though, right? I doubt they think we can fly
>>
>>2050404
>They can’t find you. You should take this time to remain calm and meditate upon your wick.
>>
>>2050404
>Go very still and make no sound whatsoever until it is silent once more.
>>
Oh whoops, I was a little out of it for a bit. Vote called, writing.
>>
So I'm going way out on a limb here but based on the rules of foreshadowing I feel like this is Agatha who has a runesword and a fancy glove from the dukes private collection.
>>
>>2050736
Surely, she's already dead? Maybe she's behind the painting, with us.
>>
>They can’t find you. You should take this time to remain calm and meditate upon your wick.

There’s no denying it, you’ve walked yourself right into a trap. A lightless hole where you have nowhere left to run and no ability left to fight. And why should you fight? The battle with the Iron Duke is still fresh in your mind. Why do you have to do so much right after you finally managed to lay him low? Wasn’t he enough?

Fortunately this doesn’t have to be as bad as it looks. Whoever your pursuers are, there’s no guarantee that they know about this secret room! If you just keep calm and quiet it’s entirely possible that they might just pass you over. Who, upon pursuing a dangerous man to the highest offices in the Consortium, would think to check behind a painting?

You try not to think about the fact that you did just that. Surely they’ll have more to do than examine art. Assuming that this room is indeed a secret, that is. If it’s widely known than you may be in trouble.

But regardless of what the answer is, the situation has fallen entirely out of your control. Worrying about it now accomplishes nothing. All you can do is ready yourself for whatever may come.

You slowly sink into a seated position, legs crossed and wick spread across your knees. You center yourself and focus on the flame within. This will take some time but you have no issue with that. You’re waiting your chasers out after all and your body is still on the mend. There’s naught to do but to ponder the Flame Internal.

>Roll 1d6. The highest of the first three is the amount of Wick that Orion shall regain.
>>
Rolled 4 (1d6)

>>2050749
>>
Rolled 3 (1d6)

A sexy roll.

And by that, I mean one with sex. Six. Fuck it.
>>
Rolled 4 (1d6)

>>2050749
>>
>4

Noted. Man it's been a long time since I've called for a meditation roll!
>>
>4

The minutes slide by in the darkness and your meditation goes undisturbed. The sounds outside strengthen and then slowly fade, people passing through and then eventually leaving elsewhere. Guided by the Benediction you laid upon yourself with the forge, your body slowly knits itself back together as best as it is able. And deep within yourself, the embers stir once more.

>Wick: 5/10

>Spark: 4/8

It feels more invigorating than usual. Perhaps because it has been so long since you had been so thoroughly run out of flame like that, pushed to the very last cinders of the soul. You could have easily died so many times. But now here in the dark, you are reignited.

At least an hour passes before your eyes snap open, dangerously close to having fallen asleep. You must admit that the notion bears a strange temptation. There is a weariness as deep as your bones that you can’t quite seem to shake.

You can hear nothing from the outside. Could it now be time for the final part of your escape?


>Make sure nobody is outside and then leave, spoils in hand.

>Dump the weapons. They might slow you down.

>You’re not going anywhere just yet. Spend a Wick to light a flame and investigate this secret room first.

>Other (Specify)
>>
>>2050787
Very carefully, very quietly, poke a teeny tiny hole in the painting big enough to peek through look through it.
>>
>>2050787
>You’re not going anywhere just yet. Spend a Wick to light a flame and investigate this secret room first.
>>
>>2050787

>>2050796
Seconding
>>
>>2050787
Make sure nobody's outside. If not, retrieve the green flame lantern and use it to investigate this hidden room
>>
>>2050803
So >>2050796
basically? Right? Riiight?
>>
>>2050787
>You’re not going anywhere just yet. Spend a Wick to light a flame and investigate this secret room first.

It's a secret room in the office of one of the (formerly) most powerful men in the world, how can we not?
>>
>>2050787
>>You’re not going anywhere just yet. Spend a Wick to light a flame and investigate this secret room first.
>>
>>2050787
>You’re not going anywhere just yet. Spend a Wick to light a flame and investigate this secret room first.
>>
Vote called. Writing.
>>
>You’re not going anywhere just yet. Spend a Wick to light a flame and investigate this secret room first.

You stand slowly, running your wick along the ground beside you as you do so. It flares to life, the firebrand at the tip bursting into a small yet bright flame as you raise it up.

Wick: 4/10

The first thing you see is a candlestick sitting on the table right in front of you, just in front of your face the entire time. It still has candles in it, no less! You touch the flame to all three of them to provide an illumination not dependent on your wick.

