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/qst/ - Quests


In Scrimshaw Mount, all graves are shallow. Even on the Promontory, where Nature, through the permutations of the Pattern had placed soil on the otherwise nude basalt of the Mount, the bone white stone was never more than a few feet down, commonly less than one. As such, getting graves to the standard depth of eight feet was simply not practical for those interned in the Mount's public burying grounds. But those that lived their lives and died their deaths on the Mount didn't take overmuch umbrage at their shallow graves. For both the practical and pious among them understood full well that under the panopticonical Gaze of the Patternmaker Above … all things are shallow.

Your name is Chlotsuintha, and you are in the process of steeling yourself – for at this very moment, you are slowly but inexorably following two sets of Strange footprints which lead straight through the front door of the public house you right outside of. On its own, there is an inherent danger to doing something like that, but here, there are two compounding factors. The first is that while two people with Strangeness on their boots have entered the public house, no one with Strangeness on their boots has left the public house – at least, not through this door. Now, it could be that the men who made these prints have left the place already. These prints could be days only by now – in fact, for all you know, these prints could have been made at different times. Maker’s Mercy, for all you know, they might have been made by the same man. On the other hand, it is just as likely that these prints belong to two different men, that these prints are fresh … and that they are still in there.

As alarming as all of that is, it is the second compounding factor that is fraying your nerves. The footprint, visible through your Strange-Scarification Glyph, is only partial – and there are only three possible ways that you would get a partial print. If the sole of the boot was shielded, if the sole of the boot was made from an inert material, and … if the sole had been incompletely Mitigated or Remediated.

>Previous threads:
>https://suptg.thisisnotatrueending.com/qstarchive.html?tags=Eternal%20Rome
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Of those three explanations, the only one that holds any water is the attempted Mitigation or Remediation. You just can’t shield boots like that, and it does not make any sense to make completely irregular portions of a sole of a boot out of an inert material like lead. So it seems that someone correctly deduced that the boots were Strange, at managed to at least knock down some of that Strangeness. To be sure, you don’t need the Mysterious Arts to Remediate or even Mitigate something – and people who do not have some equivalent to your Strange-Staining Glyph can correctly deduce that something is in fact Strange. Those poor, damned Coroners managed to do that, for all the good it did them.

Still …

Without even realizing it, you are turning to head into the public house. Upon realizing this, you hesitate for a moment … until you realize that even if those boots might have been too small for your father to have been the one wearing them, he has professional friends, living in Scrimshaw Mount. It is possible that one or both of these men could be one of them.

That is all it takes to settle it. You set your back to it and haul your cart up over the public houses stoop, and straight through its front doors. There is a bit of vestibule, so as long as no one comes in behind you, as long as you stay here, you figure that no one can see you. Immediately before you is a common dining room, larger but with notably fewer customers then there were at the Blue Boy. That suits you fine though, just fine! You don’t even want to think about how poorly things went there, not to mention how much worse things could have gone, for fear of distracting yourself. You can’t have that – and you cannot get complacent like you did back in the Blue Boy as well.

After a few solid seconds of agonizing over it, you decide that you better get a room before you continue to follow those footsteps. No matter what you do, you are going to attract a lot of attention, so it behooves you to establish your right to be here by taking a room for the night. More than that, if you were just to start wandering through this place with a creaky cart and alarmingly squeaky boots, you might get asked to leave for being a nuisance - or worse, they might call the Guard. Having settled on that, you turn to an even more pressing decision; should you arm yourself before setting foot in the common room? The sleeves of this dress are tight on your wrists, tight enough that concealing a blade in there would be difficult, if not impractical. Similarly, the Oilers that you are wearing have straps to keep them watertight, but that means that they are not particularly well suited for stashing knives in. The apron you are wearing does have pockets, but they have the opposite issue - they are large, and deep, to the point that you would have to fish around a bit for the pin-stiletto. Or your wand if you wanted to go that route.
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But setting aside how you would carry the fraying thing, there is the equally pressing question of how you are going to get your hands on it, as right now, it is buried somewhere, deep in the cart. No doubt, it would be much easier to just forget it ... but can you? For all you know, the two men that made those prints could be sitting in that room right now, and it is possible that they could have some means to 'see' Strangeness, either a Glyph like yours, or something like the hermaphrodites like the Inquisition uses.

And right now, you are still Strange.

If the roles were reversed, and you were in their shoes - or rather, their boots - and someone covered with Strangeness just strolled into the room you were in, you would be wondering if they were a Witch, or at least were in service of one. And you would be seriously considering making the first move. Now, there is a lot of conjecture here. First off, you don't know if they are even in the room. More than that, you don't know if they have anyway of detecting Strangeness. But are you willing to take those bets?

The floor creaks, and you damn near jump straight of your skin. Even once you realize that it was the floor above you, your heart doesn't stop hammering away. Fraying Hell, you need to calm down.

Deciding that you need to move now before you start making a scene here, you leave your knives and your wand where they lie. You are going to find the proprietor, or whoever is running the place, and you are going to have to weave some tall-tale, just like you did with the Cobbler. If it worked for you with him, then you have to believe that you can make it work for you here too. Of course, you were able to speak to the old man alone - which you cannot count on here. Would the Cobbler have still sold you those men's boots and stockings if there had been witnesses? Probably not ... but all you are doing here is just renting a room for the night - nothing scandalous or untoward, right? You take a series of deep breaths in an attempt to steady yourself, but to be quite honest, you don't find them particularly fortifying. The prospect of walking through the common room, potentially revealing yourself to the men who made those prints is simply too harrowing.

You take one last, longing look at the bundle on your hand-cart, right where you figure your knives are stowed, and for a second, you start to reconsider the whole thing … but before you can get yourself too far down that path, you shake yourself out of it. Straightening your back, and pushing your push-cart into motion, you head out of the vestibule and into the common dining room. As you had feared, you might as well have had a herald announce your presence with all of the ruckus your boots and the carts are making – squeaking and creaking respectively. And while you were spot on in your first impression of the room being mostly empty, right now, everyone in here is staring right at you.
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As much as you want to, you cannot allow yourself to advert your eyes and look at the floor – for fear that someone might think you were looking at the prints. So, trying your best to keep yourself from shivering, you force yourself to stare back. The first thing you notice is that the custom here looks notably rougher than it did at the Blue Boy. More than that, there does not seem to be a bard, or any sort of entertainment playing here, and there certainly isn't anyone that you would stake as a merchant, foreign or otherwise. If you had to guess, you would say that these men are all sailors of some stripe or another – save for the proprietor behind the counter, with the kitchen bustling behind his back. Besides him, none of them stand out in any particular way, though of the seven men here, you can see that four of them are sitting together.

Two pairs.

One by one, the men start to look away, until everyone but one of the pair in the back have returned to their meals. Pattern's Perdition, are those the men? You cannot see any footprints with Strange-Staining at the moment, but they are sitting well outside of the Scarification Glyph's range. If they had just walked to their seats along the back wall, or by another entrance ... it is possible. Neither of them has taken their eyes off of you, either. Fray it all, is that because you are staring at them like a struck veal-calf, or is it because they -

With a hearty thud, you smash your cart into an inconsiderately placed table, and once again, everyone in the room is looking at you. Your cheeks blazing red and feeling as if you are on the verge of tears, half out of fear and half out of embarrassment, you force yourself to look away.

You can still feel the room's eyes all over you though, making you feel naked and vulnerable. And of course, it is not just out of the fear that among these men there is someone who can 'see' the Strangeness by one means or another, there is also the concern that one of these presumed sailors has heard the description of the prowler that knocked down the Euthyphro and trussed her captain up like a pig. Still, you have to take what little heart you can - none of these men here have made a move against you. If they actually had recognized you for what you are - a Strange Witchlet and a thief (technically, a pirate) - then they would have set themselves upon you at the first opportunity, wouldn't they? No, no. As much as you wish it didn't, that rings hollow. You are still relatively close to the front door, and for all you know, you might be walking straight towards another exit. A smart foe would hold steady, waiting until you got into tighter quarters. It is just like father always said - if all you can count on is others being foolish, then it is you who are the fool. Maker's Mercy, you miss him terribly. Why couldn't he just have taken you with him?
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After what feels like an eternity, you finally make your way to the counter, where the aged, fleshly-looking man you have taken to be the proprietor sits, sharpening a quill over some ledger. It is only when you set the push-cart down and let go of the handles that you realize just how tightly you were gripping it, and how clammy and sweaty your hands - and the rest of you - has become. Hoping to push past that, as well as the sensation of eyes roaming up and down your back, you do what you can to compose yourself, partly by just breathing, and partly by distracting yourself with mentally running through the story that you are going to feed him - which will be basically the same one that worked wonders on the dry goods merchant. But before you can get a word out, he starts the conversation.

"So you got too big for the beds, and the mistress kicked you to the curb - is that the way of it, now lassie?”

"Wha - "

"Well, disregardless, we don't need no more help here. And even if we did, my wife is of a jealous bent. Sorry."

What in the Heights of Hell? Setting aside that he is not making a lick of sense, this conversation has gone and charged right off of a cliff. He has even started to turn his attention back to his ledger. Damn it, the sooner you get out of this common room, the better. Just … keep talking.

"Sir, I'm already employed - I'm just looking to rent a room for the night, for - "

He interrupts you with a grunt, squints his eyes at you with a new, and thoroughly unsettling look, then sets his quill and penknife down on the counter.

"Employed, hmm? Self-Employed? You know, I should stop you right there, say that this isn't that kind of house, that we don't want your kind of custom, or the reputation that comes with it. And that should be the end of it. That is what my dear father-in-law would want me to do, may he find the Wisdom, and that is certainly what my wife would want me to do."
Suddenly, his mouth breaks into this leery, animalistic grin.

"But that bastard is stuck on the Heights – if he is lucky - and my wife is in Princeport. Its a good place for her. She can make anywhere more miserable just by her being there, but with the ‘Port, that place is so damned miserable already no one will notice her going an’ making it worse.”
He pulls a key out of a pocket, glances at it, then slaps it down on the counter.

"Fourth room on the left. Go get yourself situated. Whenever Bertram gets back with the shopping, I'll be dropping by to collect, and then to discuss the terms and conditions of your stay tonight. Until then, you don't make it with anyone, you understand?"

Pattern's Perdition! This ... this doughball of a sot thinks you are some manner of streetie! But as hard as you are seething, and as much as you are offended, you have stumbled into most of what you were after without any effort at all. You wanted to get out of the common room as quickly as you can - well, here is your out.
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More than that, you wanted a reason to be in the public house, and a room to stash the cart in, and you got both of those now. So long as you are able to finish your business here before this Bertram gets back, everything should be fine ... though no matter what, you have absolutely no intention of 'making it' with anyone here, least of all him. Unfortunately, this does mean that you are not going to be able to store your cart here while you head to the Liveries, but it is probably for the best to find another public house for that – one that doesn’t have Strange footprints leading straight to its front door. Still ... it equally galling and inexplicable as to why this louse-laden cad thought that you were ... that sort of woman. Maybe you should stick with your original plan, after all?

No, no you can’t. As scandalizing as the assumptions of this long-in-the-tooth trencherman might be, you cannot afford to look a gift horse in the mouth. And more than anything, you need to get out of this common room. Trying to keep your composure, you snag the key off of the counter, and start to turn away without another word ... until you think better of it and decide to ask when this Bertram is going to be back - obviously, so you can conclude your business in this house and have quit the place before that time.

"I-if I may, when is this, this Bertram g-"

"Haven't the foggiest."

Of course he doesn't. It takes a great deal of willpower to not let your brow furrow and your shoulders slump in defeat at that, but you try ... as you figure that if you were to make it obvious that you really wanted to know, this gutter-gate gargoyle might just puzzle out that you do not intend to keep your end of this disgusting "bargain". Your business with him concluded for now - and hopefully forever - you gather up your push-cart, and make your way towards the section of the house where the lodging is located. Almost immediately, Strange Staining picks up the footprints. In fact, for all you know, you were standing right on top of them at the counter ... a disconcerting thought, even though they clearly are not communicable.

However, as you approach the hallway where your room is, the two sets of footprints turn away and head up a set of stairs. It is only when you get to your room does it occur to you that there was no third and fourth set of footprints heading down the stairs. Pattern's Perdition - if the men responsible for those prints are still in their damn rooms, how in the Heights of Hell are you going to be able to do this? But before you can go and disenhearten yourself, you manage to get a grip on yourself. First, find the fraying room. Then figure out how you are going to get inside. And then, and only then, worry about who – or what – is actually in the room. Don't let yourself get mired and bogged. You must move quickly and decisively here, lest the men with the Strange boots, or – Firmament Forbid – the proprietor get the better of you here.
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You get to your door, set the cart down and allow yourself a surreptitious glance – first over your shoulder to make sure that you have not been followed here, and then around the hallway to make sure that you have not overlooked any Strange stains. Once you are as satisfied as you are going to be under your current circumstances you unlock the door, noting with some surprise just how smooth and well-oiled it feels. Honestly, given what you had seen of this establishment – the name of which you still don’t know – you half figured the locks were going to either be broken or just for show. Instead, they are well-made and well-maintained … which funnily enough means that they are more vulnerable to an Ice Lockpick with your Cold-Touch Scarification Glyph. So long as the lock that you need to pick turns as smooth as this one, and has a comparably sized keyhole and keyway, then you should definitely be able to get this to work.

You haul the cart in, then close and lock the door from the inside. Alone, you allow yourself a strained sigh of relief as you look over your room. There is a moderately lumpy looking bed pushed right up against the wall, with a simple nightstand by the head, and a well-worn sea chest by the foot with a lock that is clearly not original. Presumably, the key to this room will open the chest as well. Besides that, there is a tiny fireplace, and to the left of it, a simple wooden table, with a really uncomfortable-looking stool and a chamber pot tucked underneath, and a washbasin on top of the table – bone dry.

It would be too much white luck for it to be otherwise. There aren’t any towels either. The only other thing in the room is a decent looking Arachne-woven Devotional hanging on the wall. This slender tapestry pictographically depicts the life and the Glory of a Saint as a font of worship and intersession … but to your deep shame, you cannot recognize which Saint. Your mother taught you your basic prayers, and you have been saying them your whole life – and while serving as a pallbearer, you have gotten to listen to the verses in funerary services – but beyond that, you have never actually had a copy of the Compendium to read for yourself, or written Devotionals about Saints or anything else, or even histories of the Priests, or secular commentaries. And you can count the number of times you have actually been to a proper service in an actual Temple on just one hand.

Father always insisted that it was not safe to set foot in Temples, as Inquisitors and Cleansers go to the services on Titheday, and in some places, the local Chapterhouse is adjacent to or even part of the Temple complex. All of this is true, to be sure, but … you have been Mysteriously blessed, and on top of that, you have been blessed again with exceptional stability. Even before this latest string of Trials, you have had nagging doubts that you haven’t been demonstrating your gratefulness properly. Now …
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You cannot think about this stuff now. You have to keep moving.

But before you can do that, you need to change. In a matter of minutes, you are going to be sneaking around, possibly even climbing – a prospect that you are not looking forward to with your battered and bruised arms. Of course, your life is effectively at stake here … and while your dignity may already have been forfeit by pretending to be a prostitute, it –

Suddenly you notice the window, a slit, scarcely wider than your arm. There is absolutely no way that you – or anyone else – could ever hope to squeeze out of that. If you get cornered in here … Maker’s Mercy, did he place you in this room specifically? With your skin positively crawling, your hands fly as you undress yourself as quickly as possible, intending on getting out of this room as soon as you possibly can. But as fast as you move, you are thinking even faster. What happens if you get cornered in here? How are you going to get the cart out of the public house without him seeing you leave? Have you walked into a trap after all? Losing your nerve for just a second, you rush to the door, to check to make sure that you have not been locked in here.

When the handle moves freely, and you can open the door without issue, you actually shudder in relief. Still, there is no reason to tarry here. You finish getting your dress off of you, then you look down your legs at your Oilers. Considering just how much noise those things make, you decide that you would be better off wearing the used footwraps. You never actually intended to wear them, but with the way your luck is running black lately, if you were to go barefoot, you would probably manage to get fraying gangrene from a splinter. It takes a little bit of doing to get them out of the cart … and substantially more than a little bit of doing to get them to stay on your feet. All your life, you have worn boots with stockings or serbula without. Eventually though, using the existing creases, you are eventually able to approximate the proper folds. As you tuck your stockings inside of your Oilers, you quietly pray that your folds – and the wraps themselves – hold up long enough for you to conclude your business in this den of iniquity.

Spooked as you are by the prospect of getting stuck in here, arming yourself is no longer a question. You will take your knives, of course, but If this does come down to a life and death situation, and there is a fight between you and one – or worse, both of the men … no, you just are not comfortable or confident enough to bet everything on your pair of pin-stilettoes carrying the day. After all, your experience with blades begins and ends with chirurgery, and what’s more, these are folding knives. With that in mind, you definitely are going to be taking the wand with you. Hopefully you don’t have to turn it on anyone.
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Setting aside the risk of killing the target, there is the chance that you expose yourself as a Witchlet. Still, with everything set against you, you figure that you cannot afford to not carry it. So you clean the Socketing Needle as best you can with one of the rags, then you get it set back into the crook of your left arm, grimacing and wincing as it slides home. Flexing and pumping your arm in the vain hope that doing so might settle the needle into a more comfortable seat, you do your best to turn your attention to your right arm – the dominant one. For a moment, you consider carrying one of your pin-stilettoes in your right hand, concealed by the apron … but then you decide against it. Using Cold-Touch is going to require two hands anyway, one to hold the working material and one to cast with – and the wand itself is best used with both hands free, one to hold it and the other to salt it and switch out the fuel nodules. If you practiced, you might get to a point where you could swiftly and steadily catalyze and refuel a wand single-handedly, but you are far, far afield of reaching such a proficiency.

Satisfied with your arming and increasingly conscious about your nakedness in the cool but stale air of your room, you pull the Domestic Dress back on, grimacing and wincing all over again as the tight sleeves and tighter arms of the dress press against the Socketing site. The crook of your arm was already a little tender from the previous Socketing, but the way the wool of the dress tugs at the wand’s Conduit, jostling the needle deep in the meat of your left forearm … it is enough to make you grit your teeth in pain.

With the wand just dangling out of the sleeve, you get the apron back on, then you rummage for the fuel nodules. On the off chance that someone breaks into the room while you are away, you take all of them, along with more than enough salt to catalyze the wand and any other casts you might have to perform, wrapping it up neatly as you can in the rag that you used to clean the Socketing Needle off in. Now with all of the nodules and the wand on your person, you have left nothing behind that could implicate you as a practitioner of the Many Mysteries … with the possible exception of the salt, especially the stuff that you recovered from your work in the alley. But short of dumping all of that salt out through the slit window, there really is no recourse against it. Besides, if someone does manage their way into your room here, you have to assume that unless they are specifically looking for a Witch or a servant of a Witch, they will be more interested in the talents and your mundane purchases than an unusual amount of salt.

And on that note … as it seems that you might have to buy working material to use Cold-Touch, you take some of the change that you got from your transaction with the dry goods merchant. As an additional precaution, you take a few of the largest denomination talents with you as well.
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You certainly don’t intend to leave your push-cart behind here, but if you find yourself on the bleeding edge, then as painful as it may be, you must be ready to walk – or run – away. Having a few of the largest denomination talents with you will ease some of that pain. You would take every last one of them if you could – precluding all of the pain, instead of just a portion – but there is the risk that so many coins start clinking together at the worst possible moment. And there is there is how much they would weigh to consider as well, as well as how that weight would sit on you if you had to do any climbing. You do your best to distribute everything you have in your apron evenly, which is not quickly or easily done, as the fuel nodules are best kept separate from the salt, even wrapped up as they are. The knuckle sized nuggets of Mysteriously cultured flesh are nothing if not delicate, after all. But after fussing around for what was no doubt too long, you are comfortable that you have the lot of them safely and comfortably situated, along with everything else.

As much as you want to get the Hell out of this room, you force yourself to take a deep breath and rack your brain, thinking long and hard on if there is anything else that you should take, anything at all. After a few moments, the only thing that comes to mind is the slip from Festive Fabricians, lest someone get their grubby hands on it and use it to track you down somehow. Gingerly, you stow the thin strip of paper into your apron, letting it rest right on top of the rag-wrapped salt. Before you pack the cart back up and finally quit this room, you decide to throw on the Hooded Red Riding Cloak. It does not need to be said that the bright, almost garish red is not ready-made for sneakery, nor does an apron twin well with a hooded cloak … but in the end, the concealment that it offers cannot be gainsaid, either for your wand, or for your eyes.

As at ease as you are like to ever be under the circumstances, you repack the cart, hiding the talents – and the men’s clothing – as well as you can under the bulk and weight of the sundries. You leave the footlocker untouched. After all, if someone is able to defeat the lock on the door, and assuming that the lock on the locker is the same, what protection will the chest provide? All you would have done is made it easier to rob you by putting everything of value into one place.

That does not mean you aren’t ill at ease about leaving the rest behind, unattended – in a room that the bletted rotter presumably has a master or a skeleton key for. After making sure that you have your key, that nothing suspicious is poking or peeping out of the bundle on the push-cart, and that the door is locked behind you, you finally depart, with no doubt in your mind that you have tarried here much too long.
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Though as you begin to retrace your steps through this den of iniquity, back to the lecherous leech to ask him for some water for the washbasin to wash up with – that you would actually be using as working material for Cold-Touch – another potential course of action occurs to you. If you were somehow able to get your hands on the master keys that he no doubt has, you would not need to assume the risk of casting Cold-Touch in the middle of a hallway. All you would need to do is to pretend that you locked your key in your room, and he would surely have to fetch the master or masters to unlock it again for you – effectively bringing the key or keys right out to you for you to swipe at your leisure.

To be sure, it is a tall order. But you are no whobody to sneakthievery. You spent years picking pockets before you and father came to Outremer. Perhaps you are a little rusty, but even so, isn’t it less of a risk, less of an undertaking than the unmundane alternative? Even if everything goes flawlessly with Cold-Touch, your eyes are going to be glowing white for at least a couple of minutes. And that is not even considering the how much of the Strangeness that Cold-Touch produces and dumps into the working material over the course of the reaction. And that is Strangeness that you cannot count on yourself having enough time to or privacy to Mitigate or Remediate away. If it turns out that one or both of the men that made the prints is in some manner or other able to ‘see’ the Strangeness, surely once they return to their room – assuming of course, that they aren’t in there right now – they are going to notice that there is a bunch of the Strangeness pouring out from the inside of the lock on their door. Or doors. For all you know, they could be in separate rooms, which would make using Cold-Touch even more of a pain. But either way, you cannot count on having enough time to deal with the Strangeness that Cold-Touch produces, and if you do end up leaving it behind, then it is going to be painfully obvious that someone with Mysterious blessings investigated that room.

Of course, that is not to say that pick-pocketing the proprietor is a great option – or even a good one. It goes without saying that if anything goes wrong with the lift, then you are truly and certifiably frayed. Or if he notices that the keys are missing while you are using them, then unless his brain is as small as his stomach is large, then he should be able to deduce that you have played him to show you where they were kept. On that point, if you wanted to keep him from ever finding out that made off with them, then you would have to figure out how to return them to him without eliciting too much suspicion. But now that you think about it, is that even possible? Or at the very least, something that you can safely assume you can do?
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What if he doesn’t keep the master or masters on his person, but on a peg somewhere, and after fetching them and opening your door for you, allowing you to lift them off of him, he goes straight-away to put them right back? You would be out of time, near immediately. The thought of you stuck in a room, just like yours, with the proprietor on the other side of the door – and no other way out … it is enough to give you shakes and shivers.

Not to mention the libidinous lout would no doubt involve the Guard if he smelled out your deception, and even if you were somehow able to get away, completely clean – a tall order – with your pushcart and everything on it – an order taller still – there are good odds that someone would connect this bit of sneakthievery to the Euthyphro knock-down. In the end, all you might wind up doing here is giving the Guard a better description of you to disseminate. Perhaps that is the way to go about considering this. Look at how both options could go wrong, and then ask yourself what – or who, rather – are you more afraid of? The proprietor and the customers of this house, along with the Guard … or these two potential practitioners of the Many Mysteries?

When it comes to the two men you tracked here, regardless of where they might be at the moment and what they are capable of, you have the initiative – and more importantly, the Wand of Head Knocking. If you were to only allow yourself mundane means to crack that lock, and anything were to go wrong, the initiative would be against you. More than that, there is no way to tell when the charmless and toothless rake would realize the key is missing – and so, no way to figure how much time you have. Still, the thought of attempting to perform an Ice Lockpick out in the open in the middle of some hall is daunting enough that you are still considering pick-pocketing to be a viable alternative. The scale only tips in favor of Cold-Touch when it occurs to you that the proprietor might attempt to ‘collect’ earlier than he planned if you were to call him up to your room to unlock the door.

Having made up your mind, you continue on to the counter – feeling more confident in your decision with each step you take. Besides the inherent risk of pick-pocketing, the fact that getting away with it hinges on so many variables completely out of your control is just too much accept the more you think about it. On the other hand, the risks with Cold-Touch are much more manageable, especially if the men who made the prints aren’t actually able to see the Strangeness.

For all you know, those men could be just like the Coroners; though without any ability or device, they managed to correctly deduce that they had been exposed to the Strangeness and attempted to take matters into their own hand by performing a Remediation or Mitigation on their boots. Mundanely.
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As you pass the stairs, you get your hood up, over your head but not quite near your eyes, for fear of the cowl entering into the envelope of the Hide-Eyes spell. Only when the time comes to actually cast will you pull it down all the way, as at that point the glamor will break anyway. Entering back into the common room, you take some solace in that your approach is screened from much of the room … though some of custom does notice you. Though it simply could not be helped, your stomach starts to sink once again. Plainly, they are taking note of your change of outfit, but that too could not be helped. With the possibility of a threat being in such close quarters, there was no way that you couldn’t arm yourself – and really, the only way to hide the wand comfortably was with the cloak, as garish as it might be. Anyway, if you are apparently a prostitute, then some more colorful dress is probably expected, right?

While you can understand how someone would get the idea that an unchaperoned, unwed woman looking to rent a room would be … looking for work, it still galls you that the witless whoremonger just went and assumed that you were for sale with barely even a look. You didn’t even have a chance to say anything! Do you really look that much like a prostitute that someone would just jump to a conclusion like that? Sure, you suppose you look odd enough, considering your height, but women in that line of work are usually a bit poxy and homely as well, aren’t they? Oh, Maker’s Mercy – does he think you look homely? Do you look homely? You’ve always thought that you might be a bit plain, but … you don’t really have much to go on as a reference, as the last eight years you have been wearing a mask amongst a population of mostly masked people, some with disfiguring conditions. Complicating things further is that barely any of those are women. You see mothers and daughters and wives out on the streets walking back and forth to the burying grounds – and on very rare occasions, one has cause to speak to you, like the woman that mistook you for an Animal Control Leper – but that … you don’t exactly look like them. Different, sure. Paler, certainly. But worse? You didn’t really think so, not by much. Then again, you have been getting a lot of odd looks when you have been going around without a mask. There was that lingering customer at the Dry Goods that kept looking at you, and there was the way that Bertrada was staring at you too during your fittings. All of them would know more about such things than you would.

You push these thoughts to the side for now – though as you do, it occurs to you that your plans to present yourself as a the daughter of a wealthy Subject if you look so uncanny. You approach the counter, once again feeling the eyes of the room behind you running up and down your back as your hair stands on end.

“Pray excuse me, but I was hoping that I could get some water for the washbasin.”
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He raises an eyebrow at you, presumably on account of the change of clothes, but beyond that he does not immediately respond. Only after some seconds have passed, does he stir himself. The chair or stool suffering underneath the proprietor’s posterior groans in protest as he sets aside the ledger that he was consulting and shifts the whole of his girth forward. Eventually, the counter stops him, so he has to roll a bit of himself on to it, grunting with the effort as he braces himself with both arms, one resting on his elbow and the other resting on his palms. With his breathing sounding a little bit wheezier for all of this strenuous exertion, he finally cranes his neck out enough to peer over the height of the counter. Staring straight at your crotch, he takes a series of deep sniffs, then looks you right in your eyes.

“I’ve had worse.”

And without another word, he shifts back to his more comfortable reading position, the unseen piece of furniture whinging away once more underneath him. At this moment, it is all you can do to not gasp and wail in shame and frustration. It would have been galling enough if he had said it as a joke, or worse, loud enough for the other men in the room to hear – but there was no mirth, nor malice in those words. It was simply a flat declaration of fact. When you were pilfering the wedding band and the locket off of the dead Comptroller you did not feel half as filthy as you do right now. Did he actually smell something? Did you get something on your from dealing with the Glyphed Gull? Do you just … smell? Like, always, and no one has ever gotten close enough to you to tell? No, that can’t be right – if you did it would have come up during the fittings for your dresses. Feeling marginally fortified, you are about to leave when you realize that you are still going to need the water to perform Cold-Touch. You try to take a steadying breath, but you don’t find it particularly fortifying. Regardless, you try once more to get the water, this time unable to keep the sound of the strain out of your voice.

“Sir, please, I’d really like to clean up.”

He looks at you with this blank gaze, his head cocked to one side and his mouth hanging open as he breathes in and out. After a couple of moments of this, he finally deigns to give you a proper answer.

“Bertram gets the water.”

Not willing to let this go, you try once more – against your better judgment. You point to the kitchen behind him, still bustling, despite the relative emptiness of the dinning room.

“Surely there must be some water somewhere in the Kitchen?”

His gaze is no longer blank, it is now annoyed. Markedly annoyed.

“Water in the kitchen and the new vat is for cookin’. Water in the basin and the old vat is for cleanin’. Bought separately. Accounted separately too. T’would be bad practice to mix ‘em. T’would confuse the books.”
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Well … though that answer might have been nothing but a stone wall, at the very least there wasn’t anything indecent about it. Feeling that you are grasping at straws here, you decide to take an entirely different tack. While Cold-Touch was developed with pure water as the intended working material, it is very accommodating with substitutions. All it really needs is a liquid that freezes at a temperature close to the freezing point of water … and most ales, beers and wines do not have enough actual alcohol in them to throw the freezing point far off enough to render it unusable.

“Then, perhaps I could have a drink? Some … ale?”

He looks at you again, same as before – until his face breaks into this impish little grin. You had not even noticed but sitting to far side of the pile of ledgers that he was looking over was this battered looking tankard. Without a word, he picks it up and places it on the counter right in front of you, spits in it and then resumes flipping through the pages of the ledger seemingly aimlessly, though his face is still twisted into a gleeful leer.

Choking down what is left of your pride, you force yourself not to rise to the provocation. Instead, you turn away from the flesh-floundered fool and survey the common room. From your spot in front of the counter, you can basically see the entire room, save for the little vestibule by the front. Trying not look too conspicuous, you quickly glance at each of the patrons, until you are satisfied that there are no new arrivals – and more importantly, there have been no departures.

You can also see that there is another way in and out of the room, on the far back wall – and if there is actually a second set of stairs somewhere in this place, then the men who made those prints could have walked down those stairs and could be among those down here right now. Your mind races as you try to figure out what makes more sense – should you check to see if the men are among those at the tables right now, or should you find their room first? Staying down here and looking for them runs the risk of them noticing you, especially if they have some way to detect the Strangeness, but if they are down here and you go upstairs first, then you are going to run the risk of them either returning while you are trying to break in or leaving the establishment entirely.

After only a moment of thought, you decide on taking a sweep through the room – and in a small turn of white luck, everyone just happens to be sitting close enough together that you should be able to check all of their boots in one pass through the room.
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While you steel yourself for … whatever may come, your left hand is fumbling in your apron pocket blindly, trying to get some salt on your wand. By the Mercy of the Maker, it will not come to that, but … if your fears about these men are true, then save for your encounter with the Inquisition the other day, you have probably never been closer to being found out as a Witchlet as you are right now. Wanting to be done here, you grab the tankard off of the counter -

“So I'll take it you will be paying in kind for that as well, lassie?”

You want to scream. Partly out of embarrassment, partly because once again, every eye in the room is boring right through you. Struggling to maintain your composure, you walk away from the counter as the gargoyle carver's muse behind you cackles and wheezes. Wanting to be done here as quickly as possible, you glance down at the floor to check for the prints, but you do so too quickly. Your head follows your eyes – which is dangerous, considering that someone might correctly interpret that you are looking at Strange footfalls. You try not to jerk your head back to level, but again you move too fast, and in the end your hood rides up a little. Now concerned about the hood of your cloak entering the envelope of Hide-Eyes, you very deliberately reposition the hood to a safer seat. Even as you do this, your eyes are cast downwards, raking over every square inch of the floor. Currently, you see the two sets of footprints that you followed into the establishment – but if there is in fact a second staircase back there, then it is possible that the men who made these prints are sitting in the room right now, their footfalls simply out of the range of Strange-Staining.

You head into the room. With each sweep of eye and fall of foot, you become more and more anxious. Strange-Staining activation envelope is relatively small – only six feet. And there is nothing that you can do to extend it. There is a bit of white luck in that the six feet is measured from the ball of your right foot, not your center of mass, or Hell, your eyes, otherwise at your height you would have to stoop to see any Strangeness on the ground at all. Still … if it turns out that these prints were made by another practitioner of the Many Mysteries, there many casts, constructs and devices that are intended or otherwise suitable for combat that have effective ranges larger than a few feet.

Of course, the odds that one of these two men is actually a He-Witch is small, and the odds that both are would be vanishingly so … but the chances that men are servants, trained, outfitted and glyphed by a Witch are rather high, considering how they were able to partly remediate their boots. After all, assisting with Remediating and Mitigating Strangeness is one of the most important duties of a Witches Man-of-Arms.
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And while they might not have been able to do it perfectly, if they were exposed to the Strangeness at the late Aldoin's house, then getting their boots to only a partially communicable state is no small feat, especially considering the shoes and boots of Aldoin's next of kin in the funeral procession. If they were in the hire of some Witch, then she – or he, these could be father's professional friends, after all – could have provided them with some Mysterious means to remediate exposed clothing. You know such things exist, even though you don't know the first thing about making them. In that same vein, the Witch could have also armed them. Your wand of Head-Knocking is only considered to be second-degree, and it has a range of six yards, and double that with overcasting. There is nothing to indicate that they couldn't be equipped with something that has a comparable range. If there is a fight here, you’re going to be stumbling into it at knife-fighting range. Actually … if they do have some means of detecting the Strangeness with a range equal or greater than yours, then they could come at you with mundane weapons. Probably makes a lot more sense.

With a start, you realize that you have almost passed by the first customer. Your heart nearly shoots right out of your throat, and your hand reflexively tightness on your wand as you come to grips with what might be a fatal error … but Strange-Staining does not activate.

Before you can lose yourself in repudiations, a throbbing jolt from the crook of your left arm preemptively snaps you out of it. Still, there is no sense of relief. Did you see everything? Is there someway that he could be hiding the Strangeness, some sort of glamour, like your Hide-Eyes? Could a glamour defeat your Strange-Staining Glyph? Mercy, there are still five other men in this room, and that fraying cad behind the counter, you never got a good look back there -

Just … just keep moving. You have to keep moving. So you do, all the while doing your best to remain unobtrusive – which, for various reasons, all of which are painfully and blatantly obvious, is practically impossible. Still, you have to try. Continuing your way into the room, you grip your wand tightly in your hand, feeling the cool smoothness of the carved handle and the coarse irregularity of the heavy grains of sea salt against the palm your hand. The more that you grip the wand, the more that you worry that you didn’t put enough salt on it, or at least, if you did, too much of it has fallen off. To be sure, the wand should be able to without any salt at all, at least theoretically. From your studies, you know that the efficiency and the efficacy of the cast will suffer, but as to what this means specifically for this spell and this wand, you won't know until you actually try. If you had to guess, it would probably be a reduction in the operable range of the wand.
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Of course, if it so transpires that you actually need to use the wand here, in this room, then by any and all measures, that would be the absolute last time to mess around with crippled casts and hobbled wands. For half a second, you seriously consider salting the wand once more– though you come to your senses quickly.

You are in the middle of the fraying room right now, and it is bad enough that you have your left hand in your left apron pocket – messing around any more is just going to signal louder to all and sundry that you have something stowed in there. Instead, you grip your wand tighter and tighter, hoping to keep the salt that you have got on your hands and on the handle safely in place. All the while you maintain as even of a pace as you possibly can, working your way around tables in such as way that the envelope of Strange-Staining covers as much of the common room's floor as absolutely possible without making it blatantly obvious that you are searching the room.

Throttling your wand as you are makes the Socketing needle tug all the more insistently at the crook of your arm, but for once, the pain actually improves your mood. It is a little thing, but at the very least, you can honestly tell yourself that you have done everything that you can to be ready if it comes to a fight in here. Father explained – in no uncertain terms – that if you were ever out in the world, and found yourself in a situation where there was a chance, even a slim one, that there was an unknown Witch or her servants, then you were to jump to conclusions. Specifically, the worst possible conclusions, and then act accordingly. Even though the evidence is strictly circumstantial, you have to assume that a scrap is in offing … no matter how remote a prospect might seem.

Or how much you wish it was just a remote prospect.

Somehow, you manage to grip your wand even tighter as you approach the next table – the closer of the two pairs in the room. When Strange-Staining does not activate as you slip within the six-foot envelope, you relax, just a little … until one of the men starts trying to proposition you.

“Ya working here tonight, lassie? Tending the sheets? Here to tuck us all in?”

On the verge of tears once more and steaming with embarrassment to boot, you have to fight the impulse to put your head down – but even with your eyes nailed to the floor as they are, you can still make out that this whoreless - and tactless - whoremonger is making obscene gestures.

You continue to move, but now there is a new urgency in your steps as you make your way further into the room. As a Leper, you are no whobody to getting shouted, cursed, warded, and crudely gesticulated at. Sometimes, people will spit at you, or even throw things – even when there isn’t illness coursing through the city. On occasion, you will even see children, very young children, burst into tears at the sight of you.
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The last eight years of wearing the Spotted Cloak have done much to inure you against these indignities. So on some level, you find yourself surprised just how cutting these assumptions are to you. Perhaps it is because you haven’t been exposed to this species of abuse before. Or perhaps it is simply because these men are so certain that you are a whore.

But there is enough to be worried about here already, you cannot let this affect you. You continue your sweep through the dining room, your eyes darting across the floor in front of you, the fingers of your left hand wrapped firmly around the handle of your wand, and the Socketing needle throbbing away in your arm. Unfortunately, your silence does not go over well with your gentleman caller.

“Oi, you poxy cunt!”

His shout actually made you jump a bit, and now you are certain that the whole room is looking at you once more. Given just how much of a scene he is making, you are absolutely certain that this man is not in the hire of a Witch … though it does not follow that he is no threat. Honestly, in retrospect, entering a rough establishment like this without a male escort seems to have been a much greater risk than you originally had figured. Had it been later, and there been more men in here, or had these men been any deeper into their cups … you actually might not have been able to make it this far into the room.

Seeing that he has still failed to get a response, your spurned suitor escalates things even further, and spits at you – Maker's Mercy, what is it with the men here and spitting? It either misses you completely, or hits some spot on your apron that is thick enough that you cannot feel it, but either way, you are starting to get scared. This man keeps escalating things – and he doesn’t sound drunk either, just angry. Maybe ignoring these sorts of things only works for Lepers. After all, it is not like anyone in their right mind is going to grab or beat on or even touch a Leper. But you are not a Leper, not here – you are a woman, or in the mind of this bastard, a disrespectful prostitute. Is there any compelling reason why he would refrain from grabbing or beating on you? You can’t think of any. And as for touching … well, inexplicably, it is quite clear that he wants to touch you.

Just as you are weighing the risks of turning your back to this man, his dining companion intervenes in hushed tones that you are just close enough to hear.

“Would you lay off? Stars above, we paid good money for room and board. You keep this up and we’ll get thrown out.”

Blessedly, that is enough to shut him up, though you swear you still feel his eyes on the back of your neck – hot and angry. At the very least, you can stop panicking about him trying to accost you and get back to panicking about the possibility of one of the three remaining customers being a Witches Man-of-Arms.
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Before you know it, you are striding into range of the last single diner in the room, and you find yourself holding your breath – but Strange-Staining does not activate, and the man barely bothers to look up at you while he works away at his meal. Now, all that is left is the pair in the back – one of whom was staring at you when you came in – well, everyone was, but he was really staring.

Or at least, that's the impression you got. Hopefully, he was just hoping that you were a streetie, just like all the other men in here.

Pattern's Perdition, what a disgusting thing for you to hope for.

As you draw near to their table, you are able to take a little solace that there are still no Strange prints on the floor. But the real test will come once you are in range of the back entrance to the room. If these men were the ones who left those prints, you would only be able to tell once you were right on top of them. You take a series of deep, steadying breaths, and shift yourself up right a little more. If anything is going to happen here, odds are it is going to be now. You swing around one final table and start down the final stretch. It is at this point that you see that both of them have these large cloth sacks. The one with his back to you has his on the ground, with the drawstring tied shut, but the other – the one that was staring earlier – his is on the bench next to him, with its mouth wide open, pointed right at him. Now, there is nothing to indicate that those sacks are anything but sailors’ seabags – and no hints that they have anything more dangerous than old laundry in them. But the sight of them is enough for you nearly trip over yourself. You know that you jumping to conclusions, but you can’t help it.