You find yourself standing in a small room, narrow and cylindrical with a very tall ceiling. The walls are all stone save for the roof which is a solid cap of steel with a grate in one high corner. That must be how the air is getting in! You’re not sure what need the Duke would have for such a vent however.

Though that can be surely said about everything in this little hidden room. Nothing here looks particularly valuable or essential, especially nothing that would warrant hiding away in secret. The room is mostly taken up by by the table you had walked into and its surface is crowded with dusty memorabilia of no great purpose.

A silver candlestick, now burning bright once more. An ornamental lantern not unlike those you saw piled up down in the Sun Temple, decorated with a familiar sigil: a wheel whose spokes spread beyond its bounds and encompass the world. It is broken. A few scattered coins similar to the ones the Tangle doctor gave you save they are made of steel rather than gold and most of them are scorched black and warped. A loose pile of unwound linen bandages, dusty but clean. Beside them is a folded robe of a burnt umber sunset colour, the kind of thin gown you might wear over other clothes. After shaking it out and inspecting it, you come to the conclusion that whoever once wore this must have been quite small.

Your attention is next drawn to a small sheathe of old paper, bound poorly into a small leather ledger and tucked away between its empty pages. You pull them out in no particular order and inspect them.

A map of someplace unknown to you, laid out in a series of concentric circles connected together with a dozen different squirming passages. The drawing looks faded and older than the paper it is inked on, some sort of tracing or reconstruction from some place even older. A red line has been drawn through one particular passage, tracing a path all to the way to the centre.

A page that seems to be nothing but several dozen attempts at drawing the Consortium’s logo. Each is slightly distinct and different from one another. If it holds any secrets, you cannot see them.

A small letter, inked out in exquisite looped handwriting. It reads as follows:

1/3
>>
>>2051167
Marcel

The Senate has approved the Act, though there is some small dispute over the name. Do you have any preference towards ‘Safe Burn’ or ‘Safe Flame’? It sounds trite but n such matters is policy decided. I expect the usual payment.

Agatha


A set of detailed schematics for one of the metal men of the Second Age, one which the barely legible title proudly proclaims as ‘one of the mighty seven paladins of the Dominion’. Someone has gone over it and heavily vetted the design with a thick black pen. No, make that two someones. There is a great difference of handwriting at play here, with most of the comments and corrections done by someone with an elegant script, despite its mostly derogatory content. The other person’s writing is thinner and shakier and mostly be signs of approval or, much more occasionally, disapproval at the other writer’s ideas for improvement.
The actual content of this stuff is beyond you however, you know not how such machines work.

Another letter, written by the same person as the first.

Marcel

The Senate is ruminating on adding you as a signatory to the Collective Public Order Act, as per the amendment you petitioned for. The outcome is not yet entirely certain but I have every faith that you shall be approved, considering your public works. I expect the usual payment.

Agatha

Post-script: Incidentally, I do not believe the others will be happy with this! I, of course, have no opinion in either direction but some of the other five may resent this.


Having looked through the papers, you find your eyes briefly drawn to a small stick leaning up against the table leg. It is crude but it is straight, firm and has a solid handle still. It’s obviously a walking stick of some sort and you can probably guess who for.

Sitting on the table, almost unnoticed next to everything else, is a thick scale that appears to have fallen from some great serpent or beast. It is singed on one side.

Beneath the table, and you almost miss this, is a sealed envelope lying on the ground. You could almost believe that you knocked it over just before but it leaves a visible shape in the dust on the floor when you pick it up. It has been clearly down here for some time and apparently unopened all this time.

You open it. Inside is a thin steel chain with a small pendant attached to it, a little gold-painted wheel. Enclosed with it is a letter in what is now a familiar handwriting.

Did you forget this? Maria and Rene both claim otherwise. At times, I must confess that it feels like I am the only one making the effort to keep us all informed and together. Your attitude has also become most unwelcome and your recent letter even more so. I do not do this to lend you a podium to pontificate upon! Perhaps I shall the demonstrate the “cursed frailty of humanity” to you myself someday, should you ever leave your workshop again.

Congratulations on your new tower.


2/3
>>
>>2051171
Other than that, the room seems empty. You’re not really sure if you’ve learned anything of value or if anything here is worth taking.


>Leave back through the way you came. You’re feeling better now.

>Stab a small hole through the painting so that you may properly inspect the room beyond first.

>Try to see if you can find a way to exit through that mysterious vent.