Eight years you lived in Scrimshaw Mount, without any risk of getting caught or killed – well, at least imminent risk. But since you have been left to your own devices, the ground under your feet has all but given away, leaving you struggling for a few more days – no, a few more hours of safety. And of course, things went so incredibly poorly at the Blue Boy that it is enough to give you the sweats and the shakes. At this point, no matter how improbable any risks might be, it actually feels as if it would be more irrational to not be panicked and afraid.

Only a matter of steps away from being within of the floor under their feet and their boots, the one with the seabag at the ready tries to talk to you.

“Puella.”

You are unsure if he is trying to solicit you, like the other salts of earth in here, or he is trying to get you to turn towards him so he can get a better look at you. Every fiber of your being wants you to put your head down. But you cannot, as doing so might tip him off that you are looking for footfalls.
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Every fiber of your being also wants to you hasten your step and lengthen your stride – you are not sure if it is to close the remaining distance until his boots are inside the envelope of Strange-Staining, or it is to run away, but regardless, you find yourself flushed with the kind of desperate energy that you were awash with in the Refinery.But speeding up or backing off now would just put these two on edge. You have to keep steady, as if your life depended on it. It damn well might.

He tries again to get your attention, keeping his temper much better than the last man – though his calm, almost docent tones are shaking your worse than the shouts and obscenities of your last gentleman caller.

“Hoi, puella.”

Your heart is rising into your throat and your stomach is sinking into your ass. You grip your wand tight enough that you are risking cutting open your now trembling hands on the coarse grains of the salt. You make what you judge to be the final step before you get in range of the men's boots … and nothing. To be sure, you force yourself to take another two. Still nothing. Unable to help it, a small squeaking sounding sigh slips your lips.

“Puella, there is no way through back here. Its just more rooms.”

And sure enough, he is right. What you figured to be another half of the dining room, or a hallway leading to a second set of stairs does in fact turn out to be a large alcove lined with rooms. A door to one of them is open, and you can see a harried looking harridan cleaning what appears to be a noticeably larger and better appointed room than yours. Most importantly, you can see that there are no Strange-Strains leading to any of these rooms. In fact, you are comfortable saying that the Stains only lead out of the common room. Figuring that you should leave well enough alone, you quietly thank the man, then you beat a retreat from the room, still keeping an eye on the floor as unobtrusively as you possibly can. Your path out of the room takes your scorned suitor, and as you draw near, he looks as if he intends resume where he left off, but blessedly, his dining companion is not having any of it, and you are able to leave the common room without any further incident, following the Strange footfalls deeper into this iniquitous establishment.

As you follow the footsteps, you consider for a moment going back into the room, and trying to get a good look at the proprietor's boots – but you decide against it. Setting aside the fact that someone who appears to weigh as much as farrowing gilt is enfeebled enough to not be an effective servant to anyone, much less a Witch, you figure that the less time you spend in his presence the better. You do however, take a moment to thoroughly inspect the ale that he spat into, to see if Strange-Staining triggers.
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It doesn't, but that proves little and less. If you get a chance later, then certainly, you would inspect his boots – and for that matter, the boots, shoes, footwraps and serbula of his cooks, the harridan, the absent Bertram and any other hired hands he may have scurrying around the place.

Or none of that might be necessary. If there is no second staircase, then it is looking more and more like a surety that the men responsible for the Strange footfalls are still in their rooms. That prospect is enough to stop you in your tracks, just as you were about to follow the footprints up the stairs. Taking a quick detour, you briskly walk around the rest of the halls connected to this one, looking for any alternative way up to the second story. While you cannot find any, you console yourself that at the very least you didn't come across anyone else. Though you certainly don't feel so pleased with yourself once you try to map out the layout of the first floor in your head and get the sense that there is some space that you haven't been able to account for … though perhaps you never really would have been able to account for everything, as you only really got a look at this public house from one side.

Is there another entrance that heads straight up to the second floor? That seems unlikely … but there might be a servant's stair – something that is only accessible through the kitchens on the first floor. Still, you are concerned that you have overlooked something, that for the second time today, you have blindly rushed into a public house without appreciating how dangerous it might be for you under the circumstances. In fact, you are concerned enough that you start to seriously consider trying to sneak outside the house and get a better sense of the building – until you remember that you need to conclude your business here before Bertram returns, otherwise you might have to do something drastic to keep that slovenly sot from attempting to “collect”.

Swearing under your breath at your lack of preparation here, it is with a new sense of urgency that you return to the main stair, and after making sure that there is still no one to witness you, you follow the white-then-gray-then-black-then-gray-then-white footfalls up the steep stair to the second floor, then down the entire length of a hallway and around a corner before they come to a door in a jumble, with some on top of others. In addition to the footprints, there is some Strangeness on the door and its frame as well, as if someone brushed up or leaned on it.

There is also a patch of Strangeness a small distance from all of the footprints at the door. You temporarily suppress your Strange-Staining scarification Glyph, hoping that you see what made that particular stain, but unfortunately, you cannot see anything. The shape of the stain itself is irregular enough to make you think that it was a liquid, so it is possible that whatever it was dried – or was blotted away.
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But looking into that is going to have to wait.

Because as you feared, there are no prints leading away from the room.

You struggle with what to do for a moment or so, all the while trying to ignore how the hair on the back of your neck is standing up on end. Blessedly, your wits have not completely deserted you today, and it occurs to you that you might try listening at the lock. If this room is anything like yours, it is small, small enough that you should be able to hear if anyone is inside … unless of course, they were sleeping silently. Trying to not let yourself get discouraged, you quickly glance over both of your shoulders to make sure that no one is coming down the hall, or has wandered out of their rooms. Then, padding quietly to the corner while offering a prayer of thanks for the footwraps, you check to make sure that no one is coming from the stairs.

As comfortable as you are ever going to be under the circumstances, you draw back your hood, brush your hair away from your right ear, and then get down on your knees as delicately as you possibly can, thankful for the cushiony protection of your apron. Your chief concern here is that if you move too fast, you or the floor underneath you are going to end up making some sort of noise – giving the game away to anyone inside the room. That is also on top of the risk that someone managed to hear your footfalls in the hall, and noticed how they stopped in front of their door … or that they see a shadow that you cast under the bottom of the door … or something. But neither of those are things that you can address at this point. You are committed here – so you settle into your listening position slowly, making careful note of where you are relative to the prints on the floor and the patches and swatches of Strangeness on the door and the surrounding wall. While after all of this time of following them, you are certain that the partial bootprints are not communicably Strange, you are not sure about these patches, though they give no immediate indication that they are spreading.

Once you get your ear up to the lock, the first thing that you hear is the creaking and groaning of the floors above you. You are not sure if that is from the building settling, or it is from someone walking or pacing on the floors above – though you would guess that is building, as the sounds seem irregular. On this floor, you can hear your clothes rustle as you lean in, as well as your own breathing. Beyond that, you can hear vague noises from the kitchen and the common room below. But nothing from the other side of this door. You hold your breath and strain, listening harder than you have ever listened before – but there is nothing. And when you press your ear straight up against the lock, the only new sound that you can hear is the warm rustling of blood through your ear. Nothing from inside the room. No moving, and certainly no talking.
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You then get the idea to look through the lock, to see if you can see anyone or anything, but the cut of the keyway is against you. The only thing that you can make out is a portion of the wall on the far side of the room, no matter how far left or right you strafe and shift. Taking another tack, you straighten up a little, trying to look down at the floor – but all you end up seeing is the inside of the lock’s mechanism. On a silly whim, you do the opposite – scrunching down and trying to look up at the ceiling – but again, you cannot make anything out but the tumblers in the keyway.

Hmm. There is no indication that there is anyway out of the room beside this door, but at the same time, there is no indication that there is anyone inside of the room at the moment and there is no indication that the two men have left the room. Well, shit. There is no way around it. Either at least one of your assumptions about this room has been wrong, or both of the men are on the other side of this door, dead silent.
At the moment, you are not sure which would be worse.

But of course, you cannot just walk away at this point – not after all of the effort you put in and trouble you have gotten in just to get here. You are going to stick with the original plan, and use Cold-Touch to get into the room. You are just going to have to trust that you are going to be able to hide the glow from your eyes with the hood of your cloak – and that you have enough ale to perform a proper Ice-Lockpick. It is at this point that it occurs to you that you were so flustered and disgusted you never actually bothered to check to see how much working material you actually have … not to mention that you have never attempted Ice-Lockpick with anything but water before. No doubt the alcohol content in the ale is low enough that the glyph should still be able to freeze it, but it might be more difficult to work with than straight water. But when you inspect the contents of the tankard, swirling around the head to check the ale level underneath it, you are relieved to see that there is actually quite a bit of material to work with.

There is nothing to do to assuage your concerns about complications from using ale and not water however, and the idea of just casting out in the open like this is enough to fray your nerves to pieces. You cannot afford to focus on that though, not here, not now. Instead, you go through your mental checklist to perform a Cold-Touch cast, and to that end you need to determine how much of the working material do you want to use on your first attempt?
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If you were a sparing as possible, you figure you might get four or maybe five attempts, though you would need to freeze just about all of the ale – and keep it frozen for the duration of the cast. That would give you plenty of chances, at the cost of making all of those attempts harder than they would need to be. Alternatively, you could use half of the … whatever … in a single attempt to open the lock. This would be closer in line to how the spell was intended to be used. You would of course only get two attempts – but both would be relatively easier then if you were to be stingy with the working material to get four or five shots at opening the door. Or you could go for the whole hog and drain the entire thing all in one go. Doing so would make the cast trivial – but if something was to go wrong, then you would have no recourse but to find more working material. Which means either sneaking into the kitchen and getting some of the water the proprietor admitted was in there, or asking – actually, no, you don't think you should plan on interacting with the proprietor again. Ever.

After mulling it for as long as you dare, you decide to go for the whole hog. The locks are fairly quiet, but they are not silent. There is a real risk that if one or both of the men are still in the room somehow, that the noise from your picking and then turning the lock over might be enough to rouse them. So it follows that the most sensible course of action is to make sure that the first attempt is both successful and as quick as possible.

But before you cast Cold-Touch and perform an Ice-Lockpick, you take a few seconds to get your Wand of Head-Knocking salted down properly, then you take a pinch of salt for yourself. Unlike casts that either target salt, and can draw excess off as a catalyst, Cold-Touch targets liquids that typically do not have salt in them, as such, it must draw that salt – or some other catalyst – from elsewhere. In the case of a Scarification Glyph, that means from caster, just like the fuel. To be sure, salt occurs naturally in the body, and it would take a concerted effort to cast so many Cold-Touches that the bodies stores would be depleted to the point that the spell would not reach completion, and even more to get it to a point where the spell would not initialize … but at the same time, you know from experience that the harder the spell has to work to draw that salt out, the more strain there is on the caster. Wanting to avoid that at all costs, you get the pinch of salt in your mouth, under your tongue. The coarse grains are really irritating, and that is to say nothing about the taste, but it is better to deal with this now than once you are actually casting.

Embarrassingly, it is only once you reach for the tankard that it finally occurs to you how difficult it is going to be to have your wand out and at the ready while you are performing Cold-Touch.
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The way that you are going to have to cast the spell to pick the lock requires you to have one finger in the keyway while you are pouring the working material over it. Getting increasingly flustered, you experiment with different combinations of holds and hands until you settle on holding the tankard with your left hand, using your right pointer for the pick and holding your wand in the remaining fingers of your right hand – which is not the side that you have the wand socketed into. The wad of salt in your mouth should more than make up for the salt falling off of the handle of your wand … but the conduit is trailing out of your sleeve, and try as you might, you cannot help but wince as the Socketing Needle waggles and pitches in your arm as you adjust yourself.

Keenly aware that you are holding a socketed wand out in the open, you heft the tankard upward. From your cramped position right in front of the door, you cannot see into the tankard, which again is not ideal – but hopefully you will be able to guess how much is left by weight alone … though now that you think about it, you might not, as you have no idea how heavy the tankard is empty. Pushing that concern out of your mind, as well as the image of the proprietor spitting into the mug, you try to take a deep breath in, but quickly realize that doing so is starting to dislodge the wad of salt underneath your tongue – so in the end, you have to make do with a less-than-deep breath in through your nose. Before you can waste anymore time or get anymore flustered, you start the pour. The moment that the working material hits your finger, you initialize the cast.

Immediately, your finger goes completely numb, and the salt under your tongue starts to heat up. Neither of these sensations are pleasant, but you are smiling broadly in spite of this – and yourself – all the same. The strain from this is magnitudes less than what you would get with Salt-Remediation or Salt-Mitigation, to the point that you cannot immediately feel it, or the drain. The difference is moon and sun, really. As the first of the working material begins to freeze, you tremble a little – but that has more to do with kneeling in an uncomfortable position for so long, and less with the spell. Done properly, the caster should experience nothing more than a slight drop in temperature, right on the focal point of the cast, and nowhere else.

You start your mental count. Without pushing yourself or the Glyph, the spell should only last twenty seconds, which should be more than enough time to get a simpler lock like this opened up. Angling the pour the best you can, you get as much of the working material into the mechanism as you possibly can. The Cold-Touch Glyph that you have can freeze up to a tenth of a gallon, enough to freeze the entirety of the keyway … maybe half a dozen times over? Maybe less. Either way, in this case, it makes more sense to do everything you can to get it right the first time.
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And one of the big benefits of using everything at once means that you can push the ice – or if you are being pedantic, the frozen ale – to its limits. Ice made by Cold-Touch is slightly stronger than mundane ice, but it is significantly more flexible, making it surprisingly suitable for an application like this.

Really, it is a remarkable little spell, especially considering that it was developed as ‘parlor trickery’ – belonging to an entire informal school that is comprised of casts that are easy to learn, flashy by nature, cause next to no strain, pose absolutely no risk to the caster … and most importantly, provide them with nothing of tangible value. Father had told you once that the book he had gotten the spell from was written by a 'founder' of this spurious little school, unironically called the 'School of Frivolities', whose entire intent was to impress and entertain friends, dinner guests and 'wide-eyed serving girls'. It is almost impossible to wrap your head around that – just going out and casting for fun. Not for the first time, and definitely not for the last time, you wonder what it must have been like to be a Witch back before the Strangeness.

Realizing that you have gotten distracted, you haul yourself out of your daydreams, and stare intently at the lock, illuminated in the light from your now beaming eyes. Once the keyway starts to flood, you slowly start to back your finger out, and more of the working material freezes, until there is a stud of ice sticking out of the lock. Careful to keep your pointer finger in constant contact, you get your thumb on the stud as well, then you turn it, just as you would turn a key. It is a bit stiff, and manipulating it is even more difficult than usual, considering that you are also holding your wand between your pointer and ring finger as well, but with a well-oiled click, you get the tumblers open. You set the tankard down, get clear from the lock and snuff out the spell. Instantly, the frozen working material melts, dumping communicable Strangeness throughout the lock, on the door and on the floor – but blessedly enough, none on you, save for your right pointer finger.

Despite the faint click, and the splash that was fainter still, you cannot hear anyone stir on the other side of the door. Desperate to get out of the hallway with your eyes glowing as they are, you wrench the door open and basically throw yourself through it, wand first, keeping your now Strange pointer finger clear from the wand.

The first thing you see is the window, which is definitely large enough for someone to leave the room by, unlike the slit in your room. The second thing you see is the small fireplace right next to the window. Crammed in there are two pairs of boots. And if there was any doubt, you can see one of the four soles from the doorway, and you immediately recognize one of the four patterns of Stains that you have been following.
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Pattern's Perdition! Why did it not occur to you that they simply could have taken their boots off? By the Heights of Hell, you are such a fraying idiot! Somehow resisting the urge to slam the door shut, you reach your left arm out into the hall while you keep you head inside the room as you grope around for the tankard. Once you get a hold of it, you bring it inside and close the door as quietly as you can, raging at yourself all the while. If you are so damned stupid, then how are you ever going to keep your Oath to Balance the Scales and bring four murderers to justice? You lock the door behind you, and shudder as you force yourself to swallow all of the salt just to get it clear. You then pass your wand to your left hand , dig out enough salt to catalyze it properly and then self-sequester the ale off of your right pointer finger, again trying not to think of the proprietor spitting into it.

Well, congratulations are in order. You have successfully managed to break into an empty room! Feeling equal parts defeated and dumb, you swallow again, trying and failing to get the taste of salt out of your mouth. Desperate, you wash it down with most of the remaining ale, which does make you feel a little bit better … at least until it occurs to you that you might need to perform more Ice-Lockpicks before you get out of this public house.

You are just about ready to start pulling your hair out, when you actually get a good look around the room. Immediately, you notice that there seems to be something else in the fireplace besides the bed-sheets. You make your way over to the little stone hearth, avoiding all of the Strangeness on the floor, on the off-chance that any of it is not from the boots and is therefore communicable. At a safe distance, you squat down, and suppress Strange-Staining temporarily to get a better look. With the shifting white-then-gray-then-black-then-gray-then-white stains out of the way, you are now able to see that someone has stuffed sheets inside the fireplace, and attempted to burn them. You stand up, check the bed, and sure enough, the blanket is all balled up and sheets are missing.

Well, it seems you were able to solve that mystery at least. But it does raise the question why someone would want to burn the sheets. The boots, you understand – they are Strange, and worse that than that, they allow anyone with the means of detecting the Strangeness to follow every step the wearer takes.
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But the sheets? Considering how Strange the boots are, you are hesitant to reach in there, but odds are you are going to have to if you want to have a Hope in Hell of getting to the bottom of this.
As you consider your options for poking around in the hearth, it occurs to you just how dangerously full the hearth is – and how odd it is that the job was left undone. Did the flames simply not take, and the men gave up? Did they manage to light the sheets up, only to change their mind? Or did they light the fire and then leave, never guessing for a moment that the flames would die out after barely burning anything?

Out of those three options, the last one makes the most sense – but of the three, that one also gives you the most pause. Obviously, someone in this room really wanted these sheets destroyed. The fact that they would just leave it to chance like that makes you think … that they weren't just pressed for time, they were in some sort of danger. That they were -

Oh, Hell, what do you know? You are just projecting. Setting aside conjecture, you really don't know anything. And without any way to track these men now that they aren't wearing the boots, odds are this is the end of the trail. All this effort and risk, and all you managed to do was put yourself in even more fraying danger, you damned stupid girl. And of course, you made sure that everyone in the common room got a good look at you – for all you know, the men who made these prints are now tracking you … well, actually … no, that doesn't follow. If you assume that your instinct was right, that whoever lit the sheets was rushing then wouldn't they be rushing out of this place, not heading down to the common room to take a meal?

Unless they were setting an ambush in this room.

Shit! Pattern’s Perdition, have you walked into a trap? No – no, think, you fool, think! If this was a trap, then it would have sprung by now, especially with your eyes glowing like lanterns under your hood. And there would be something in the room to keep you here – more than just the mystery of why there are fraying rags in the fraying hearth. There is nothing stopping you from going out the window or back out the door … isn’t there? The shutters are closed – but their latch is dangling open and this is only the second story.

Returning your attention to the rags, you go back to your assumption that whoever tore then up and then attempted to burn them has left, without intending to return. That makes sense – but it hinges on all of this mess being made recently, as in either earlier today, or maybe yesterday. Public houses, at least the ones that you have experience with, check the rooms of guests before they leave, to make sure that … well, things like this don’t happen. For this room to have been left in this state, then that means one way or another, the men who rented this room and tore those sheets have not checked out.
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They could still be here, sitting in the common room – or they could have left without checking out, possibly through the window. Suddenly, it clicks! The men have almost certainly left for good, because they have left nothing behind in this room, save for their boots and the rags, one which they want to get away from, and the other they want to destroy. You breathe a little easier at the realization, but you keep your wand at the ready all the same.

Still, you cannot help but be pleased with yourself as you turn your attention back to the burn pile. Your first thought is to use your key to probe and pick through it, but as soon as you get the key out of your apron, you realize that this is actually a terrible idea. The key was given to you specifically. If the worst was to come to pass, and Strangeness was found on something that you were specifically known to have been touching … no, things are already bad enough for you. Likewise, the tankard is disqualified for the same reason, and you don’t want to get the Strangeness on your knives if you can help it.

It is only at this point that it occurs to you that if the men have well and truly left the room, then they might have left their key behind. You stop suppressing Strange-Staining, get to your feet, and head over to the nightstand by the bed. Sitting half-hidden in a shadow cast by the much taller bed, you find the key – surprisingly free and clear of the Strangeness. The bed, on the other hand, is a complete mess of shifting Stains. On an impulse, you deactivate Strange-Staining once more. And as soon as you do, you can see the mundane ones clearly.

Bloodstains. More than you would get from just some small accident. They are noticeably darkened, and browning, to the point that you would say they are three or four days old. Whoever rented this room must have got it for the week. Your sense of urgency restored by the prospect of figuring out what happened here, you return to the hearth, and start poking around with the key to this room in your right hand, with your left hand keeping your wand leveled at the door.

Sure enough, once you get through the first layers of rags, you start to see rags that have been used as bandages. Some with blood on them. Your mind is absolutely racing, coming up with all sorts of explanations as to why someone would need to make bandages like this … but what you don’t get, is why someone would go to the trouble of tearing up the entire sheet – most of them in sizes too big to be used as bandages.

Understanding eludes you – at least, until you start probing deeper , and feel the unpleasantly crusty fabric of the wraps give and slide under your feet. The rags in the fireplace are not just bandages, they are footwraps and bandages! Now this whole affair here is starting to make sense.
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There are two men. One, possibly both of them, are injured, but only one of them gets it bad. Around the same time, they are exposed to the Strangeness. They feel the need to get off of the streets. They come here and arrange for an extended stay … possibly to ensure that no one checks in on their room for a good long while. They go straight to the room, and get their boots off as quickly as possible.

The two of them make bandages and do their best to tend to their wounds. Once they have done what they can, they make footwraps – but … no – how does that work? The footwraps are still here, and the sheet is not big enough that they could have made four sets of them, on top of all of these spent bandages – and the bandages that the injured man was presumably was still wearing when he left here.

Well … how about … if the more mobile of the two of them went out wearing the footwraps he made to go buy proper boots for them to wear! Great! So then they go … where? Another public house? Somewhere outside of the Mount? Damn it all, for all you know, they could be on the moon. Not to mention, that if your read on the bloodstains is right, then you are already three, maybe four days behind them. It is agonizing, to be perfectly honest. You were so certain that you had something, but even if you were somehow able to figure out where they went, you are so pressed for time at this point you doubt that you -

Hold on! Now, you might not be able to track where they went from here, but you could certainly figure out where they were coming from, possibly even all the way back to the point where they were exposed to the Strangeness. And in that vein, say for the sake of argument that the badly injured one did want to go to another public house to recuperate, they probably would not want to go too far. If you were to poke around the nearest handful of houses, you might actually be able to pick up their tail once again.

But before you do any of that - or check the alley outside - you should really finish poking through the burn pile. In your excitement Strain-Staining reactivated, so you suppress it once more and start prodding around the back of the bundle, where the fire was set. You turn some half-burnt rags over. Huh, is that some rope back there?

Understanding is slow to dawn on you. Embarrassingly slow. However, it does eventually occur to you that you are looking at a fuse. You are so startled by the realization that you actually have to steady yourself. Your heart absolutely hammering, you move the rest of the rags away, to reveal a long slender tube, made out of what appears to be vellum, folded over on both ends and sealed with wax. The fuse makes you think of ‘peter-pomegranates, but you get the sense that this is an incendiary, not an explosive. It is not easy to see in the back of the fireplace, but it looks like some sort of power is coating the outside of the vellum.
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While it is currently Strange from contact with the rags and boots, there is no other sign that it is anything more than a mundane fire-starter. Yet … whatever exactly this is, it was made by someone with an understanding of chemistry, and chemistry is just mundane Alchemy. A full-fledged Witch could have made this, easily – though by the same token, some back alley chemist could have as well.

More importantly than that though, the men who rented this room were so damned serious about preventing anyone from following their trail, that they were willing to use something like this. And you thought they were being reckless by walking out on a burn pile. That said though, if it really has been three or four days, and they had just moved to another nearby public house, wouldn’t they have realized that their nasty little candle here didn’t do its job?

So perhaps you aren't going to be able track them down after all … but either way, you are going to have to take the Strange Incendiary with you, or at the very least, render it inert somehow. Of course, you are not thrilled at the prospect of keeping something like that on or even near your person, but as you don't have the time to properly cleanse the rest of the Strangeness in here, taking responsibility for this should be a decent sinecure, right? Surely that is a goodly deed. And more than that, while the Guard would probably not bestir themselves over a pair of malicious travelers running out after ruining some sheets in this barn of a public house, they would almost certainly be interested if they heard that the men attempted to set off a presumed incendiary. They might even wonder why someone would go to such great lengths to burn those sheets – and with the Inquisition running around the city full tilt, that kind of wondering would be patently dangerous for you.

If you had your druthers, you would cleanse the room properly and leave absolutely no trail for anyone – but you cannot afford to spend that kind of time here. Leaving behind the Strangeness is quickly becoming a bad habit for you. Here, that alley, the Morgue, the – you don't even want to think about it. But … confiscating a dangerous and Strange Incendiary – that is something that you can do. Understandably, you are not thrilled at the prospect of keeping something like that on or even near your person, but removing any Strangeness from the premises is a good thing, right? Even if it is not communicably Strange, it is still counts as a good deed?

Getting closer, it looks like someone thought they were lighting the fuse, but instead were lighting the fraying end of other of the rags. In the dark, cramped corners of the fireplace, you could see how one could pass for the other. Next with Strange-Staining active once more, you poke at the Strange Incendiary with a portion of this room's key that has not been covered in the Strangeness yet … and you sigh in relief when the Strangeness doesn't spread.
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If this was communicably Strange, then on top of everything else you would not have been able to immediately rule this candle out as being Alchemical. Though … you suppose that it still could be Alchemical, though from your limited knowledge of the field, you know that it is unlikely, as Alchemy is amongst the most Unstable of all of the Schools and Studies.

You then spend the next minute poking and prodding your way through the rest of the burn pile, to make sure that there is nothing else left behind in the hearth. By the end of it, the key for this room is completely covered in Strangeness, and is probably seconds away from becoming communicably Strange itself, but you are satisfied that there are no more surprises in the fireplace – dangerous or otherwise. Besides the boots and candle, it is just rags, rags and more rags. Some clean, some with blood and grit.

As you set the key to the side for a moment to consider how you are going to carry the candle, a horrible, terrible thought crosses your mind, that these men might have had something to do with the disaster at Gothorum-One … but then you remember the apparent age of the bloodstains. Three to four days ago – not last night. To be sure, that doesn't exonerate them, but at the very least, it means that you are not going to learn anything new about what happened at Oiler's Wharf in this room. After fishing the candle out of the fireplace, you inspect it over in the light of the room. Beyond the knowledge and materials that went into making it, there is no obvious indication that it has any Mysterious aspect or component to it. You do note that there is powder rubbed into the vellum some how, which gives the candle a surprisingly rough texture.

As it did not react to your prodding with the now Strange key, and it does not react now when you lift it up, you have to assume that it is at the very least chemically stable … which you suppose is vouchsafed by the fact that rags that were right on top of this thing were on fire, and it didn't ignite. Now though, you need to decide how to carry this thing. You don't want this near the fuel for your wand, as you have no idea what is in it, and how it could react with the nodules - or for that matter, your wand and its conduit - if the wax broke or the tube opened up. That means the very convenient big pockets on your apron are out. Even though one of them is completely empty at the moment, you are keeping it reserved for spent and Strange fuel nodules. There are smaller pockets on the apron, but the candle would stick out of them conspicuously.

In the end, you have to tuck it into your left footwrap. You have to figure that keeping it constrained, as uncomfortable as it might be, is a better option then trying to stuff it up one of your already tight sleeves. Of course, as soon as you get the chance, you are going to get it onto the cart. And you are going to get your Oiler's back on again.
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Satisfied with the rags and the candle, you finally turn your attention to the boots themselves.

You pick the Strange key up again, and wack the boots a couple of times, just to make sure that nothing was inside of them, then you flip three of them over so you can see all four of the soles.

You inspect the boots, activating and deactivating Strange-Staining several times, before you realize the significance of what you are looking at. The portion of the soles of the boots that are not communicably Strange are not Strange at all. That is something that simply cannot be done with mundane methods of Remediation or Mitigation, at least, with any mundane method that you know about. Some Mysterious craft had to be involved. It is settled now. Either these men are in the service of a Witch, and provided them some means to deal with the Strangeness, or -
Actually, that seems to be exactly what this is. Now that you are looking carefully, you can see that in addition to the stock-standard wear and tear of a boot that you would expect, there are these tiny punctures in the leather. You wouldn't suspect them to be of any great importance, but it just so happens that these punctures are all dead center in the middle of the clean and clear portions of the soles. Some sort of Remediation implement must have been responsible.

All you can do is stare at the soles, and offer up a silent prayer in thanks. It is settled now. You are either on the trail of your father's professional friends – or perhaps the people that they were attempting to rob.

Before you are completely overwhelmed, you do notice two more more things about these boots. Both of these boots have the same maker's mark – a large and distinctive depiction of a masked badger – and the right boot of the slightly smaller pair has quite a bit of dried blood inside of it. Taking a guess, you would say that the more injured of the two men, the one with the smaller feet, took a wound to his right leg.

Before you quit the room, you make a point of checking the bed and the window. Your search of the bed turns up nothing but a battered tenth-talent caught in the balled up blanket, somehow spared from both blood and the Strangeness. Your search of the window, however, is more fruitful. With Strange-Staining reactivated, you can see that there are some prints on the sill and patches on the shutters themselves, as well as one on the wall by the window. That one on the wall appears to be a print of a left hand, with the pointer finger absent. Judging from how lightly the hand must have touched the wall to make the print, it is possible that the pointer finger just never touched the wall. Or it is possible that the pointer finger was cleansed. Or in some sort of splint. Or had been cut off. If you had to guess, you would say that the man who was in the bed made that one.
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Of course, you are assuming that these were men, based off of the size and style of their boots. That is not definitive, by any reason. After all, you have a pair of Oilers – and by the Heights of Hell, you wish you were wearing them right now. That damned candle is really starting to itch. Trying to not worry about whatever you are exposing yourself to at the moment, you peek through the shutters and see that the window of this room overlooks an overhanging piece of roof as well as the alley you expected. The spit of roof slopes fairly gently, gently enough that just about anyone could walk along it, hugging the building. It leads in both directions. One towards the main street, and the other, towards the back of the building – though the one that leads towards the back of the building goes around a corner. After sticking your wrist right in front of your eyes to check to see if they are glowing, you cautiously open the window, and stick your head outside. In a few places, you can see some more indistinct patches of the Strangeness, but nothing more substantial. Still, it certainly seems that your guess that the men left by the window was right on target.

From your vantage point, you try to peer down into the alley, to see if you can spot anything – but as you are on the second floor, you are too far away for Strange-Staining to activate for anything on the ground. More than that, you really can’t see anything from up here – the alley is narrow enough, and this public house is tall enough that it is fairly dark down there, even at this time of the day. Playing it safe, you are going to withhold judgment on there being anything of interest in the alley until you are down there on your own two feet.

At this point, your business in this room seems to be concluded. You take a couple of looks around the room, some with Strange-Staining suppressed, some with it active, just to make sure. But when nothing jumps out at you, you decide that at the very least, it is time to leave the room.

> Please choose ONE of the following:
> Exit this room through the door.
> Attempt to exit this room by the roof.

> Please choose ONE of the following:
> Take tankard with you.
> Leave tankard behind.

>Please choose ONE of the following:
> Leave key in room, leave door unlocked.
> Leave key in room, leave door locked.
> Take key with you, leave door unlocked [vote restricted to: Exit this room through the door]
> Take key with you, leave door locked [vote restricted to: Attempt to exit this room by the roof]
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It returns! Sadly I lack the time to participate at the moment.
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>>5661949
Glad to have you back anon!

I just realized I didn't put the note in at the beginning of the thread. All of this is the previous thread, just edited, and punched up a bit. It is a good refresher, but if you remember how things left off last thread, then there isn't any new material here.
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>>5661938
>Exit this room through the door.
>Take tankard with you.
>Leave key in room, leave door locked.

It's been a while. Hope I haven't forgotten anything important.
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>>5661938
>Exit this room through the door.
>Take tankard with you.
>Leave key in room, leave door locked.
I really need to reread the previous threads, let's hope we don't fuck up (again)
>>
You consider leaving by the window for a moment, but then you decide against it. You would either have to unsocket your wand, or risk injuring yourself. Not to mention this is not the only window that overlooks this alley. The second that you step on the roof, you are going to be on display - and possibly even to the street as well. It seems to you that your odds of remaining unseen are much better if you go stay inside the public house. Before quitting the room, you take the tankard with you - as well as the battered tenth-talent off of the bed. You might need to perform another Ice-Lockpick ... and you would never hesitate to take money, though you do check the coin all over one more time before slipping it into one of the smaller pockets on your apron with the other coins.

Your business finally concluded in here, you leave the room, closing and locking the door behind you, then kicking the key under the door, wincing as you remember just a second too late that the footwraps that you are wearing do not provide much in the way of protection for your toes. As the pain - and the quiet embarrassment - fade away as you silently plod down the hallway towards the stairs, you try to figure out your next move.

> Please choose ONE of the following:
> While your business in that room is concluded, your business in this house is not. You still have something left to do ... [write-in]
> You have tarried here overlong. You are going to go to your room, fetch your cart and waltz out the front door. Let that sack of suet try and stop you, you could use a good laugh.
> You have tarried here overlong. You are going to go to your room, fetch your cart, and then break into a room on the first floor with a larger window. If all goes well, it will be as if you disappeared into thin air.
> You have tarried here overlong ... but you have business to settle with the proprietor of this establishment. He has a head, just begging for a-knocking, and you have just the wand for it ... sit tight in your room. He will come to you.
> Write-ins are allowed with approval from the QM

Do note that Chlotsuintha's Right Used Footwrap I is carrying more volume and weight than it can comfortably deal with. So long as it is over-encumbered, Chlotsuintha will incur a malus scaled to the severity of the over-encumbrance and relative to the importance of the over-encumbered article in tests. If Chlotsuintha attempts a cast, she will not incur any penalty, unless the cast involves the use of her right leg. If Chlotsuintha attempts to run away from someone, then she would take a moderate penalty to the Athletic Test. In addition to whatever unpleasantness may be caused by failing the test, not passing enough rolls may also result in the damage or loss of the Right Used Footwrap I and its contents.
>>
>>5662104
>You have tarried here overlong. You are going to go to your room, fetch your cart, and then break into a room on the first floor with a larger window. If all goes well, it will be as if you disappeared into thin air.
>>
>>5662104
>You have tarried here overlong. You are going to go to your room, fetch your cart, and then break into a room on the first floor with a larger window. If all goes well, it will be as if you disappeared into thin air.
>>
>>5662104
>You have tarried here overlong. You are going to go to your room, fetch your cart, and then break into a room on the first floor with a larger window. If all goes well, it will be as if you disappeared into thin air.
>>
It is plain to see that you have tarried here overlong. Your best bet for slipping out unseen is to fetch your cart, then break into a room on the first floor that has a window that you can actually climb through, unpack the cart, get the cart outside, then repack the cart - effectively disappearing into thin air. Unfortunately, there is a bit of blight on your tuber: in a moment of thoughtlessness, you drank most of the remaining working material in the battered tankard ... and you have no way of knowing which of the first floor rooms have windows large enough for you to escape out of. In fact, there is no guarantee that there are any.such windows on the first floor, as the only ones windows you have seen of such a size were the ones in the common room - which won't work, so long as you intend to keep this a stealthy escape.

For the second time, your lack of knowledge about this establishment galls you - you don't the extent of its footprint, you don't know where all of the exits are, you don't know about the windows ... Hell, you don't even know the name of this public house. And you might yet end up paying for that ignorance. With most of your working material either drunk or dumped, you have what you figure to be about two attempts, maybe three - and with restricting the amount of working material you are using so dramatically, those attempts are going to be much harder than the previous one. Making matters worse, there is no helpful trail of Strange footfalls leading you to a room with a window suitable for you to exfiltrate from. Maybe ... maybe you should get your hands on some more working material somehow. If you were lucky, you could break into a room with a filled washbasin - but can you count on being that lucky? Rather, should you count on being that lucky? Perhaps you should wheedle another thing of ale from the proprietor, and while you are at it, tell him that you are going to 'take some fresh air'. So long as you leave your cart behind, you couldn't see any objections he could raise, and more working material and an opportunity to find a viable window would make your escape much easier - but you wouldn't be disappearing, at least, not as cleanly ...

Maker's Mercy, why do you keep ending up in these shit circumstances? Well ... you have been burning the candle at both ends for two days and two nights more or less straight, and then before that, you were working harder than usual to make up for father's absence in the South Burying Ground. Eventually, something was going to have to suffer for it. Just ... short of risking the proprietors attention one more time, or committing yourself to complicated casts with nothing to vouchsafe any value to them, is there any other way that you could get out of this place?
>>
> Please choose ONE of the following:
> Use what working material you have, and take your best educated guess as to where a suitable window might be.
> Approach the proprietor and inform him that you are leaving to take some fresh air, but do not ask him for additional working material.
> Approach the proprietor and ask for more working material, but do not leave the premises.
> Approach the proprietor and ask for more working material, then leave the premises.
> Propose alternative means of exfiltration [write-in, subject to QM approval]

Hint: If you are looking for a suggestion as to what to put as a write-in, I have already given it.
>>
>>5662233
>Take our money and just walk out to scout around quick and then come right back. This innkeeper knows we aren't likely to leave without our stuff. Plug the keyhole with a bit of rag we can pull back out to make it more time consuming if he decides to snoop in our stuff.
>>
I'm going to sleep, and I'll close this vote when I wake up ... unless of course, it becomes tied over night.

Glad to be back!
>>
>>5662399
Supporting I guess
>>
>>5662399
Supporting. If there's a stable or something we can also fill our tankard with water from the trough
>>
>>5662616
Welcome back Boss!
>>
Oh, this quest is back! Glory be to the Patternmaker!

>>5662013
>>5662033
There’s some things I will have to check later, but just keep in mind the maker’s mark and the lack of a strange pointer finger on the left hand for now.

>>5662233
>you drank most of the remaining working material in the battered tankard
Ewwwww! The fat fucker spit in that!

>>5662234
Personally, I’d just go for
> You have tarried here overlong. You are going to go to your room, fetch your cart and waltz out the front door. Let that sack of suet try and stop you, you could use a good laugh.
Mainly because disappearing outta thin air may be the wrong move, despite me loathing going through the public space again. Alternatively, breaking into the washing bin would be our second best bet- plus maybe robbing the fat bastard blind (at least of his water).

On a smaller note, we should invest in a waterskin- or have brought one with us beforehand. Also, exchanging footwear soon may be wise, as well as moving the Incendiary- maybe if we had some string, we could hang it underneath our clothes? Something to think about at least.
>>
>>5662767
>we should invest in a waterskin- or have brought one with us beforehand. Also, exchanging footwear soon may be wise, as well as moving the Incendiary- maybe if we had some string, we could hang it underneath our clothes? Something to think about at least.

Chlotsuintha does have a small flask which she keeps water in, but it is empty at the moment.

Alright, consider this closed.
>>
Not completely satisfied with your initial instinct, you rack your brains as you keep moving towards your room. You are trying to look at this situation here from all possible angles, trying to whip up some sharp little stratagem to get you out of this dump that doesn't involve either relying on dumb fraying luck or prancing through the common room again ... but by the time that you have made it back, the only improvement to either option that you have come up with is to stuff rags into the keyhole - hoping that the proprietor's fingers will be too fat to fish them out - and to take your talents with you, so if the worst came to pass, you could bail on the cart. Pattern's Perdition, you hope it wouldn't come to that. If there is some cleverer play here, then it eludes you.

Swearing under your breath in frustration, you unlock the door to your room, then head straight over to the cart, to where you buried the forty or so large-denomination talents. You pluck them all out ... and after a moment of consideration, the pouch of saffron that you ... actually, you don't even want to think about that now. With all of the valuables safely in your possession, stowed in the pockets of your dress, you pick a hearty looking rag out of one of the bundles then head straight to the door. After closing and locking it behind you, you are easily able to get the rag wadded and wedged up into the keyway of the lock with your almost uncannily long and slender fingers. When the time comes, digging it out might be a little tricky for you, but it should be practically impossible for anyone else. You are smiling to yourself, quite satisfied ... until you take a few steps down the hallway, and realize that you still have the Strange Incendiary strapped to your right leg. Swearing under your breath some more, you consider going back into the room and stashing it on the cart - but you decide against it. For all you know, Bertram could be back right now. That thought sends shivers down your spine, and your strides lengthen as you make your way back to the common room, doing your best to ignore the Strange Strains on the ground in front of you. All the while, you are trying to figure out what to say to the cad behind the counter - but when you finally get into the common room, you still haven't figured anything satisfactory.

"And just where are you off to, little one?"

Not that it would matter even if you had, the bastard has a real knack for getting under your skin, always making you feel - no, you cannot dwell on it.

"I'm - I need to take some air."

"Oh, you need to take something, alright."

Both of your faces blaze red - his from a fit of wheezing laughter and yours from a newly plumbed depth of shame. How can he say something so crass and vile? Still you can take some solace in the fact that he hasn't told you that -

"But before you go, I'll be needing that flagon back now."