>Take something (Specify)

>Other (Specify)
>>
>>2051173
>>Stab a small hole through the painting so that you may properly inspect the room beyond first.
>>
>>2051173
>Stab a small hole through the painting so that you may properly inspect the room beyond first.
>>
>>2051167
Oh yeah and take the map.
>>
>>2051173
>Try to see if you can find a way to exit through that mysterious vent.
Vent means open air
>>
>>2051173
Take the map, the scale, and the pendant.
>Try to see if you can find a way to exit through that mysterious vent.
>>
>>2051173

>Stab a small hole through the painting so that you may properly inspect the room beyond first.

>Take something (Specify)
The map, the scale, the pendant
>>
So this person, Marcel, is no doubt an important figure of Dis in the past. She was a signatory of a law so if we can ask some bureaucrat or go to some library, we will surely find something.
>>
>>2051278
Marcel is the duke.

You need to worry about Agatha.
>>
>>2050378
I'll keep this theory in mind.
>>
>>2050378
He was driven more by fear of death than anything though
>>
>>2051278
Marcel is a guys name
>>
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43 KB JPG
>>2051292
Ay Dios mio I'm stupid.
Do ya think Agatha is the golem witch then?
>>
Vote called. Writing.
>>
>>2051321
Unlikely. She seems to have a poor opinion of her fellows even before the started getting drunk on power. She'd be unlikely to try and keep everyone connected.
>>
>Stab a small hole through the painting so that you may properly inspect the room beyond first.

You’re tempted to try and climb up towards the vent but you decide you’d rather not when you may yet have an easier way out. You’ll go out the way you came in, through the painting. And while it may have finally fallen silent outside, you’re not taking any chances. Especially not considering how this day has gone thus far.

You pick up the little map, the burned scale and the steel pendant before you walk back out into the little tunnel between this forgotten room and the back of the painting. You’re still dragging the weapons with you and it’s easy to use the tip of a halberd to poke a small hole right through the back of the painting, one just large enough to look through. With this you can inspect the room beyond before simply embarking blindly.

The offices beyond are in a state of disarray, even more so than they had been before. Things have been strewn about and the large desk in the central chamber has been overturned, papers spilling out of it in an untidy heap. Did they suspect you to have some purpose with it?
Regardless, it now seems empty. You are free to go.

You push the painting away from the wall and slowly slide out, doing your best to make no noise as you place both feet firmly upon the ground and descend. It is only after you are pushing the painting back into place that you see the shadow.

Out in the central office, right by the trough of green fire, there is a shadow upon the ground as if it was cast by someone standing with their back to the flames. But nobody is standing there, the shadow is simply lingering there on the ground all by itself. You almost didn’t see it!

You do your best to step quietly through the collection room, forever unsure just which direction the Shade is looking. Seems like that armoured witch from before might have left her shadow behind to act as a sentry in her place!


>Try to sneak past it. Shades are rarely sentries for a reason.

>Attack it! The witch will know when it dies but you’d rather not be assaulted by it.

>Just set yourself on fire and ignore it. It can’t hurt you then.

>Other (Specify)
>>
>>2051399
>Try to sneak past it. Shades are rarely sentries for a reason.
>>
>>2051399
>Go back to the secret passage and try the vent. You'll probably have to abandon the bigger weapons, but there's hardly a quiet venue to escape from.
>>
>>2051399
>>Try to sneak past it. Shades are rarely sentries for a reason.
>>
>>2051399
What bigger weapons are ya talking about Ouro?
>>
>>2051440
I don't know what you are referring to.
>>
>>2051440
if you're talking to me, we ARE carrying a huge sheaf of polearms.

I mean, armor in a vent is going to be plenty noisy by itself, but still.

>>2051480
Can shades react to noise?
>>
>>2051321
Isn't Agatha too nice to be the Golemist?
>>
>>2051485
Yes.
>>
>>2051321
I'm thinking Agatha is ANOTHER sinner lamplighter, who is the actual "maybe could be a good guy nah let's kill her"
>>
>>2051399
>>Try to sneak past it. Shades are rarely sentries for a reason.
>>
>>2051480
You said that if we went through the vent, we would've had to lose several weapons. What are those weapons exactly?
>>
>>2051500
no, I said that
>>
>>2051500
That was a write-in, not an option I included.
>>
>>2051517
So...if we went through the vent, we don't have to lose the weapons at all? If that is the case:
>Go through the vent.
else
>Try to sneak past it. Shades are rarely sentries for a reason.
>>
>Try to sneak past it. Shades are rarely sentries for a reason.

This shouldn’t be an insurmountable issue. Shades are rarely sentries for a reason. As far as you’ve ever been able to tell, they have no particularly keen senses or indeed, anything that makes them better than just a plain human sentry. As far as witch familiars go, they only ever seem to be used for violence. The witch probably just left it here because Consortium security must be feeling very understaffed at the moment.
What did she think someone would do? Just walk into it?

All you need to do is get through the collection room, edge your way past it through the main office and then squeeze through the ajar set of doors back to the atrium. And if that fails you may need to resort to more brutish measures.

>Roll 1d6. The first 3 shall be used for Orion’s roll.
>This is a multi-difficulty roll. The first two stages have a +1 modifier while the final stage has a -1. A 6 in either of the first two stages adds +1 to the last one, your final escape out of the room.
>>
Rolled 3 (1d6)

Dame mas uno
>>
Rolled 1 (1d6)

>>2051552
>>
Rolled 6 (1d6)

>>2051552
>>
>4, 1, 5

Noted.
>>
>>2051577
Isn't it 4 2 5?
>>
>>2051582
Ones can't be boosted.
>>
>>2051582
Ones can't be boosted. That's actually the only difference between a 1 and a 2, they're both usually failures of the same degree.
>>
>4, 1, 5

You make it past the lockboxes easily enough but the instant you set foot in the main office the shadow contorts, spiralling itself around! For a moment freeze, wondering whether the Shade actually saw you but the instant it starts to flow across the floor you know it has.

How? What did you do to draw its attention? You may never know. You run across the room and manage to reach the doors before the Shade attacks, running onto the stairs and slamming the doors shut behind you!

Unfortunately that doesn’t do a lot to stop a Shade. You’re halfway down the stairs to the atrium below when you see it slip underneath the closed doors as easily as you might make it through an open one. By the time you’ve reached the bottom it’s already flowing down the banister towards you and it’s only getting faster!
Your armour won’t do you any good here!


>The best defense against a Shade is a good offense. Burn it to nothing before it can so much as strike you!

>Self-Ignite! The Shade won’t be able to touch you and you’ll easily make your escape.

>Just run for the elevator. You’re sure you can outpace it.

>As shadows, Shades usually need the medium of a surface they are projected on to move. Cutting the banister in half should slow it a little.

>Other (Specify)
>>
>>2051614
>The best defense against a Shade is a good offense. Burn it to nothing before it can so much as strike you!
>>
>>2051614
>>Self-Ignite! The Shade won’t be able to touch you and you’ll easily make your escape.
sheesh, I hope shades are really bad at sounding the alarm
>>
>>2051614
>>As shadows, Shades usually need the medium of a surface they are projected on to move. Cutting the banister in half should slow it a little.
>>Other (Specify)
>Trap it on the banister.
>>
>>2051614
>Self-Ignite! The Shade won’t be able to touch you and you’ll easily make your escape.

This but right before it grabs us. Then we grab it!
>>
If it requires a continuous surface, we can cut one end of the banister and set the other end on fire. It'll die eventually, but we can get away before it does.
>>
>>2051614
>The best defense against a Shade is a good offense. Burn it to nothing before it can so much as strike you!
>>
Now that we're rolling constantly I can't help but think an 1/6 probability of a critfail is a bit too much.
>>
>>2051614
>The best defense against a Shade is a good offense. Burn it to nothing before it can so much as strike you!
Oops I fell asleep. Sorry Ouro.
>>
>>2051744
It's not always though, it depends on what we're doing
>>
>>2051614
>>The best defense against a Shade is a good offense. Burn it to nothing before it can so much as strike you!

We are the worst at escaping I swear
>>
Can we please just try to trap it? It can only go over the surface it's on, if we make it so it can't traverse the banister in either direction, it will be trapped. Its death won't alert the witch and it won't be able to go alert her.

Killing it or blocking it will alert the witch. Trapping the shade won't.
>>
>>2051844
Yeah alright we can try.

Changing to this.

But if that fails,
>>The best defense against a Shade is a good offense. Burn it to nothing before it can so much as strike you!
>>
Seriously. We've got four voting to kill it, ignoring the fact that the witch stationed it upstairs. She knows exactly where she left it, and will know exactly the moment it dies exactly where we are. Then she can send her four imps and more right to us.
>>
>>2051614
>As shadows, Shades usually need the medium of a surface they are projected on to move. Cutting the banister in half should slow it a little.
>>
Burn it x3
Self ignite x2
Trap on banister x2
Cut banoster x1
>>
>>2051614
>As shadows, Shades usually need the medium of a surface they are projected on to move. Cutting the banister in half should slow it a little.
Actually instead of cutting it why don't we set part of the banister on fire?
>>
>>2050156
>Nigga we aren't criminals we're goddammit terrorists. Hitler Osama Oklahoma Bomber all rolled into one. We are bad for fucking business which the number one thing organized crime hates.
>Maybe we could have used them up until we destroyed the consortium, but now? Nope.
Guess we better get our fans to figure out how to quietly sell real fire.