Shit!
>>
> Please choose ONE of the following:
> Keep the battered tankard in your possession. Once you turn it over, he might not be willing it give you another.
> Give him back the battered tankard. Hopefully you will be able to get another one once you return inside.
>>
>>5662960
>Give him back the battered tankard. Hopefully you will be able to get another one once you return inside.
>>
>>5662960
> Give him back the battered tankard. Hopefully you will be able to get another one once you return inside.
>>
>>5662960
>> Give him back the battered tankard. Hopefully you will be able to get another one once you return inside.
>>
>>5663190
>>5663144
>>5663047
Consider this closed. I'm going to get something to eat, then I will write this up.
>>
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Without a word and a look back, you set the tankard down on the nearest table and stiffly walk out of the common room and back out into the Cleanport streets. Half of you wants nothing more than to keep walking away - perhaps even more than half - but as tricky as your current circumstances may be, they are not bad enough that you can just abandon those supplies ... though if Bertram does show up and the proprietor comes looking to collect, that might be a different story.

Right now though you need to focus on reconnoitering the public house - something that you definitely should have done before setting foot inside.

> DC 30: Witchlet Chlotsuintha is not Keen of Eye, making a easy Sight Test like this [easy]
> + DC 6: Witchlet Chlotsuintha is now Tired II and is not as perceptive as she might be otherwise.
> - DC 15 Witchlet Chlotsuintha is well aware of what she is looking for here
> - DC 10 Witchlet Chlotsuintha is looking for something that is very readily apparent
> + DC 10 Witchlet Chlotsuintha finds correlating the exterior of the Public House to the interior somewhat difficult, on account of its obtuse design
> - DC 4 Witchlet Chlotsuintha has Partial Knowledge of the first floor of the Public House

> DC 17: Anything lower is a failure. [Re-rolls and auto-passes are available. No hostile re-roll(s)]

>No Passes: Chlotsuintha's inspection does not tender her any succor - either she managed to overlook them, or the Public House does not have any suitable windows on the first floor.
>One Pass: Chlotsuintha's inspection manages to turn up a single window, but she is not entirely sure how to get to it.
>Two Passes: Chlotsuintha's inspection turns up several windows large enough but they appear to be in the kitchen area.
>Three Passes: Chlotsuintha's inspection turns up more than a score of windows large enough, and she knows how to get to them.

>If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) then Chlotsuintha's inspection of the Public House is interrupted by the arrival of someone she assumes to be Bertram.
>If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then Chlotsuintha's inspection turns up something ... unexpected.

>A Critical Failure overrides a Critical Success and a Near-Critical Success, but a Critical Success overrides a Near-Critical Failure.
>Criticals and Near-Criticals cannot be reversed by a re-roll or an auto-pass
>You are STRONGLY encouraged to roll again after twenty minutes if more rolls are needed, to keep the quest moving.

>May I please have three rolls of 1d100?
>>
Rolled 60 (1d100)

>>5663433

Roll to squint!
>>
Rolled 54 (1d100)

>>5663433

Enhance.
>>
Rolled 46 (1d100)

>>5663433
>>
>>5663557
>>5663522
>>5663505

Okay, so Chlotsuintha has her heading. Even though she is still a little fuzzy on the layout of the Public House, she has enough of an idea of where things are to make an escape work - assuming of course, that the rooms in question are not occupied, and that she is able to get her hands on more working material.

Before she returns to the Public House (and I write the update tomorrow morning) there is the question of if she wants to look for working material (and a vessel to transport it) while she is out on the streets, or will she try to get working material from the proprietor.

> Please choose ONE of the following:
> Chlotsuintha will scamper around looking for water (or a liquid with a similar freezing point) and a vessel to carry it.
> Chlotsuintha will return immediately to the Public House and demand a fresh ale without spit.
>>
>>5662958
>If there is some cleverer play here, then it eludes you.

I’ll reread this thread fully later, see if I can figure out what we obviously missed.

>>5663575
I have no option one way or another- the expedient option would’ve been leaving immediately, not going on a mini-quest to disappear into thin air via a window. Lotta time and effort to be memorable.
>>
>>5663575
>> Chlotsuintha will scamper around looking for water (or a liquid with a similar freezing point) and a vessel to carry it.
>>
>>5663575
>Chlotsuintha will scamper around looking for water (or a liquid with a similar freezing point) and a vessel to carry it.
>>
Okay, consider this closed. Sorry for the late start, my mother wanted me to clean out her garage for Mother's Day.
>>
Actually, can I get two rolls of 1d10, to determine if Chlotsuintha finds anything? An 8 or a 9 means that she finds somewhere that she can get working material from, if she chooses to invest the time and/or money into, while a 10 means she stumbles across an unattended bucket of water.
>>
Rolled 2 (1d10)

>>5664041
>>
Rolled 5 (1d10)

>>5664041
>>
>>5664074
>>5664052
Okay, Chlotsuintha has been about 6 minutes looking for something that she can use as working material, but has not had any luck. Should she widen her net, and look further down the street?

> Please choose ONE of the following:
> Spend another six or so minutes searching for working material.
> Throw in the towel, and return to the public house to get some from the proprietor.
>>
>>5664098
>> Spend another six or so minutes searching for working material.
>>
>>5664098
> Spend another six or so minutes searching for working material.
>>
>>5664098
>Spend another six or so minutes searching for working material.
>>
>>5664117
>>5664103
>>5664101
Alright, can I get another two rolls of 1d10 please?
>>
I rolled, it's your turn anons.
>>
Rolled 4 (1d10)

>>5664136
>>
Rolled 1 (1d10)

>>5664136
>>
Do your telling me that there are no inns or stuff within 12 mins that’ll offer us a glass of water?

Honestly anons, why have we embarked on this miniquest?
>>
>>5664186
Fine, let's just leave through the front door.
>>
>>5664195
I’m just wondering what the hint was?

Like, my homebrew solution was to piss in the tankard, but that clearly wasn’t what the QM hinted at, so I’m at a loss. Like, was this hint in the recent updates, or the introduction?
>>
>>5664195
>Just leave through the front door after all.
>>
>>5664186
This area is kind of an odd spot. More trading houses, shops and private residences than public houses. That said, Chlotsuintha has gone far enough that the odds for running into a public house (or somewhere else that she could buy working material from) have increased (from rolls of 8 and 9 with 10 being an auto-pass, to 7 and 8, with 9 and 10 being an auto-pass).

> Please choose ONE of the following:
> Try one last time to find somewhere to buy working material and vessel to carry it for the next six minutes.
> Return immediately to the Public House and demand a fresh ale without spit in it.

Also, sorry I wasn't able to spend more time yesterday running, though I hope to make up for that later today!
>>
>>5664358
>> Try one last time to find somewhere to buy working material and vessel to carry it for the next six minutes
>>
>>5664358
>Try one last time to find somewhere to buy working material and vessel to carry it for the next six minutes.
>>
>>5664358
Let me get this straight- we’ve walked 12 minutes straight, potentially going on 18, and doubling back will take around the same amount of time, ya? So we effectively wasted roughly 36 minutes to get a 60% chance of getting nothing? With 20% chance of potentially wasting even more time/resources getting some water? And this doesn’t include the time investment in sneaking and moving all our shit out of a window into a public alley? When we’re both limited on time and trying to not be memorable?

I can’t believe I’m saying this, but we have somehow bamboozled ourselves into a situation worse than the saffron merchant. I’m in quiet awe at the opportunity cost we subjected ourselves to.
>>
Alright, can I get two rolls of 1d10 please?

>>5664496
Chlotsuintha has not been having a good day, but things are not that bleak. She wasn't moving in a straight line this entire time, it will only take a few minutes for her to get back to the Public House.
>>
Rolled 9 (1d10)

>>5664680
>>
Rolled 5 (1d10)

>>5664680
>>
>>5664714
Alright! I'll get to writing this up.
>>
>>5664680
That’s still 25 minutes gone- in a already constrained time schedule. We’re probably gonna have to cut another shopping segment off the schedule, maybe even both (thank god we bought those dried foodstuffs), and this doesn’t take into account other plot opportunities that may crop up.

Honestly, we should’ve just stolen the water from the washbasin, or gambled that one of the rooms had water in them. Did we even check the Stranger Duo room if it had any water in it’s washbasin?
>>
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So far, it seems that you are not fated to suffer from your mistakes here, for as soon as you turn around the street corner, you come across a whole bank of windows more than large enough for you to haul the hand-cart through. But while you take some solace that you are going to be able to make your escape as you envisioned, you cannot say that you are particularly happy about your find here. For starters, these windows face the street corner, which seems to be relatively well trafficked, making it effectively impossible for you to escape unseen. Following that, they are also on the opposite side of the building that your room is located, which would obviously make sneaking out much more involved. But the condemning stroke is that if you have figured the layout of the house correctly, then these windows are on the portion of the first floor that you were not able to find a way into.

Desirous to do better, you continue your walk around the house, trying to remain as inconspicuous as six foot, four inch woman wearing a bright red cloak could be. Just as you are about to turn the far corner of the building, into the alley between it and what appears to be a private residence, you pass the second entrance to the building - which along with several of the windows closest to it have been bricked up. All of these bricked orifices of the building have been done up as painted placards to attract custom, all depicting a canopy bed with posts made of up spears. One of which even has the name of the establishment spelt out; the 'Poonist's Perch.

You have a hard time imagining that the proprietor as a harpoonist, or an Oiler or Whaler of any sort. In fact, it would be less of a stretch to imagine him as a whale, to be quite honest. Still, you are smiling to yourself as you turn the corner into the alley ... though that smile does not survive long. While there are large enough windows here as well, the ones that you can see immediately are bricked up as well. The first two are completely sealed shut, but the others have done so a thin slit runs the full height of the window frame, straight up and down the middle. If the rest of the windows facing away from the street are all like this ...

With a renewed sense of urgency, you pick up the pace, following the public house around its perimeter. When Strange-Staining activates unexpectedly, you feel as if your heart skips several beats, though before you can overreact anymore, you realize that this is where one of the men that you tracked to the room on the second floor got back onto the street from the hipped roof over this portion of the first floor. Still, your nerves are all a-fray ... until you come across an alley-facing window that has not been bricked up. Then a brace of them. Then an entire bank of them. Pressing further into the alley, you also find what appears to be your room, as its window was built as a slit, not modified into one.
>>
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Beyond that, there is the receiving area for the kitchen with windows large enough for even you to walk through, a bulkhead down to the cellar, and some more slits in the wall, possibly windows for the serving men and maids quarters. On the other side of all of that are a few more windows, then it is the street that you first entered the Perch from. With a real spring in your step, you follow the alley back out onto the sidewalk of that street, barely even glancing down as Strange-Staining activates again on the footprints that led you here. Now all you need is to get your hands on some working material to perform another Ice-Lockpick and you are near as good as gone.

Not wanting to deal with the proprietor more than you have to - or rather, ever again - you decide that you would be better served if you went out and found your liquid elsewhere. But that is easier said than done. There aren't many public houses or shops in this portion of Cleanport - too far from the harbor, too close to the Chip - so you actually end up spending some serious time looking for something, anything that you could buy or use. Minutes pass though, and you find yourself further and further away from the Perch without anything to show for it. You find a public fountain, and for a moment your hopes soar ... only to be soured by the realization that you have nothing to carry the water with. You are cutting through an alley when you find a half-broken bucket, without any handle, sitting on top of a covered rain barrel. You practically pounce on the damned thing, and you actually laugh with relief when you look it over and determine that it will be able to hold enough water, more than enough water.

After checking to make sure that the coast is clear, you pop the top to the rain barrel, and fill the bucket with wet lucre, then you head back to the Perch at a brisk pace. In an uncommonly munificent mood, it occurs to you that perhaps you should have left some talents as compensation for the bucket, but at this point, you are not in a position where you can go back. Maybe later. Maybe.

When you get back to the Perch though, slightly splashed from all of the sloshing water, all thoughts of charity slip from your mind. There seems to be some commotion in the receiving area of the kitchen. Presumably, Bertram is back.

> Please choose ONE of the following:
> Abandon Ship! What is left on the cart is not worth the risk of going back into the Perch, not by a long shot. The absolutely last thing you need is to get cornered in there.
> Get in there! Surely, with as fat and as lazy as the proprietor is, there has to be enough time left for you to get in and get out! You can do this! You have to do this!
> Damn it all to the Heights! You need to stop fraying yourself like this. Yes, you are scared, and yes you are tired. But now it is time to come up with a better plan ... [write-in, subject to QM approval].
>>
>>5665029
I frankly don’t want to touch this escalating mess that my fellow anons have got ourselves into.
>>
>>5665029
Even though I don’t want to touch this vote with a 10ft pole, I also don’t want to lose the shit we just payed a shit on of money for, wasted a lot of time on, and left a lot of incriminating evidence in.
>Whatever plan that allows us to keep our cartful of things
>>
>>5665029
>Get in there! Surely, with as fat and as lazy as the proprietor is, there has to be enough time left for you to get in and get out! You can do this! You have to do this!

>>5665122
Anon, this is a quest. You don't have the choice to keep your hands clean (nor does it matter to anyone). Either Chlot escapes this shithole or it's all over.
>>
>>5665163
It isn’t about keeping my hands clean- it’s honestly hard to bring myself to care in something I was uninvolved in. I disagreed with the escape decision anons decided on, and I simply didn’t care to vote on the proceeding escape decisions. I’m apathetic- and now we’ve bumbled into not just wasting more time and effort into this questionable escape attempt, but into something potentially more dangerous than and just as stupid as the saffron merchant debacle. At this rate there’s going to have to kill someone- and with all the strange sightings of extremely tall criminals running around, we might as well paint a bullseye on our back for the Port Authority and the Inquisitions with all the heat we’ll generate on us.
>>
>>5665029
>> Get in there! Surely, with as fat and as lazy as the proprietor is, there has to be enough time left for you to get in and get out! You can do this! You have to do this!
Fuck that fat dude, we'll do it directly
>>
>>5665029
> Get in there! Surely, with as fat and as lazy as the proprietor is, there has to be enough time left for you to get in and get out! You can do this! You have to do this!

Worst case scenario, we enter a strange fever.
>>
Your heart is hammering, and your stomach feels as if it had been hammered. This ... this is ...

No. No! You cannot just stand here, slack-jawed and flatfooted. And more than that, you cannot just abandon that hand-cart. Setting aside the time and money that the purchases you have stowed away on it represent, the fact of the matter is that once you are out and away from the Mount, those dry goods could mean the difference between life and death on the frontier. Admittedly, it should be no issue for you to buy more stuffs and stocks later ... but why complicate things any further? You have what you need now - well, at least some of what you need. You are not going to let just the threat of having to deal with some skeevy sot run you off from what is yours! Though if it looks like you are going to get hemmed in, or he is already waiting in your room ... and of course, with both hands holding on to the bucket, you cannot have your wand salted and at the ready, either. It -

Damn it all! You cannot allow yourself to be knocked over like this. You got yourself into this, now you need to go in there and get yourself out of it.

Setting your jaw with a confidence that you can only wish you felt, you march into the Perch, through the vestibule and then through the common room. Immediately all eyes are upon you, and your nerves falter - but somehow you manage to get it through your head that if you were to back out now, it would only make things worse for you. And when you see that the proprietor is still planted on his stool behind the counter, you do take some heart ... though once he starts laughing at the sight of you, splashed and harried, clutching a mildewed bucket, you are shamed and scared all over again. You keep moving though, your feet mechanically tramping towards your room. As you pass out of the common room, he starts to say something, but you are spared any further indignities from him by a fit of rheumatic coughing. You do, however, notice that one of the diners in the common room has left - though it is possible that they will be back soon, as their plate is still sitting on their table, with a goodly amount of food left on it.

Having made your way through the lair of the beast, with no indications of pursuit, you calm down just enough to realize that you have been holding your breath since you stepped into the Perch. As you do, you look down at the bucket that you are squeezing tight to your midriff ... and realize that you might have a problem. This bucket is substantially larger than the tankard that you used earlier, and is in much worse condition. Filled as high as it is, you might not be able to get the consistent pour that you need for Cold-Touch to work. After all of the splashing and dripping on the way over, you still have at least two times as much water as you did ale when you started Cold-Touch to get into the room on the second floor, so it is not like you couldn't just dump water ...
>>
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But what if something else goes wrong? What if you need that extra working material? Between your stress and your exhaustion, your head is throbbing and your eyes are starting to ache. Worse than that though, is that you have the distinct impression that is there is a third option here, but even for your Red Thread you cannot suss it out. You are still trying to work it out, when it occurs to you as you draw within sight of your door that you might want to fetch your cart now, before you get the door to the other room opened up, so you aren't wandering around more than you need to ... but on the other hand, what if someone saw the hand-cart out of your room? Wouldn't that tip them off that you were trying to make a break for it?

> Please choose ONE of the following:
> You are going to attempt the pour with all of the contents of the bucket. Unless the attempt completely goes to shit, you should have more than enough working material for three pours equivalent to the one you used to unlock the door upstairs. However, because of the bulk of the bucket and weight of the water, the cast is going to be more difficult - and you are not going to be able to have your Wand of Head-Knocking at the ready.
> You are going to dump the excess water from the bucket, leaving roughly as much water in the bucket as ale you used to get the door open. If this option wins, a secondary vote will be held, to determine how much of the working material should be used in the attempt. If it is decided that all of the remaining working material is going to be used, then the difficulty of the cast is going to be the same as the cast of Cold-Touch on the door upstairs. If it is decided that the working material should be rationed further, then the difficulty of the cast is relative to how little of the working material is actually used. Note that choosing this option allows for the Wand of Head-Knocking to be held at the ready, though casting with it will receive a slight malus, to reflect the difficulty of bringing it to bear under the circumstances.
> The fog in your head breaks, and for once, you are able to have your cake and eat it too. What you need to do is ... [write-in, subject to QM approval]

> Please choose ONE of the following:
> Keep the hand-cart in your room until you are ready to make a break for it. With your run of black luck, you might not be able to pick the lock as quick as you like
> Get the hand-cart out of your room right now, so you are ready to make a break for it. You are done with 'Poonist's Perch, and you are done planning for failure.
>>
>>5665029
> Damn it all to the Heights! You need to stop fraying yourself like this. Yes, you are scared, and yes you are tired. But now it is time to come up with a better plan ... [write-in, subject to QM approval].

Were a master climber, right? We climb up to the window of our room, break into our own room and toss everything worth keeping down (I forgot if we are carrying lifting oil, if yes we can throw the entire cart and have it gracefully float down).
>>
>>5665403
> The fog in your head breaks, and for once, you are able to have your cake and eat it too. What you need to do is ... [write-in, subject to QM approval]

Throw the stuff out the window and climb down
>>
>>5665615
>>5665619
First point, the room we have the hand-cart in is on the first floor. Additionally:
>Suddenly you notice the window, a slit, scarcely wider than your arm. There is absolutely no way that you – or anyone else – could ever hope to squeeze out of that. If you get cornered in here ...
Much of the stuffs and stock on the cart is not going to fit through the window, much less the cart - or Chlotsuintha, for that matter.

As to the point about climbing though, yes, Chlotsuintha has an aptitude for climbing that could be considered preternatural.
>>
>>5665403
>> You are going to attempt the pour with all of the contents of the bucket. Unless the attempt completely goes to shit, you should have more than enough working material for three pours equivalent to the one you used to unlock the door upstairs. However, because of the bulk of the bucket and weight of the water, the cast is going to be more difficult - and you are not going to be able to have your Wand of Head-Knocking at the ready.
> Get the hand-cart out of your room right now, so you are ready to make a break for it. You are done with 'Poonist's Perch, and you are done planning for failure.

I really don't know anymore
>>
>>5665737
Well, neither does Chlotsuintha. So I'll chalk this up as emergent story telling.
>>
>>5665403
So the hint is clearly still an option?

Damnit, and I got work in less than an hour- I don’t have enough time to reread to find the hint.
>>
>>5665737
Supporting
>>
>>5665403
Tried to reread as fast as I could, fate intervened. Best idea I can come up with is to use our mouth the transfer vessel.

I have no option on the cart beyond the usual exasperation. Like, it’s getting a bit ridiculous now.
>>
>>5665403
Also, anons, I implore you to try to find the third hidden option in my stead, because
>Worse than that though, is that you have the distinct impression that is there is a third option here, but even for your Red Thread you cannot suss it out.
Means that there is a secret hidden option that’s way easier, faster, and probably overall better than the previous ones that you’ll unfortunately have to sus out for yourselves while I’m off to work. Best of luck to lads, I hope you find it before the next update.
>>
>>5665870
If I knew I would have proposed it, but I am as perplexed as chlot
>>
>>5665671
Oh yeah I was confusing her room for the room the other guys were staying in. I suppose we could try to bring our stuff there but that would hardly be easier or better than the original plan.
>>
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Alright, first we are going to need to perform a Hearing Test at the door of the room we are trying to break into, to make sure that no one is inside.