How are we going to leave this fortress, anyway? We seem a bit stuck.
>>
>>2052338
Actually instead of cutting it why don't we set part of the banister on fire?
I personally like the idea of cutting one end of the banister and setting the other end on fire. It'll kill the shade on a delay, giving the witch a false idea of where we are.
>>
>>2051844
How would we be able to cut the banister on both sides of it? Think about it dude, that makes no sense. It's behind us and we're running away from it. It's already trapped because the only thing above it is the top floor of the building we're in.
>>
>>2052389
>How would we be able to cut the banister on both sides of it?
Cut the side of the banister we're on, magically set the far end on fire.
>>
>>2052389
>>2052410
Or do a Hide the Fire on the banister next to us, and then lead it down a bit more and cut.
>>
>>2052410
It anything we should keep the fire between us and the shadow. It'd be a much stronger barrier than just cutting the banister.
>>
>>2052486
True. Would likely work better. Might kill the shade faster. Fire goes up faster than down.
>>
>>2052512
I'm less worried about killing the shade than just getting away from it. I'm not really sure how shades work but some people seem to think the witch will know if we kill it. We need a bestiary pastebin or something
>>
>>2052512
Also it's not like the shade is gonna just throw itself into the fire. The only way it would die is if we delayed the flame until right when the shade passes over it
>>
>>2052524
>I'm not really sure how shades work but some people seem to think the witch will know if we kill it.
Ouro explicitly said in >>2051399 (>>Attack it! The witch will know when it dies but you’d rather not be assaulted by it.) that the witch will know when it dies. And since the witch knows where she stationed it...

>>2052531
>The only way it would die is if we delayed the flame until right when the shade passes over it
I figure that the banister is wood, so it will burn. Fire spreads, especially upwards. The fire under the shade will head back up, backing the shard into the upper flame. It will die when it runs out of space.
>>
>>2052542
I don't think it's completely trapped on the banister. It had to leave the floor to get up on the banister so can travel between different surfaces.
>>
>>2052551
>I don't think it's completely trapped on the banister. It had to leave the floor to get up on the banister so can travel between different surfaces.
If it were that easy to just head to the stairs from the banister, cutting the banister would help much. I think the banister is only attached on either end on the stairs, so cutting it would make it have to go all the way back to the beginning to head down the stairs. So putting a fire/crack on either end of it should trap it.
>>
>>2052542
If we set ourselves on fire it can't catch us either.
>>
>>2051744
I actually agree in a sense. I will reiterate that the consequences of a 1 are the same as that of a 1 so it's not really a 'crit' but I do agree that I've been asking for rolls a bit too much lately.
Though I will say there's nothing particularly mechanically terrible as a 1 on a Collective Effort Roll really.

Anyway, vote called. Writing.
>>
>>2053263
>there's nothing particularly mechanically terrible as a 1 on a Collective Effort Roll
...That should be 'about]/i] a 1', not 'as a 1'. Changes the whole meaning.
>>
>Try to use the banister to trap or at least delay it.

You swivel as you reach the bottom of the stair, driving your hand into the wall to kill your momentum as you turn around. The Shade is racing down the handrail towards you, having flowed up onto it at the top of the stair.

With your time rapidly running out, you react without thinking. You drop the weapons you had been carrying and draw your runesword. You swing it down right in front of the shadow, slicing through the banister with the sound of splintered wood! You pull your sword back just before the Shade reaches the end of the broken railing, preventing it from passing onto the flat of the blade just in time.

Fortunately this banister is connected to the stair itself only at the top and the bottom so if the Shade wants to pursue you further, it’ll have to double-back all the way up to the top! It had probably taken the banister in the first place to save time since you know from experience that they don’t enjoy staircases. While it might be a simple geometry for a human or a witch or indeed, any proper solid being, the fact that a shadow has to flow along both the vertical and horizontal parts of a staircase means they effectively double the distance for it. And so it had taken to the banister and in doing so, made itself vulnerable!

And why slow it down when you can use this to trap it entirely?

The shadow recoils, claws flashing but you’re already swinging your wick out in front of it! The long handle of the lamplighter’s wick, meant to allow access to even the tallest lamp-post, serves just as well in letting you jab it into the banister just ahead of the shadow.