> DC 40: Witchlet Chlotsuintha is not Keen of Ear, making a moderate Hearing Test like this [Moderate]
> + DC 6: Witchlet Chlotsuintha is now Tired II and is not as perceptive as she might be otherwise.
> + DC 7: 'Poonist's Perch has a few guests in this section of the second floor, and Witchlet Chlotsuintha must work to avoid being seen by them.
> - DC 20: 'Poonist's Perch occasionally creaks and groans, but beyond that it is very quiet in the halls.
> - DC 10: Locked Door II can safely be assumed not to be insulated against sound
> - DC 1: Witchlet Chlotsuintha is hidden by the presence of her overburdened hand-cart, allowing her to listen long than she might otherwise be able to do.

> DC 22: Anything lower is a failure. [Re-rolls and auto-passes are available. No hostile re-roll(s)]

>No Passes: False start. Chlotsuintha is interrupted by the approach of someone from the common room.
>One Pass: Low confidence (Flip a Coin) Chlotsuintha is unsure, but she thinks she has heard what there is to hear in that room correctly.
>Two Passes: High confidence (1d20, fail on 1, 2 and 3). Chlotsuintha is almost certain she heard everything there is to hear in that room.
>Three Passes: Absolute confidence . What is there to be heard in the room, is heard. Perfectly.

>If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) then Chlotsuintha is caught listening at the door by the approaching interloper.
>If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then Chlotsuintha discovers that Locked Door II is actually Unlocked Door I.

>A Critical Failure overrides a Critical Success and a Near-Critical Success, but a Critical Success overrides a Near-Critical Failure.
>Criticals and Near-Criticals cannot be reversed by a re-roll or an auto-pass
>You are STRONGLY encouraged to roll again after twenty minutes if more rolls are needed, to keep the quest moving.

Incidentally, once we are free and clear from 'Poonist's Perch, I'll tell you what I was hinting at, as well as some of the better options (that I came up with at least, it is entirely possible that someone could come up with something even better that I didn't think of, which I would have been more than willing to run with).
>>
Rolled 15 (1d100)

>>5665891
>>
>>5665895
If you are still here anon, you can roll again if you want.
>>
Rolled 26 (1d100)

>>5665891
>>
Rolled 57 (1d100)

>>5665891
>>
Rolled 2 (1d20)

>>5665891
Listen! D20
>>
>>5665970
Well, this isnt great. So how this works is when the d20 comes up 4 through 20, whatever Chlotsuintha hears is accurate. If it is 1 2 or 3, which it is, what she hears MAY be accurate, or it may not. You will not know until you act on it. The saving grace hear is that Chlotsuintha is unsure of the results of this test, allowing you the option of retaking it. Alternatively, a re-roll or auto-pass may be used here. Im not sure how many you have at the moment, but I know that you have at least one of both.

> Please choose ONE of the following:
> Accept questionable result of hearing test
> Reattempt hearing test at risk of worse failure and cost of time
> Use a re-roll on the d20
> Use an auto-pass on the d20

I will let this choice remain open until we have three votes, or an hour passes, whatever comes first, rolling to break ties.
>>
We have only a 49% chance of getting 3/3 successes if we reroll the hearing test and an 85% chance of success if we use a re-roll on the d20. We're already tight on time, I'd just reroll it.
>>
>>5666000
> Accept questionable result of hearing test

Save the reroll. Let's walk in on Dirty Mike and the boys.
>>
Rolled 2 (1d2)

>>5666002 roll of 1
>>5666008 roll of 2
>>
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Well, Chlotsuintha does not hear anything on the other side of Locked Door II. Of course, she may have missed something, or she might not have. Now it is time to cast Cold-Touch and perform another Ice Lockpick.

>Cold-Touch II: Buckets Up!

> Critical Success:DC 99 and higher. Besides a flawless cast, your trial by fire with the glut of working material sees you developing a special casting technique to take advantage of high volumetric flow, allowing 'overkill' pours to reduce difficulty of casting going forward.
> Complete Success: DC 26 and higher. You made the right decision by using all of the working material at once. Additionally, you are able to keep yourself and your clothes safe from the now communicably Strange working material as it pours down Locked Door II.
> Partial Success: DC 16 and higher. It was a little trickier than you expected to get the pour right, with the bucket and all, but you did manage to get the door unlocked ... at the cost of getting your apron, dress, and hood soaked with communicable Strange working material.
> Partial Failure: DC 15 and lower. It was trickier than it should have been, all on account of that fraying bucket. Because of this, you were not able to get the keyway frozen, but at least you were able to stop with plenty left for a second attempt.
> Complete Failure: DC 5 and lower. You don't even know what went wrong, but the spell has just snuffed itself out halfway through ... and oddly enough, you feel sick to your stomach all of a sudden. There is enough for a second attempt, if the hall would stop spinning...
> Catastrophic Failure: DC 3 and lower. Somehow, instead of targeting the intended working material, you targeted the lock with Cold-Touch - and have managed to freeze your finger onto the metal of the lock!
> Critical-Catastrophic Failure: DC 2 and lower. Inexplicably, instead of targeting the beverage, you targeted yourself! Your extremities now have frostbite - in the height of the Growing Season!

>May I please have one roll of 1d100?

>Remember, there are re-rolls and auto-passes available - but they can only be used after the dice are rolled, and only if those dice do not come up with a Critical.
>>
Rolled 60 (1d100)

>>5666052
100
>>
>>5666070
Alright. I will get to writing this up. I fully intend to have this up for an overnight vote, but I might end up falling asleep on you guys - just a heads up.
>>
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After allowing yourself a moment to work it over, you decide against dumping any of the water in the bucket out. Simply put, you cannot square away the prospect of running out of working material for a second time. Even as unlikely as that might be, given how much water you have on hand. And even though you will end up making the cast more difficult for yourself, between the complication of hefting and pouring a half-broken - or rather, a three-quarters-broken - bucket and the issues that it might cause; variability in the flow rate, or a harder pour than you have worked with previously, or who knows what else, the prospect of having to waste any more time here, it ... you don't think your nerves could bear it at this point.

And in that vein, and in the interest of putting the 'Poonist's Perch behind you forevermore, you decide to retrieve your hand-cart from your room now, not later. While if someone sees you walking the cart around they might correctly deduce that you intend to leave, the alternative option would have you wandering the halls of the Perch with your eyes all a glow, or have you kill precious minutes waiting for the glow to abate. In this - and in this alone - there is no doubt in your mind that you have made the right call. You set the bucket down in front of your room, withdraw the key from your apron, unlock the door, and quick as you can you duck inside and basically throw yourself at the cart. As you drag the cart out as slowly as you can, hoping in vain to keep the wheels from squeaking, you glance over your purchases. Everything seems to be where you left it, but at this point, in the heat of the moment, you doubt that you would be too upset if the entire cart was gone. You just want to get the Hell out of here.

To that end, you haul the cart to the door to the next room, then you fetch the bucket. With everything you are going to need at hand, all that is left is to make sure that you are breaking into an empty room. As before, you are going to assume that this room is similarly sized to yours, so the hope is that you should be able to hear anyone inside, unless they are sleeping quietly. You check up and down the hall, not bothering to be subtle about your attentions - with your cart and bucket here, if someone was to see you, there is no chance that any witness wouldn't notice that you are up to something ... odd. Pushing that discomforting thought aside, you get down on your knees in front of the door, and press your head to the lock, centering your left ear on the keyway. As it was before, you can hear the creaking and groaning of the floors above you, but now, as you are on the first floor, you can also hear sounds that might be the kitchen or the common room, as well as irregular, hollow thumps in the distance. Perhaps those are Bertram, back from his errands.
>>
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You shiver at the thought, then you press your ear hard against the lock, desperate to hear nothing on the other side. What you do hear is blood rustling in your ears, maybe some more noise, a little closer now ... but you don't think you hear anything. You are not sure - you are simply so wound up that you are ready to jump at any sound, and the more intently you focus, the harder it seems to identify any sense of direction on anything that you are hearing. A particularly loud creak is enough to make you physically recoil, and once you have regained some semblance of composure, you come to the conclusion that at this point, you probably listening for something that doesn't exist. And in the worst case scenario - where there actually is someone on the other side of this door, for them to be this quiet, they would have to be asleep, surely.

That doesn't make you feel any better, and when you try to see through the lock, only for the cut of the keyway to be against you, just as it was upstairs, you feel worse about the prospects here, if anything. But you simply cannot justify tarrying here any longer. Looking to get this over with, you pack some salt under your tongue, just in case you do need to use your wand, then with your right arm - the one without the Socketing Needle in its crook - you heft the bucket as best you can, pressing it against the door, in a somewhat successful bid to keep your purloined pail steady as you get your left ring finger into position, pushed into the keyhole. You do what you can to clear your mind, and focus on the finger. Ready as you will ever be, you tip the bucket as gingerly as you can, starting the cast as soon as tepid rainwater makes contact. Right away, you can tell that the cast is strong and stable, and you let out a quiet sigh of relief, muffled in part by the salt in your mouth. Still, you don't take anything for granted, and you watch the keyway fill with freezing water like a hawk as it becomes lit brighter and brighter by the light from your eyes.

With eight seconds remaining of the twenty second duration of the cast, you determine that you have gotten enough water in there to turn the tumblers, and you start to turn the 'key', slowly enough that any weak spots and breaks can be refrozen over. Finally, illuminated by a glow from your eyes intense enough to warm your entire face, the lock is picked open. Committed at this point, you squint your eyes shut, hoping to hide as much of the light as possible, then you swing open the door - to find a blessedly empty room. Oh, Maker! Oh, Merciful Maker! Careful not to lose yourself in elation, you get the bucket inside, followed by the cart, pulling it as slowly as you can bear, to not risk anything falling off at what would be the most inopportune of times. Once it is inside the threshold, you close the door behind you.
>>
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As heartened as you are by this stroke of white luck, you are not clear of the Perch just yet. You lock the door behind you with the thumb-turn, then you head straight for the window and throw it open. Sticking your head out, you cannot see anyone in receiving area of near the kitchen, nor can you see or hear any of the earlier commotion. You move quickly and unpack the hand-cart onto the floor, then you get it out into the alley, just barely getting it through the frame, though if it had come to it, you would have broken the glass in heart beat. With the cart outside of the room, you make quick work to repack everything on to it, and while this is a little more involved than unloading the cart, you are pleasantly surprised to see that your eyes have stopped glowing by the time that you are finished with the cart. Without any further complications for once, you finally depart from the 'Poonist's Perch, putting your head down and letting your hood hang down over your eyes as you push your cart down the alley, then merge into the interment foot-traffic on the streets. As harrowing as it was, and as much time as you spent, you do feel better for following those footfalls. You have certainly picked up quite a few clues as to the Strange comings and goings around the Mount, that odds are you wouldn't have found elsewhere.

Now ... what next?

> Please choose ONE of the following:
> Strike while the iron is hot. You learned a lot of about the men who made the Strange footfalls by following them to the Perch, perhaps you will learn more if you follow those prints to their source. With tonight booked solid, this might be your last chance to do so.
> Strike while the iron is hot. You have reason to believe that at least one one men who made the Strange footfalls was still seriously injured when he left the Perch, and potentially still Strange. Odds are good that they wouldn't have gone far from here. Maybe, with a little white luck, you will be able to pick up their trail again.
> A change of pace is needed. You are at least three days behind the men. There is no sense in shooting yourself in the foot trying to track them down when you have more pressing things to do, like picking up your dress from Festive Fabricans before it closes.
> A change of pace is needed. You are at least three days behind the men. There is no sense in shooting yourself in the foot trying to track them down when you have more pressing things to do, like picking up your repaired work boots from your cobbler before he closes.
> A change of pace is needed. You are at least three days behind the men. There is no sense in shooting yourself in the foot trying to track them down when you have more pressing things to do, like continuing to shop for supplies before merchants close up for the day.
>>
>>5665870
As Chlotsuintha deduced earlier, there would be a servants stair, somewhere on the second floor, that would lead to the kitchen. This could have been used to procure water, or leave the Perch without drawing attention.
>>
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>>5666163
Though I should specify that attempting to leave through the kitchen would have required a Stealth Test.

The issue with the bucket could have been resolved by remembering that Chlotsuintha had access to her room, which had a washbasin in it. She could have taken the basin with her, then poured the excess into the basin, allowing her to perform Cold-Touch without the added complication.

It is also worth noting that there was a way out of the Perch that didn't involve using Cold-Touch at all, and >>5665615 was really, really close to figuring it out. Once Chlotsuintha was outside of the Perch, there was nothing stopping her from finding an appropriately sized window, performing the Hearing Test outside of it (instead of outside of the door), then breaking into the room, unlocking the door from the inside, walking to her room, retrieving her hand-cart, returning to the room with the improvised alley egress, and then leaving that way. Using Ice-Lockpick to escape was only really necessary if you wanted to avoid going through the common room (or running the risk of failing a Stealth-Test in the kitchen). Once you were outside, it became unnecessary, but in her tired, stressed state, Chlotsuintha developed a bad case of tunnel vision.

These are the alternatives that I came up with. I don't doubt that there could be even better ways to have played that, either, which I would have been willing to go along with.
>>
>>5666158
>> A change of pace is needed. You are at least three days behind the men. There is no sense in shooting yourself in the foot trying to track them down when you have more pressing things to do, like picking up your dress from Festive Fabricans before it closes.
No more chasing after ghosts
>>
>>5666158
> Strike while the iron is hot. You learned a lot of about the men who made the Strange footfalls by following them to the Perch, perhaps you will learn more if you follow those prints to their source. With tonight booked solid, this might be your last chance to do so.
I'm perfectly fine with the other hot iron vote as well- way I figure it, we could hit two birds with one stone, and look for another shop while unraveling the mystery of the Strange Duo.

When do the stores close, and how much time have we wasted on this excursion?

>>5666163
>Is there another entrance that heads straight up to the second floor? That seems unlikely … but there might be a servant's stair – something that is only accessible through the kitchens on the first floor
You mean the one mention of it in the middle of a 30+ post info dump after almost a year off... that even Chlot said was unlikely and only a maybe? Is... that really considered a deduction on Chlot's part, especially since she almost instantly disregards the idea and never thought of it again?

>>5666177
>Though I should specify that attempting to leave through the kitchen would have required a Stealth Test.
Obviously.
>The issue with the bucket could have been resolved by remembering that Chlotsuintha had access to her room, which had a washbasin in it. She could have taken the basin with her, then poured the excess into the basin, allowing her to perform Cold-Touch without the added complication.
Wait, those are actually detachable?!?
>It is also worth noting that there was a way out of the Perch that didn't involve using Cold-Touch at all. Once Chlotsuintha was outside of the Perch, there was nothing stopping her from finding an appropriately sized window, performing the Hearing Test outside of it (instead of outside of the door), then breaking into the room, unlocking the door from the inside, walking to her room, retrieving her hand-cart, returning to the room with the improvised alley egress, and then leaving that way. Once you were outside, in her tired, stressed state, Chlotsuintha developed a bad case of tunnel vision.
I believe the problem with that would've been property damage- and the subsequent report to the Authorities. Otherwise, solid play.
>I don't doubt that there could be even better ways to have played that, either, which I would have been willing to go along with.
That's where I disagree- your alternatives were clearly the best, and very brilliant, but required more in-universe or time-period knowledge than the audience has readily available, or on the mind. I can imagine Chlot knowing this intuitively, and not considering the information in her tired state, but I can't imagine us coming to those same conclusions without a little more hinting and prodding. Certainly a delight to read the reveal though.
>>
>>5666211
Those are fair points. I don't intend to do too much of this 'Chlotsuintha is asleep on her feet, and isn't thinking of all possible options' just enough to penalize burning the candle at both ends. When I do dabble in it again, I'll try to make the clues a little more obvious. In this case, mentioning the servants stair more than once or twice would have been a good start.

Though to your point, the Stealth Test would only have been required to leave through the kitchen. Chlotsuintha could have snuck water from the supply in the kitchen earmarked for cooking without a test (referenced by the proprietor, back when first asked for water). And while I cannot speak for all washbasins, the one that my parents kept in their guest bedroom was a waist high wooden stand with a removable porcelain bowl.
>>
>>5666236
>I don't intend to do too much of this 'Chlotsuintha is asleep on her feet, and isn't thinking of all possible options' just enough to penalize burning the candle at both ends. When I do dabble in it again, I'll try to make the clues a little more obvious.
I appreciate it man.
>Chlotsuintha could have snuck water from the supply in the kitchen earmarked for cooking without a test (referenced by the proprietor, back when first asked for water)
Probably one of the only thing I would have voted for. I don’t like that man, and I would steal his life saving from him if we had the time. Shame it didn’t work out like that.
>And while I cannot speak for all washbasins, the one that my parents kept in their guest bedroom was a waist high wooden stand with a removable porcelain bowl
Ah- the only experience I’ve had with something remotely similar are sinks mate. It’s probably why I didn’t consider it detachable- one of those intuitions that you take with you into fiction immersion that you don’t really challenge until it’s pointed out to you. Shame that it happened here- would love to have stolen the fat bastard’s basin and water, even though I believe it conflicted with our mission to retain our low profile.
>>
>>5666158
>> A change of pace is needed. You are at least three days behind the men. There is no sense in shooting yourself in the foot trying to track them down when you have more pressing things to do, like picking up your dress from Festive Fabricans before it closes.
>>
>>5666158
> A change of pace is needed. You are at least three days behind the men. There is no sense in shooting yourself in the foot trying to track them down when you have more pressing things to do, like picking up your dress from Festive Fabricans before it closes.

Pick up our stuff, eat something, wash up, get some sleep.
>>
Alright, we got a solid consensus on what to do next. Now, next question: do you want to stow the hand-cart somewhere, or are you comfortable taking it with you into the Fabrician's?

> Please choose ONE of the following:
> Consider options for where to stow the cart.
> Just take the damned thing with you.
>>
> A change of pace is needed. You are at least three days behind the men. There is no sense in shooting yourself in the foot trying to track them down when you have more pressing things to do, like picking up your dress from Festive Fabricans before it closes.
>>
>>5666502
> Just take the damned thing with you.

If anyone asks we just lie our way out of it.
>>
>>5666502
> Consider options for where to stow the cart.
I don’t want any more questions from that stuck-up woman.
>>
>>5666502
>Consider options for where to stow the cart.
>>
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While your first instinct is to just take the damned thing with you ... you cannot help but remember how touch and go it was, dealing with the proprietor of Festive Fabricans, Cassandra. Things could have gone differently. You might have ended up without a dress, or even without a dress and the talents you spent, if she had gotten any more suspicious. Hell, the Guard could have been called if she got it in her head that these talents were not yours to spend ... and you don't even want to think about what happened during your last encounter with the Guard. Taking the cart with you - it just seems like it would be an unnecessary risk to take at this point. Not to mention that hauling it around slows you down significantly, and it adds a serious complication to any escapes or sneaking that you might have to do.

You are best off stashing the hand-cart somewhere. As for where you actually are going to park it -

> Please choose ONE of the following:
> - in the egress tunnel out of the Midden. Outside of the Belfry, it is probably the only truly safe spot to hide anything in the Mount. Getting the cart there, underground and getting back is going to take serious time, but if you rush, you should be able to make it to Festive Fabrician's with enough time to spare. However, you would be starting to cut things close on the other end. Assuming that there are no significant detours, choosing this will leave you enough time to pick up the boots at the Cobbler's, then head to the wainwrights, coachbuilders, stockbreeders and liveries outside of the Landward Walls before businesses start to close for the day. You might be able to squeeze something else in, but you shouldn't count on it.
> - in some abandoned, quiet place, like that derelict house you house. You don't know how long it will it take you to find such a spot, and the security leaves a lot to be desired - but with equal parts luck and speed, you should be able to find somewhere nearby that is safe enough to allow you time to pick up your boots at the Cobbler's, then head to the wainwrights, coachbuilders, stockbreeders and liveries outside of the Landward Walls with enough time to continue shopping or exploring the Mount afterward.
> - in a room of a Public House. After all of the tribulations that you went through at the last two public houses you went to, you are leery of this option, but if you could find a more reputable establishment then the Perch, the prospect of keeping your cart under lock and key is certainly appealing, and because of the relative ease and proximity, it should allow you plenty of time to continue shopping or exploring the Mount once your planned business is concluded.
>>
I think anons have chosen...poorly for the order of our tasks. the cover story for the dress shop is a young respectable woman getting a dress for her father's wedding, iirc, and chlot currently has...oilers and crusty unpleasant footwraps as her footwear. again iirc. I could be wrong. the cobbler cover story is a young...widow? nearly-a-widow? but lower class, so forgiveable to have poorer clothing. though who knows maybe the riding cloak is incriminating in that setting, it feels as though everything else is a problem everywhere else
>>5666805
>> - in the egress tunnel out of the Midden. Outside of the Belfry, it is probably the only truly safe spot to hide anything in the Mount. Getting the cart there, underground and getting back is going to take serious time, but if you rush, you should be able to make it to Festive Fabrician's with enough time to spare. However, you would be starting to cut things close on the other end. Assuming that there are no significant detours, choosing this will leave you enough time to pick up the boots at the Cobbler's, then head to the wainwrights, coachbuilders, stockbreeders and liveries outside of the Landward Walls before businesses start to close for the day. You might be able to squeeze something else in, but you shouldn't count on it.
at this point I just want to play it safe
>>
>>5666805
>>5666947
This anon speaks the truth. I'd be up for doing the cobblers first and support their choice.
>>
>>5666805
>> - in a room of a Public House. After all of the tribulations that you went through at the last two public houses you went to, you are leery of this option, but if you could find a more reputable establishment then the Perch, the prospect of keeping your cart under lock and key is certainly appealing, and because of the relative ease and proximity, it should allow you plenty of time to continue shopping or exploring the Mount once your planned business is concluded
Yeah I changed my mind, let's get the boots first
>>
>>5666947
The cover story that Chlotsuintha fed the cobbler was that her husband was an Oiler who after escaping an potentially fatal industrial accident at the Ulteria Refinery with no more than some bruises, he got serious about his dream to purchase a farm. He had been saving his wages and drastically cutting costs, and while Chlotsuintha had tried to be supportive of the measures - which included wearing these men's boots that he replaced her sandals with instead of buying appropriate woman's footwear - she had been unhappy about the extent of his talent-pinching, and eventually he had relented somewhat ... then Gothorum-One tore itself apart. He was fine, but Chlotsuintha wove a sob story about how guilty she felt, that there was a chance that he might have save up enough by now to have moved but for her, and if he had gotten hurt, how she would never have forgiven herself.

As far as going to the Cobbler first, I'm alright with changing that. I am going to leave this vote, on where to stash the hand-cart (eventually) up for a little while longer, as I am not ready to write at the moment.
>>
>>5666805
> - in a room of a Public House. After all of the tribulations that you went through at the last two public houses you went to, you are leery of this option, but if you could find a more reputable establishment then the Perch, the prospect of keeping your cart under lock and key is certainly appealing, and because of the relative ease and proximity, it should allow you plenty of time to continue shopping or exploring the Mount once your planned business is concluded.
I’m still of the opinion that we should strike while the iron’s hot- this could be our last chance to see Father again, or at least learn what happened to him. Otherwise, I don’t mind our destination- though if we are going to the cobbler’s first, remember to change back into the oilers.

As for the cart, we are limited on time- and even with the recent bad experience, I still think that this is ultimately the best option. Hell, maybe we’ll even get all of our shopping done without incident- what a miracle that would be!

However, I want to add the situation of no more seedy Public Houses- any skeevy people, just walk out, I don’t mind the time crunch if we get quality loggings.
>>
>>5666805
>- in a room of a Public House. After all of the tribulations that you went through at the last two public houses you went to, you are leery of this option, but if you could find a more reputable establishment then the Perch, the prospect of keeping your cart under lock and key is certainly appealing, and because of the relative ease and proximity, it should allow you plenty of time to continue shopping or exploring the Mount once your planned business is concluded.
>>
Closed and writing.
>>
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- in a room of a Public House, may the Maker spare his Mercy on you. While there are some who define madness as doing the same thing over and over again, expecting different results, you have to believe that this is the best of brace of bad options. Taking the time to find some quiet, out of the way spot with no surety beyond wishes that it remains secure while you conduct your business, or taking even more time to go all the way back to the far edge of Stickport to stow the cart in the dried well egress tunnel ... no, you simply cannot accept that, not under current circumstances. You are much too pressed for time, and both options will chew minutes coming and going.

But, if you were to find a decent establishment, unlike the Perch, and didn't do anything near-fatally idiotic immediately after entering the place, unlike you did in the Blue Boy, then you should be able to square your cart away quickly, allowing you to explore and shop until the hours of closing - and to take some peace of mind that your possessions will not be molested in your absence. That is a prospect so appealing that even in the face of all of the misfortune you have had with public houses, it cannot be gainsaid. And truly, what are the odds that you come into some misfortune at three different public houses in one day? If you were, you would have to wonder if this was some small part of a Judgement against your failings - and more than that, you would seriously consider forswearing all such institutions.

You pass the next block praying silently, but once you have fortified yourself to the extent that you can at the moment, you turn your full attention to finding a Public House. As an unexpected benefit of your escapades looking for water earlier, you have a very good idea of where public houses aren't in the area, so it does not take you overlong to find one. You look the place over from all angles afforded to you on your approach .. though admittedly, that is not many. This House is not on a corner, so you cannot see too much of it from the street - but as you are determined to learn from your mistakes, you make a point of peering down the thin little alley between it and its neighboring building as you pass. You are heartened to see that none of the windows that you can see have been reduced to slits or bricked over entirely, and that by all outward appearances the House is plain but in good repair. More than that, it seems that you are close enough to the kitchen to smell its labors, and the warm redolence vouches for the propriety of the establishment as well.
>>
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Still, after your mistakes at the Perch, you are not going to set foot inside the establishment without walking the perimeter at least once - an admittedly awkward proposition with a cart, but you are not going to be deterred. As you draw closer to the entrance, you make note of the House's shingle, depicting a bed with a yellow frame. You also note that the house has a raised cellar, necessitating a small stair of three steps between the sidewalk and the front door, recessed into the building. The stair has a railing -

And the railing has a Strange-Stain on it.

Pattern's Perdition! Struggling to keep your face neutral, you try to process this. You had figured that those men might have gone to another Public House, one close to the Perch, considering that at least one of them had an injured leg ... but, honestly, this - could this Strangeness have been left behind by someone else? It is possible, certainly ... though you cannot help but recall that one of the men did have communicable Strangeness on their hand, as evidenced by the handprint by the window. It suddenly occurs to you that the men who made the prints might still be inside, and you get shivers all up and down your back.

Spheres and Stars, what do you do?

> Please choose ONE of the following:
> If the men are in this Public House, then the place is too dangerous for you to treat it as a storehouse when other options exist. And if they aren't ... either way, right now you need to focus on getting supplies and finishing errands, not following three or four day old leads. There are not too many hours left in the day for trading, and assuming that you don't manage to leave the Mount tonight, most places of business are going to be closed for Titheday tomorrow. If you do investigate this place, it should be later. Keep moving, find another House.
> If for whatever reason, the late Aldoin's house does not pan out, then this might be the last lead you have to father. Ever. You hemmed and hawed about poking around the house across the street from the South Burying Ground, where the Hook Gulls were congregating - and what happened? Before you could make up your mind, a decision was made for you when the Inquisition remediated the entire building. At this point, you have better odds of bleeding a stone then learning anything of substance from the site. What if the same thing happens here? There will always be other opportunities to shop, but you will only ever have one father. Get the wand ready, and head in.

Sorry about falling asleep on you guys. But I think sleeping on this update certainly improved it.
>>
>>5667920
> If for whatever reason, the late Aldoin's house does not pan out, then this might be the last lead you have to father. Ever. You hemmed and hawed about poking around the house across the street from the South Burying Ground, where the Hook Gulls were congregating - and what happened? Before you could make up your mind, a decision was made for you when the Inquisition remediated the entire building. At this point, you have better odds of bleeding a stone then learning anything of substance from the site. What if the same thing happens here? There will always be other opportunities to shop, but you will only ever have one father. Get the wand ready, and head in.
If this is the Duo, then clearly the Pattermaker has tangled our Red Thread with theirs, and the last time we misbehaved in the face of his challenges he not only forced our hand, he created an entire new existence just to challenge us further. Maybe we should just check it out for a moment or two?

Besides, while the likelihood of this being the same Duo maybe somewhat higher, this could also just be some Strangeness from a random actor- like the Funeral procession, the Corners, the Refinery explosion, Animal Control Leapers, etc. etc.

Actually, there’s a lotta ways someone could get Strange in this town. It’s starting to become disconcerting desu.
>>
>>5667920
>> If the men are in this Public House, then the place is too dangerous for you to treat it as a storehouse when other options exist. And if they aren't ... either way, right now you need to focus on getting supplies and finishing errands, not following three or four day old leads. There are not too many hours left in the day for trading, and assuming that you don't manage to leave the Mount tonight, most places of business are going to be closed for Titheday tomorrow. If you do investigate this place, it should be later. Keep moving, find another House.
>>
>>5667920

> If for whatever reason, the late Aldoin's house does not pan out, then this might be the last lead you have to father. Ever. You hemmed and hawed about poking around the house across the street from the South Burying Ground, where the Hook Gulls were congregating - and what happened? Before you could make up your mind, a decision was made for you when the Inquisition remediated the entire building. At this point, you have better odds of bleeding a stone then learning anything of substance from the site. What if the same thing happens here? There will always be other opportunities to shop, but you will only ever have one father. Get the wand ready, and head in.

There is no escaping the Patternmaker's design.
>>
>>5667920
>If the men are in this Public House, then the place is too dangerous for you to treat it as a storehouse when other options exist. And if they aren't ... either way, right now you need to focus on getting supplies and finishing errands, not following three or four day old leads. There are not too many hours left in the day for trading, and assuming that you don't manage to leave the Mount tonight, most places of business are going to be closed for Titheday tomorrow. If you do investigate this place, it should be later. Keep moving, find another House.
I still think that we're chasing rabbits and that the real clue will be at Aldoin's
>>
> If the men are in this Public House, then the place is too dangerous for you to treat it as a storehouse when other options exist. And if they aren't ... either way, right now you need to focus on getting supplies and finishing errands, not following three or four day old leads. There are not too many hours left in the day for trading, and assuming that you don't manage to leave the Mount tonight, most places of business are going to be closed for Titheday tomorrow. If you do investigate this place, it should be later. Keep moving, find another House.
>>
>>5667920
> If for whatever reason, the late Aldoin's house does not pan out, then this might be the last lead you have to father. Ever. You hemmed and hawed about poking around the house across the street from the South Burying Ground, where the Hook Gulls were congregating - and what happened? Before you could make up your mind, a decision was made for you when the Inquisition remediated the entire building. At this point, you have better odds of bleeding a stone then learning anything of substance from the site. What if the same thing happens here? There will always be other opportunities to shop, but you will only ever have one father. Get the wand ready, and head in.
>>
This is not something I'd feel comfortable rolling a tie-breaker for. I'll wait for a tiebreaker.
>>
>>5668303
Well, while we wait, what does the Strange-Stain look like? For all we really know, it could just be the Strange Gulls making a mess on the railing, so maybe more information on the stain and surroundings will help us come to a conclusion.
>>
>>5668447
Good question.
>>
Well, it is not a clean handprint by any stretch of the imagination, but the handrail does not look like any place a Hook Gull could perch, even if it was confused enough by the Strangeness to try to take a rest in such a man-trafficked spot. It is also worth noting that Chlotsuintha is not looking directly at it, in a bid to not draw attention, in case someone is set up over the Stain, looking for people to react to it.
>>
>>5667920
>If the men are in this Public House, then the place is too dangerous for you to treat it as a storehouse when other options exist. And if they aren't ... either way, right now you need to focus on getting supplies and finishing errands, not following three or four day old leads. There are not too many hours left in the day for trading, and assuming that you don't manage to leave the Mount tonight, most places of business are going to be closed for Titheday tomorrow. If you do investigate this place, it should be later. Keep moving, find another House.
>>
Alright, that is the tiebreaker. I'll get to writing this up.
>>
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Your feet might be stumbling on the street-stones, but at the moment your mind is racing. On one hand, there is an entire host of risks lurking behind the door of this House. The risk that you run into the men responsible for the Strange footfalls, or perhaps someone else who is pursuing them. The risk of minute-chewing complications, like those you dealt with in the Perch. The risk of being recognized, as you were in the Blue Boy. The ever-present risk of making a mistake, and your wand or your true eyes being seen - or even just your blades or the talents from the Euthyphro knock-down. The risk that you are once again mistaken to be a prostitute. If this establishment is of a more decent bent than the Perch, you might be run out on sight, before you even get the opportunity to speak. But if this House is kith to the one you just quit, then the proprietor might intend to ... take license with you, as did the previous cad. Actually, it could even be worse - there might be nothing stopping this one from trying to ... "collect" ... effective immediately.

But even as you blanche at the thought, your eyes are inexorably drawn the front door of the House, invitingly ajar, with those delicious smells wafting through the air. For against all of those risks, is the prospect of finding your father. While there is no proof that this Stain was from the men you followed to the Perch, and it is true that there are now a disconcerting number of men around the Mount who are communicably Strange - Aldoin's decedents primarily, but also anyone that might have been exposed by the destruction of Gothorum-One, as well as those almost certainly doomed Coroners, as well as that other Leper from Animal Control, not to mention the Hook Gulls themselves. But ... while the Stain is not in any shape that definitively identifies it as being left by a human, its placement on the handrail, and the complete absence of any other Stains around it suggest that it was not left by a Gull perching there. And under no circumstances would any public house allow a Leper through the front door, so that leaves the Refinery workers and the mourners. But anyone who was exposed and registered as even non-communicably Strange would have been taken into curative custody, and even those who didn't register as Strange at all might have been sent to an Asylum for short-term observation, just to be safe. As for Aldoin's family ... everything that you have seen of them suggests that they are more than comfortably well off, and while this House doesn't look to be some manner of wastepit, you find it hard to imagine any of them staying in a simpler, presumably cheaper establishment such as this.
>>
So really, it does seem pretty likely that you are back on the trail of those two men. But now, the hard question. Should you be on their trail - at the moment, that is - or should you be doing something else? You aren't even sure what time it is, but looking around the street, you are seeing more and more people out, which suggests that it is getting later in the day. You have a lot of errands you still need to run, and most if not all of them, are to shops and businesses that will be closed for Titheday tomorrow. And you mustn't forget, tomorrow is the seventh day since father left, the day he said that you needed to be out of the Mount by if he had not returned. But public houses are both open past the typical hours of closing for businesses, as well as on Titheday - in a limited capacity, of course. Perhaps - if you were to investigate this place, you should do it after the other places that you are running errands to have closed. Doing so will certainly mean that you are not going to have enough time to escape the Mount tonight and the other things you wanted to do - plant the dummy Graven Ball in Aldoin's coffin, and investigate his house - but honestly, you probably weren't going to have enough time to do all of that anyway. Not unless your luck turned and stayed blindingly white the whole night through.

Of course ... perhaps it wouldn't be a bad compromise if you were to simply go into the House to stash your cart as you -

No, that simply won't do. If there is a chance that those men are in there - and there is - then this place is simply too dangerous to use as a warehouse. You are better off finding another. Minutes pass, but eventually you do in fact find another House. Of the four that you have seen today, this one is easily the best appointed, at least from the outside, with crisp, colorful paint, and windows with large, clear panes of glace, instead of the small and cloudy affairs typical of most establishments. However, the House does have a markedly disturbing aspect to it. Seeming in lieu of a shingle, it has a dozen ship's figureheads, mounted to its front, all of which depict men or women - and all of which have their heads covered in what is clearly supposed to be an execution-hood. As you tentatively draw closer, you can see that the name above the door is The Hooded Heads.

It is a very grim and macabre aspect for a place that is supposed to be inviting, but even as you watch, you can see people heading in, and you can just hear the warm boisterous sounds from the common room. Perhaps monied men and women have a different sense of humor ... or perhaps you are just uncomfortable about any allusions to capital punishment. Due to the vagarities of law in the Mount, you are considered a pirate, and if you are caught by Thief-Takers or the Guard or by Bailiffs you will be winched.
>>
Still, setting aside any misgivings about the name, you have to wonder if this establishment is simply too upscale for you to attempt to get a room to stow your cart away ...

> Please choose ONE of the following:
> Regardless if you can talk your way into a room at the Heads or not, you are going to stick out the moment you step through that door, really badly. It kills you to spend more time on this, but you need to find more modest lodgings.
> This is an establishment for well-heeled Subjects, right? And well-heeled Subjects have maids, right? If they are traveling, then some of them might have maids and manservants with them. It shouldn't be too bad ...

> Also, if anyone has any suggestions for Chlotsuintha's cover story here, feel free to write them in. Good suggestions will make the eventual Deception-Test (either here or at another establishment) easier. Bad suggestions will make things more interesting!
>>
>>5669510
> This is an establishment for well-heeled Subjects, right? And well-heeled Subjects have maids, right? If they are traveling, then some of them might have maids and manservants with them. It shouldn't be too bad ...
Sure- I wanna see how the other side live before we get kicked outta this establishment. If this is our Trial- so be it.

Illegitimate child turned maid I guess- frankly don’t know how to explain the cart of shit we got, or the lack of shoes, but it worked good enough with the Fabrication, maybe the same sort of story may hold some sway.
>>
>>5669510
>> This is an establishment for well-heeled Subjects, right? And well-heeled Subjects have maids, right? If they are traveling, then some of them might have maids and manservants with them. It shouldn't be too bad .
>>
>>5669593
Supporting, or we could do the young widow sob story again
>>
>>5669704
Frankly, I would appreciate that more if we could somehow swing- it’ll make our later high-class appearance even more believable. Don’t know how that’s gonna cut with our current clothes, cart of stuff, and lack of adequate shoes though.

This probably isn’t a good idea if I’m being brutally honest with myself- even if we can somehow bullshit our way in, this is setting off multiple red flags in my head. The only reason I’m gunning for this is that I doubt we’ll get anything ‘better’- all the Public House we went to had some sorta significant catch or drawback to them, at this point I’m willing to chalk this up to a Trial from the Big Man himself and just bite the bullet- even if it becomes literal.
>>
I got a stupid idea- what if we affiliate ourselves with the Aldoin family? We know they’re influential and well off, and it should’ve gotten around that they had a death in the family- could work, assuming there is a bone of empathy in such a haunting establishment.

Granted, when- not if- it comes out that the whole family’s been hit by Strangeness, it’s gonna be such a bullseye on our back that our Red Thread will be glowing in the dark- so that’s gonna be the ticking timebomb with a broken watch, and that’s just the obvious problem- no doubt there are other issues I haven’t considered. This is only really viable because the Inquisition is going to be busy dealing with the Refinery Explosion- which I assume will be all hands on deck for at least- what, a week? It’ll distract and delay them from uncovering the Aldoin Strangeness for a while, and all we need are two days technically.

>>5669704
Would a Refinery Comptroller’s wife/widow be influential/high-status enough that they would entertain our story? Like, yada yada, we were trying to find our husband, the Inquisition took our shoes but Chlot came up clean, lost the house with the husband, trying to pick up the shattered remembrance of our life on the worst day of our lives? Throw in how we recognized the burnt body of our husband by our gift he wore to work, maybe? I honestly don’t know if this is a decent suggestion, or an ‘interesting’ bad suggestion.
>>
>>5669593
>Sure- I wanna see how the other side live
While the typical customer here would no doubt be monied and patented [have a registered and recognized surname] odds are they are Imperial Subjects. The 'other side' would be Imperial Citizens.

>>5669736
To answer your question about a Comptroller's widow, yes, they would, though I would remind you and all of anons that at this moment we are wearing a what is recognizable as a maids' dress. More pressingly then that, Chlotsuintha knows enough about how the Strangeness and the Inquisition operate to know that no one would be allowed anywhere near bodies taken from Gothorum-One, not for quite some time. Remember, all Strangeness that dissipates into the body over course of that bodies life is released upon death.

So, to clarify, do you want to present yourself as a maid, or as a widow?
>>
>>5669777
Maid
>>
>>5669777
I’m fine with whatever, I’m just spitballing suggestions here.
>>
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> Deception Test Part I: Introduction

> DC 40: Witchlet Chlotsuintha is a Born and Bred Liar, making a Involved Deception like this [Moderate]
> + DC 5 Witchlet Chlotsuintha matches the description of a wanted criminal.
> + DC 2 Witchlet Chlotsuintha is odd looking, given her height.
> + DC 4 Witchlet Chlotsuintha is currently Drained II, and is not thinking as quickly as she normally does.
> + DC 6 Witchlet Chlotsuintha is currently Tired II, and is prone to making mistakes that she otherwise would not.
> - DC 15 Proprietor [Name Unknown] has no reason to believe that Chlotsuintha is lying to her yet.
> - DC 10 Witchlet Chlotsuintha looks to be Gently Bred; most male characters are more inclined to listen to her because of this (benefit doubles from – DC 5 to – DC 10)
> - DC 3 Witchlet Chlotsuintha is dressed as a maid might be, strengthening the deception.
> - DC 5 Witchlet Chlotsuintha is able to use her success at convincing the Dry Goods Merchant as a roadmap for this deception.

> DC 24 Anything lower is a failure. [Auto-pass(es) available. Re-roll(s) available. No hostile re-roll(s)]

> No Passes: Losing Your Head. From the moment you set foot in The Hooded Heads, you just knew that you didn't belong here, and that your story was not going to work. And guess what? You were right!
> One Pass: A Foot in the Door. Even as you try to explain yourself, the proprietor is trying to shoo you out of the establishment .. though he isn't completely ignoring you. Do you continue with the Introduction, or do you just bail?
> Two Passes: Of Hoods and Heads. Despite your best efforts, the proprietor here has picked up on some holes in your story. This is going to make the Ask a lot harder.
> Three Passes: Putting Heads Together. The proprietor is nodding along as you weave your backstory. As long as you don't blow the Ask, you should be free and clear.