>Wick: 3/10

The wooden railing bursts into fire and while it doesn’t topple the banister, it does one better. Simple making another cut would result in the whole length falling to the ground and freeing the Shade. But no Shade can stand the touch of flame, it and the light it gives off destroys them!
It’s distasteful to let such a monster live but at times like this, practicality is a virtue all by itself. The witch or imp who left this here will feel its death immediately. Shades can be recreated too, grown back by a witch as soon as their own shadow eventually reforms. So you’re not exactly forfeiting a great victory against the dark by not banishing it here and now anyway.

The Shade lashes out with its claws in a blind frenzy but that’ll do it no good. Shades can travel along anything but they can only ‘touch’ living flesh. What made them so effective at sinking past the armour of Lamplighters in the past in turn prevents it from slicing up the banister and freeing itself.

There’s no denying that the flame will eventually spread and burn it to death but hopefully you’ll be long gone by then. Now then, how are you going to get out here?

1/2
>>
>>2053358

>Take the elevator. Speed is of importance.

>Take the stairs. There’ll be a window somewhere along a stairwell with a nearby street, surely.

>Other (Specify)
>>
>>2053361
>>Take the elevator. Speed is of importance.
go below. fire cannot harm us.
>>
>>2053361
>Take the stairs. There’ll be a window somewhere along a stairwell with a nearby street, surely.
>>
>>2053361
>Take the elevator. Speed is of importance.
>>
>>2053361
>Take the elevator. Speed is of importance.
>>
>>2053361
>Take the elevator. Speed is of importance.

We've been stuck in this damn place long enough
>>
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683 KB
683 KB JPG
Vote called. Writing!
>>
>>2053465
I really like the art for this quest.
>>
>>2053513
I started following this quest because the title image was so comfy
>>
>>2053513
If you mean the title arts, you can thank Cegremo for those! He did them unasked for as well, since my own attempts at graphic design is such a well-documented failure. You should be telling him instead of me, should he ever run again.
>>
>Take the elevator. Speed is of importance.

You call the elevator and get into the thankfully empty cage. While it’s tempting to take the stairs, you’d wager that speed is the most important factor here. You don’t know where the search to find you has moved onto but you want to get out before it comes back or the Shade burns to death.

Heading down through the main entrance is obviously a mistake, you won’t even bother weighing the consequences of that up. But going back down in the lower entrances closer to the Firecrafting Works is probably a bad idea too, there’ll be far too many people there. Your best bet with the elevator is likely Shipments then, through the same broken portcullis you entered!

It may be that you’ve fooled them into thinking you’ve already escaped somehow and in any case, how many people would be still be stationed at the broken shipping vent to Greenside? Anyone in Shipments is likely several floors below and dealing with the aftermath of the fire.

As you are pondering this, the elevator draws to a stop several floors above Shipments! You freeze as the doors open and a young man wearing the armour and green tabard of Consortium security but with his helmet off steps in and selects the top level of the Firecrafting Works.

“Rough day isn’t it?” he says as the elevator doors close again, not really looking at you beyond a glance. “What are all those halberds for?”

The moment the elevator begins to move again, you grab him by the head and slam his face into the wall three times and then, a few moments later, twice more for good measure.

By the time the elevator opens in that old concrete hallway that lead to the Greenside shipping vent, you are wearing the green tabard over your armour and the man is collapsed upon the floor by your feet. You didn’t kill him. You could have but you didn’t. Enough human blood has been spilled today.

You walk down the corridor with stolen weapons still in your hands, surprising the two guards stationed on the bridge just outside the cloven portcullis. Fortunately you’re just too damn tired to really react in an incriminating fashion.

“Evening boys,” you say, keeping your voice raspy to try and hide your accent. “Sorry, coming through, got to move these out to one of the warehouses because of all..all that.”

“Sure. Are you alright? What’s with all that blood?”

You just shake your head.
“It’s not mine. I was done in the Firecrafting Works beforehand. Just wait for me alright, I’ll be back in a few minutes to get more.”

He gives you a sympathetic nod and with that, you are out! You walk past the two guards too quickly for them to really notice the discrepancies with your armour. The other one eventually shouts something after you but by that point it is too late, you have already dissolved into the crowd of people gawking at the burned out ruins of Greenside.

1/2
>>
>>2053646
It’s about time something went your way.

You walk out of Greenside as quickly as you can, hoping not to get stopped by one of the many Blackcloaks sniffing around. But it seems that the lamp-post here is still lit and thus they have their work cut out for them, even with the fire mostly managed. From there it’s simple to duck into a relatively deserted alley and to lose the tabard, turning it inside out and bundling the bladed ends of the halberds inside it.
You’ll need to take this armour off as well at some point. It’s only gong to draw more and more attention as word gets out.

But where do you want to go first?


>Back to the Folly.

>To the Sun Temple in the Mazes.

>To your meeting place with the Redcloaks.

>You need to track down Beatrice and Abe as soon as possible.

>Other (Specify)
>>
>>2053656
>To your meeting place with the Redcloaks.
Drop off those weapons and encourage them with our victory. Then we'll track down Bea and Abe.
>>
>>2053656
>To your meeting place with the Redcloaks.
Did we only grab halberds? I would've liked some firearms as well.
>>
>>2053656
>To your meeting place with the Redcloaks.
The weapons and items we have need to be stored in a safe place before attempting to find Beatrice and Abe.
>>
>To your meeting place with the Redcloaks.

Much as I'd like to track down Beatrice and Abe, we need to meet with people who aren't in enemy hands first. The flame temple is probably under more scrutiny now too, if it isn't completely under surveillance.
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>>2053656
>>To your meeting place with the Redcloaks.
>>
Did we leave our helmet and breastplate up there?
>>
>>2053693
Nah they're bundled up as well.

>>2053778
Helmet no, breastplate yes. It was all fucked up.
>>
>>2053824
Damn, is there any benefits to runeplate that differs from regular breastplate?
>>
>>2053925
The biggest benefit of runeplate is that you can wear it all the time and sleep in it without any loss of comfort.

Anyway, vote called and writing. This'll be the last update of the thread!
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>>2053946
So we probably need to find a safehouse of some description then, since we can't just sleep in full armor anymore.
>>
>>2053925
Magical defensive runes I assume, probably some stuff to lower maintenance or weight. Also I think it helps block creatures of the dark, but I would love full confirmation on its actual specs from Ouro
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>>2053946
Hey, does Orion know anything about making rune plates?
>>
>>2054003
he knows that runepeople make them
>>
>>2054012
Rune people? So like specialized craftsmen? Do you think we can find some in Dis? Or is it a Lamplighter thing.
>>
>>2054025
It's a lamplighter thing. One of Orion's original char gen choices was to be a Runcrafter, I think was the official term?
>>
>>2054025
I feel like runes are the sun god version of earthsigns so there may be some overlap there
>>
>To your meeting place with the Redcloaks.

You spend some time wandering as your find your way back down into the Mazes beneath the relatively open canopy of streets and towers. It’s not as easy as simply heading down as you’d expect. You also don’t want to end up in the wrong section and accidentally get lose, as could happen to you very easily. Fortunately you are able to guide yourself to the tangle of bridges around the giant brick Folly before descending the last few sections and disembarking at the point where the Folly, still descending all the way to the earth, becomes one with the overgrown thicket of buildings.

You walk for a time on the very top street-layer, where the cloudy sky can still be seen in gap between the towers and their ‘branches’. Then you find a narrow stairway and join the queue of people slowly filing into it to descend into the Mazes proper. The Sun Temple should be around here somewhere and from there you should be able to find your way to where you met with Alex and the other Redcloaks.

As you walk down through the overcrowded urban strata you find another thought you had previously not considered enter your head. The distract is as claustrophobic as always, an ever-growing chaos where building and street have merged into one and in turn, have lost meaning, where the ceilings are just more layers paving over the top of you, where the only light is the shadowy green fire…
What are all these people going to do without the Consortium? You don’t even know how air gets down here but you know for sure that even the broken sun’s last glimmers would never shine upon this place. It’s underground, not buried in the actual earth but simply within the cityscape itself. As the supplies of green fire start to lessen, all those who could afford it will likely throttle what’s left of the supply for themselves. But those sort of people already live in the high towers, don’t they? They are free to enjoy the half-light of the sun they destroyed and the light of the red moon when it deigns to show its face.

But the people down here and in places like the Undertowns that you’ve never even visited, they will be the ones who need it most and yet be the ones least able to afford it when it skyrockets in price. When they are deprived of even the green flame, the Mazes and all the places like it will become cold and lightless catacombs.

You’d entertained the notion of Dis suffering without the green fire before but only in a triumphant way, planning to use the resultant chaos to your advantage. But even if they’ve kept the truth of what has happened wrapped up tight, that will only last so long and all these places will descend into horror.
1/2
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>>2054083
And what are you going to do about it? What can you do? You can make proper true flame but you are but one man and you are needed for much more important things. Will you light all the lamps in this begotten city? But even their light and warmth will not spread far down here in the clutter before getting blocked out by one wall or another. This place is practically all walls.

But not all who dwell down here will be hurt. The imps and ghouls and the other children of the darkness will no doubt prosper throughout the Mazes as the green flame burns down to cinders. After all, who must the primary consumer of the Consortium be? Humans. Plain ordinary humans who need both light and warmth to live. With your victory, you have destroyed the entity that, as blasphemous as it was, was the only remaining source of that for a huge amount of the people of Dis. The half-light will fade, shadows will lengthen and the grip the Old Powers of the Earth had upon Dis will only grow stronger.

Your mission has become more important than ever.
>>
And that is that for this thread! I'm not particularly happy with it myself, I was very sluggish this time around and let it drag considerably. Oh well.
I hope you all had fun anyway!

The thread has been archived and the date for the next one is yet undefined. Please check the twitter for notifications on that sort of stuff etc etc.

There will probably be two interludes capping this thread off but they won't be done until much later tonight.
>>
>>2054113
Thanks for running dude. You're singlehandedly restoring my faith in quests overall because your quest is so great. Thanks for coming back and running threads reliably.
>>
>>2054113
Thanks for running Ouro!
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>>2054113
Thanks for running! These last threads have been really great!
>>
>>2054113
Thanks Ouro!
>>
Propaganda ideas:
In big bold letters: THE LIGHT SAVES ALL!
In smaller text:
>"Those who live in the high towers enjoy the benefits of the light, but who will save the people who live in the dark? The wheel god protects all men under his radiance! Cast down the 7 sinners of Dis as his cause is your cause!"

Alternatively or next page:
>"Who broke the sun and ended the Golden Age of the Second Men? Where no one starved and lived in the street, where honest men didn't have to sell their families to pay off debt? Where minds of the world could think and live freely without repurcussion? It was the EARTH GODS. It was they who corrupted the innocent into witches and forced the Wheel God to enact retribution. In the end, it was they who prevented a new era of humanity to rise and for the violence to cease. The 7 sinners of Dis broke the Wheel God, but for what purpose? Dis is now trapped under the unrelenting dark and its citizens, humans and witches alike are slaves to the whims of the 7. NO LONGER. Even to those who have commited the most vile of sins, to even if one's heart wishes for things to change but cannot go back, KNOW THAT THERE IS NO GREATER SHOW OF FAITH THAN TO RETURN TO THE EMBRACE OF THE LORD. Rise up people of Dis and let the light be for all of humanity."

Feel free to add ideas, tell me what you think. Just discuss.
>>
>>2054645
I dunno, the path we're taking, we may as well simply burn down all who oppose us. More to show them just what they subjected everyone else to, than to ask them to atone for it.

Because if we really wanted them on our side, starting with the consortium was not really step 1.
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>>2054113
Thanks for running!
>>
>>2054645
>Flyers
Good, I like this! We'd need some blaming the Senate for the Safe Flame Act, forcing people to rely on the green fire, look how well that went. We'd need some straight-up xenophobic ones. Blaming the Dark Ones for destroying the Viridian Consortium, after all, they're the ones who profit.
Fear-mongering.
Ones calling upon those with strong Wicks to fight, giving directions for how to light Lamps or find people who can teach them.
>>
>>2054968
Can't we only light lamps because we're literally carrying around the sun with us? I don't think normal people, especially untrained, can manage it.
>>
>>2055097
Nope. Some other Lamplighters can. If we trained them, some percentage would be capable of producing True Flame. We just cheat, with the Lamp we have a 100% success rate.
>>
>>2055097
....a Lamplighter is so named because they LIGHT. LAMPS. You never needed the sun for that.

As for whether we can teach others to do so, that's still up in the air. It supposedly has a lot of ceremony, and I suspect it'll be harder than meditating to recharge your Wick.
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>>2055200
I think it was said that any Flame Artist could technically do it, and the Lamplighters used to be just some weird cult, but with fire dying out it's probably a lot harder without the sun.
>>
>>2055209
This is what I was getting at. I'm pretty sure it's been mentioned that normal people, even those inclined to the flame, struggle to make fire with the sun being dead.
>>
>the tip of the wick ignites with clean orange flame. True fire, a feat you doubt most Lamplighters would be able to pull off these days. Of course, you’re cheating in that regard.

>The susurrations of the crowd give way to an awed, almost horrified silence as one after the other, the lanterns fill with pure white light. This is no false green flame, nor is it the flickering embers that most people must make do with. This is true flame, drawn forth from the burden upon your back and for most people, a sight unheard of since the death of God.

>True Flame is a fire pure enough that it can replicate the effects of sunlight, albeit in a much smaller form.

This message is brought to you from Lamplighter Quest. If you enjoyed this thread, please upvote over at http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Lamplighter%20Quest
>>
Where is Ouro? :(
>>
>>2061857
I decided to move the two planned Interludes to the start of the next thread.




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