> If ONE of the THREE rolls comes up as a Critical or Near Critical Failure (Roll of 1 or 2) then as you are leaving The Hooded Heads, the axle of your cart breaks.
> If ONE of the THREE rolls comes up as a Critical or Near Critical Success (Roll of 100 or 99) then the proprietor beats you to the punch, and offers you a place to park your cart under lock and key for free here going forward, so long as your cover story holds.

>Standard rules in effect - so if you want to use the auto-pass, then you need to speak up before a Critical or Near Critical is rolled.
>>
Rolled 54 (1d100)

>>5669891
>>
>>5669912
If you are still here, you can roll again if you like.
>>
Rolled 16 (1d100)

>>5669947
>>
Rolled 98 (1d100)

>>5669891
>>
Oh, almost a near-critical success.

Do you guys want to use a re-roll or an auto-pass to address that 16?

If unchecked, it will changes the -15 DC to a -8 DC, which in turn raises the DC of the Ask from 24 to 31. For reference, if you had only gotten one pass, the -15 DC would have been dropped, raising the DC of the Ask from 24 to 39.

> Please choose ONE of the following:
> Keep the re-rolls and auto-passes for life and death situations.
> Use a re-roll to try to get that 24.
> Use an auto-pass to skip directly to the Ask.
>>
>>5669968
>Keep the re-rolls and auto-passes for life and death situations.
31 DC isn't fatal. That said, how many rerolls do we have?
>>
>>5669978
You have banked up quite a few. By my count you have five re-rolls and two auto-passes, but I may have missed one over the course of the entire quest.
>>
>>5669985
Screw it then, one reroll can't hurt
>Use a re-roll to try to get that 24.
>>
>>5669968
>Use a re-roll to try to get that 24
>>
Alright, we have spent enough time on this - can I get a 1d100? Remember, this roll overwrites the previous one, but re-rolls are not eligible for critical or near-critical successes or failures.
>>
Rolled 68 (1d100)

>>5670045
>>
File: Born and Bred Liar II.jpg (1.25 MB, 3052x2034)
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> Deception Test Part I: Ask

> DC 40: Witchlet Chlotsuintha is a Born and Bred Liar, making a Involved Deception like this [Moderate]
> + DC 5 Witchlet Chlotsuintha matches the description of a wanted criminal.
> + DC 2 Witchlet Chlotsuintha is odd looking, given her height.
> + DC 4 Witchlet Chlotsuintha is currently Drained II, and is not thinking as quickly as she normally does.
> + DC 6 Witchlet Chlotsuintha is currently Tired II, and is prone to making mistakes that she otherwise would not.
> - DC 15 Proprietor [Name Unknown] has no reason to believe that Chlotsuintha is lying to her yet.
> - DC 7 Cobbler [Name Unknown] believes Chlotsuintha’s story completely.
> - DC 10 Witchlet Chlotsuintha looks to be Gently Bred; most male characters are more inclined to listen to her because of this (benefit doubles from – DC 5 to – DC 10)
> - DC 3 Witchlet Chlotsuintha is dressed as a maid might be, strengthening the deception.
> - DC 5 Witchlet Chlotsuintha is able to use her success at convincing the Dry Goods Merchant as a roadmap for this deception.

> DC 17 Anything lower is a failure. [Auto-pass(es) available. Re-roll(s) available. No hostile re-roll(s)]

> No Passes: Headless. Somehow your story just ... unraveled on you. You need to leave. Now.
> One Pass: A Head of Yourself. Just at the last moment, you slipped up a little with your Ask. It is unfortunate, but you are going to be in a rougher spot than you should be for the Counter.
> Two Passes: Heads with Shoulders. In spite of everything, you have developed a plausible Introduction and you have managed to avoid pitfalls with your Ask. All you need to do now is to keep it together for the Counter.
> Three Passes: Heading on in: You must have some sort of magnetism about you or something today. All doubts and questions are wiped from the proprietor's mind - there is no Counter. You are free to pay for the room.

> If ONE of the THREE rolls comes up as a Critical or Near Critical Failure (Roll of 1 or 2) then as you are leaving The Hooded Heads, the axle of your cart breaks.
> If ONE of the THREE rolls comes up as a Critical or Near Critical Success (Roll of 100 or 99) then the proprietor beats you to the punch, and offers you a place to park your cart under lock and key for free here going forward, so long as your cover story holds.

>Standard rules in effect - so if you want to use the auto-pass, then you need to speak up before a Critical or Near Critical is rolled. Also, if you roll, wait 10 minutes or so, then roll again to keep the quest moving along.
>>
Rolled 6 (1d100)

>>5670071
>>
Rolled 39 (1d100)

>>5670071
>>
Rolled 79 (1d100)

>>5670071
>>
>>5670074
If you are still here, anon, it is alright if you roll the last one.

Also:

> Please choose ONE of the following:
> Keep the re-rolls and auto-passes for life and death situations.
> Use a re-roll to try to get that 17.
> Use an auto-pass to conclude this test
>>
>>5670094
>Use a re-roll to try to get that 17.
A safe room would be very handy right now
>>
>>5670094
>> Keep the re-rolls and auto-passes for life and death situations.
I'd much rather have them on hand when we're doing the dangerous stuff, like planting the graven ball and making our escape. A bad roll there can be BAD.
>>
>>5670094
>Use a re-roll to try to get that 17.
Last one, I hope
>>
>>5670124
>>5670105
>>5670103
Alright, then lets get this show on the road! Can I get a roll of 1d100 please?
>>
I see the vote that's about to happen and:
>Keep the re-rolls and auto-passes for life and death situations.
>>
Rolled 65 (1d100)

>>5670131
>>
>>5670133
Anon, you've rolled 4 times. Maybe let someone else get a chance to.
>>
>>5670094
I’d like to voice my rabid objection to all these fucking rerolls- this ain’t normal talents spent like water you dolts, they are for life and death situations only. We only have a very small, limited number, and I’d rather take the low rolls here than reroll them you idiots.
>>
>>5670139
>>5670137
>>5670136
Well, this turned into a mess, didn't it. On the honor system now, did the roll in >>5670133 pass DC 17?
>>
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>>5670165
>>
>>5670165
Only if you added 10 to it. Unfortunate that one of our limited edition rerolls failed us.
>>
>>5670165
It appears that my admonition inadvertently led to this. My apologies.
>>
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> Deception Test Part III: Counter

> DC 40: Witchlet Chlotsuintha is a Born and Bred Liar, making a Involved Deception like this [Moderate]
> + DC 5 Witchlet Chlotsuintha matches the description of a wanted criminal.
> + DC 2 Witchlet Chlotsuintha is odd looking, given her height.
> + DC 4 Witchlet Chlotsuintha is currently Drained II, and is not thinking as quickly as she normally does.
> + DC 6 Witchlet Chlotsuintha is currently Tired II, and is prone to making mistakes that she otherwise would not.
> - DC 15 Proprietor [Name Unknown] has no reason to believe that Chlotsuintha is lying to her yet.
> - DC 7 Cobbler [Name Unknown] believes Chlotsuintha’s story completely.
> - DC 10 Witchlet Chlotsuintha looks to be Gently Bred; most male characters are more inclined to listen to her because of this (benefit doubles from – DC 5 to – DC 10)
> - DC 3 Witchlet Chlotsuintha is dressed as a maid might be, strengthening the deception.
> - DC 5 Witchlet Chlotsuintha is able to use her success at convincing the Dry Goods Merchant as a roadmap for this deception.

> DC 17 Anything lower is a failure. [Auto-pass(es) available. Re-roll(s) available. No hostile re-roll(s)]

> No Passes: Hoodlum. Pattern's Perdition. You are not sure how you did it, but you managed to snatch defeat from the jaws of victory. Your lies unraveled at the very last moment - you must quit this place immediately!
> One Pass: Head Hunting. You are so close ... but your 'perfect' answers must have rubbed the proprietor the wrong way - or something to that effect. Suddenly, he has other questions. There will be a second Counter.
> Two Passes: Under the Hood. It has been a long road, but you are going to be able to rent a room here for the rest of the day - though there is going to be a catch, of course ...
> Three Passes: Head of the House. You have secured a place to keep your cart under lock and key, for today and tomorrow without any strings attached.

> If ONE of the THREE rolls comes up as a Critical or Near Critical Failure (Roll of 1 or 2) then as you are leaving The Hooded Heads, the axle of your cart breaks.
> If ONE of the THREE rolls comes up as a Critical or Near Critical Success (Roll of 100 or 99) then the proprietor beats you to the punch, and offers you a place to park your cart under lock and key for free here going forward, so long as your cover story holds.

>Standard rules in effect - so if you want to use the auto-pass, then you need to speak up before a Critical or Near Critical is rolled. Also, if you roll, wait 10 minutes or so, then roll again to keep the quest moving along.

With any luck, this should be the last set of rolls for the night.
>>
Rolled 14 (1d100)

>>5670202
>>
>>5670171
You should feel good anon - you inadvertently kept the game honest.

Anyway, I would like to make it clear, that multi-stage Involved-level Deception Tests are not going to be common occurrences, though there will be at least one more in this thread when Chlotsuintha heads to the wainwrights, coachbuilders, stockbreeders and liveries to secure some means of conveyance and a team to pull it.
>>
>>5670202
Oh joy

>>5670206
I am not a merry man
>>
Rolled 95 (1d100)

>>5670202
>>5670224
Figures that i forgot to roll
>>
>>5670226
Ordinarily I’d be happy with rolling above the 90th percentile, but I’m honestly just depressed that we keep failing a DC test of 17- and that’s not mentioning the near crit-success that we failed by 1 to hit.
>>
Rolled 41 (1d100)

>>5670202
Patternmaker forgive me for rolling again
>>
>>5670202
Ok, first thing’s first- is the catch a lewd one? Cause I will -shudder- consider using one of our non-replenish-able lucky talent on it.

Secondly, I was speed reading though the last intermissions thread, where I noticed this
>I don't know how I keep doing this. I'm sorry guys, truly. Sorry enough that I will count that eighty the next time we need a roll.
Is this still redeemable QM?
>>
>>5670259
Nah, the catch would be that if someone showed up during the dinner rush looking for a room, and the House didn't have any left, they'd be allowed to remove Chlotsuintha's stuff from the room. Not a bad deal, so long as you are able to get back here before the start of the rush ... in little less than three hours.

As for that one, good eye. I figured I missed something. As far as redeeming it goes, I'll do you one better. I'll turn it into a partial auto-pass, capable of skipping any test with a DC of 79 or lower. You can use it now, you can bank it and use a re-roll, or you can accept the condition.

> Please choose ONE of the following:
> Use the partial autopass.
> Use a re-roll to get that final 17.
> Accept the conditions on the room.
>>
>>5670271
Thanks QM, I really appreciate it.

Thinking about it for a while, I’m ultimately unwilling to use the auto-pass or re-roll- even with our wasteful use of the first two, I’d rather we bank what we have for more critical rolls.

To me, it mainly comes down to whether I think the condition is acceptable. It isn’t a bad deal, I’m just unsure if it’s the deal we need right now.

> Accept the conditions on the room.

I’ll think it over a meal.
>>
Rolled 1 (1d2)

>>5670271
> Use the partial autopass.
> Accept the conditions on the room.
>>
>>5670387
I swear to fucking god, if you use that partial auto-pass up, I will scream. That’s a DC of 79 auto-pass, which is abnormally high. We need to save it, not waste it on a DC of 17. I’d rather we pay extra talents to secure the room than waste that partial autopass- hell, using another reroll would be more sensible. Please anon, I beg of you!
>>
>>5670271
>Accept the conditions on the room.
>>
Alright, consider this closed for accepting the condition on the room. I'll get to writing this up as soon as I can.
>>
>>5670271
> Accept the conditions on the room.
>>
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Well ... this is clearly an establishment for the well-heeled. And the well-heeled have maids, menservants and all manner of hirelings. So then it stands to reason that a place like this might be more amenable to dealing with a maid or a servant than a rough place like the Perch, or even just a less wealthy House, like the Blue Boy. That being said, if you are going to go in there as a maid, then you are going to need to stow your gaudy - relatively gaudy - hooded red riding cloak, and you should make a point of at least attempting to present yourself at the servant's entrance.

It turns out that doing so is easier said than done, however. The street-stones of the alley between The Hooded Heads and the neighboring building are not nice little cobbles, but are instead flagstones, most of which are not quite flat, and of those that are, most of them do not sit flat on the street. You have to watch your footfalls, lest a loose binding of your footwraps get caught on the trailing edge of the stones - and your poor hand-cart! The passage of each stone is marked in jerks and shudders, and by the time that you actually find the servant's entrance, you are certain that the creaking of the cart and the clattering of its cargo must have announced your presence to the entire House, if not the whole of Cleanport.

As embarrassing - and potentially dangerous - as all of this unwanted attention taking might be, it seems that it might have also been a bit of a boon, as before you make it to the stoop of the door, a cook has already poked their head out. Thinking quickly, you make a show of setting the cart down carefully and catching your breath, in a bid to get them to speak first. It pays off.

"Lookin' for a bit of work then, eh? Step inside, I'll fetch the Master."

Not bothering to correct him, you manage to get your cart inside the rear storeroom, before a well-dressed and well-rounded man makes his way around the stacks of stuffs and stocks. When he catches sight of you, he stops for a moment, then his face lights up. As he closes the distance between you, he is chuckling all the while. Again, you make a point of letting him speak first.

"When Cam said that there was a 'large lass' looking for work, I had figured that he'd meant a different stripe of 'large'."

To emphasize this, he pats his stomach. Before he can continue though, you break your silence.

"I'm terribly sorry sir, but there has been a bit of a misunderstanding here. I'm already employed as a maid; I simply didn't get a chance to explain myself before you man headed off."
>>
Damn it all. I just accidentally deleted 3/4ths of the update. I'm going to take a break now, but I will get it re-written as soon as I can.
>>
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Second by second, you can see the good humor slide off of the proprietor's face. Well aware that you must act quickly, you take a deep breath, and launch yourself into your story - partially based off of the fable that you fed to the Dry Goods Merchant.

"My Master's patented name is ... Dremen. The family lives on top of the Mount, right near the University. Me and ... two of the other girls, we were sent out to pick up purchases the Master and Mistress had made over the course of the week - you know, to, to get the things in before Titheday. And as you might imagine, the other girls are responsible for smaller, lighter things, you know; dresses, and hats, and cut flowers, and the like, while I - "

You pause here to gesture to the cart, partially to give yourself a moment to breathe, and partially to judge how the story is going over. Dishearteningly, you find that you cannot really get much of read off of the proprietor's face, beyond that he is very intently listening. Before you can lose your rhythm - or your nerve, for that matter - you continue.

" - I am responsible for the heavier loads. Regardless, we had all gotten what we were sent out for, and we had all met up at ... a Cobbler, and we - we were all being fitted for new pairs of servant's sandals - paid for by the Mistress, bless her - when one of the families' menservants come bursting into the shop, with two roasting geese under each arm, and other shopping besides. It - you see, it turned out that our Mistress had gotten herself roped into some unexpected entertaining, and it was 'everyone into the breach', as my Master might say. They needed all of us to come home, quick as we can. Well, all well and good for the other girls, who can manage one of the Stairs with their little bundles, and same goes for the man - but me, there is no way that I - or anyone else, for that matter - could possibly get a hand-cart up through the Stairs, and the manservant had seen that the line to go up the Lift was simply too long on his way down it. And burdened down as it is, it probably wouldn't survive the trip up the Chip at any speed that would get me back to the House before nightfall. So instead, he, he gave me talents, and told me to go quick as I could, and find a public house, and then to take a room there for a few hours - so the Master's shopping could be kept there, under lock and - "

This time, you are interrupted by the laughter of the proprietor ... though this laughter is incredulous, and missing much of the warmth of his earlier chuckling. Getting the distinct impression that you are starting to lose him, you don't even need to force the emotion into your voice as you try to recover - it finds it way in there all on its own.

"Please, sir. I - I have been running around with this cart, trying to find a House that will take it in, just for a few hours, so I can come back and fetch it once the press at the Lift has subsided, and I'm not - "
>>
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The proprietor of The Hooded Heads holds up his hand, and without even really thinking about it, you stop, and allow him to interject.

"So you - or rather, your hand-cart here - needs a room for a few hours?"

You are still having a hard time reading the soft features of his face, especially in the relatively poor light of the storeroom, but you can plainly hear that there is some acceptance along with the subdued mirth in his tone. You nod vigorously, while allowing yourself a fortifying breath - and silently congratulating yourself on a right tight little fable that you -

"So this manservant who gave you the talents - he still had enough on him, after paying for the Lift down, and the Master's shopping, to cover the cost of room?"

Shit! Think, think!

"Ah - well, you see sir ... it is kind of indiscreet to speak of such things but ... my Master, he has this ... habit. He insists on making all of his purchases, paying all of his debts, in gold. Specifically, talents struck in gold."

You haven't been caught in a lie yet, but that doesn't mean that you haven't stumbled into dangerous territory. Currently in your possession are low denomination talents, specifically eighth talents; a few are the old, tiny ones struck in silver, though most are the much larger new ones, struck in either bronze, if they were minted in the Old World, or straight copper, if they were minted locally in Outremer, where tin is scarce. But regardless of the seigniorage, or the metal or mint they were struck in, you know full well that you do not have enough of these coins to cover the cost of lodging at an establishment such as this. You do have larger denomination talents, starting from twenties and all struck in gold - but their use by someone presenting themselves as a maid must be explained away somehow, lest suspicion take root and fester. Hence the nonsense about a Master who insists on settling all of their debts in gold. Still -

"So this Master of yours, this Dremen, he sent you all out to do his shopping with, what, a pocket full of eight-talents?"

- it raises other questions, which will have to be addressed in turn. And the longer you keep speaking, the more likely you are to make a mistake.

"No sir, it - its just the menservants that get sent out with coins. Actually, it - it is really just ... well, Irwin and his son. They have been with the family the longest. The rest of us, we have to deal with those bits and bobs of papers. You know, slips, sir."

Well aware that you have started to ramble, you force yourself to clam up, hoping that the proprietor will accept your story as is ... but instead, he simply returns your gaze with that oddly inscrutable look. An awkward moment passes, and you realize that he is not going to say anything else either ... so in a bid to keep things moving, you fish out a twenty-talent to hand him, running your fingers over the coin to make sure that you are not handing him a hundred-talent instead.
>>
His eyes go wide at the sight of the twenty-talent, but it seems what held true for the Dry Goods merchant holds true here as well - for all your experience in the matter at hand, gold is a much more eloquent convincer than you could ever hope to be. Not only does it not need to lie to ensorcell as you do, it doesn't even need to speak!

"Lets see that talent then."

As your heart soars with the hope that you finally managed to pull this off, you reach out with the talent, intending to drop it into his hand, as you have learned to do these past eight years. It is only when he gently extracts the coin directly from your fingers that you remember that you are not a Leper now, that people will not go to great lengths to avoid your presence or your touch - in fact, there seems to be some who inexplicably and unsettlingly enough want - no, this is not the time to think about such things. You shoot a quick glance at the proprietor, to see if he noticed your awkwardness, or potentially worse, your fingers, slender and exceptionally long, even for your size. But as you clap eyes on him, you are certain that those fears, at least, are mules. The coin itself has his undivided attention. As he turns the talent over in his hands, you suddenly realize that at some point you started holding your breath. You force yourself to relax, and watch with what you hope looks like nothing more than vague interest as he continues to inspect the coin. When he turns towards the door, you panic for a split second, fearing the worst ... but then it becomes obvious that he is simply moving into better light.

Blessedly though, he is still too occupied by the talent to notice any signs of distress or discomfort that you might have let slip. Finally, he lowers the coin from the light - but then instead of returning it to you, he withdraws a half-busted set of false teeth from one of his pockets and then holding them in his hands, uses them to 'bite' the coin. Your mouth goes agape at the bizarre sight, and you don't quite manage to get your face fixed back to 'vague but polite interest' by the time he looks up at you, satisfied by his test. With a genuine smile complete with what for all the world look to be his genuine teeth, he says, by way of explanation -

"Better these than mine, right?"

"A-ah, yes. As you say, sir."

He chuckles to himself, with all the earlier warmth returned. Honestly though, you are confused. Now, you have stolen worse looking dentures off of corpses, and teeth as well, for that matter ... but someone like him, someone ... decent ... he should be staying clear of something so unclean - physically and spiritually unclean - as those false teeth. Then again, what with the mounting figureheads on the wall, then placing execution hoods over them ... in spite of the obvious money in this place, as well as the glorious smells of the nearby kitchen, and the decency and patience of the proprietor, this House is more than a little unsettling.
>>
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Still, there is nothing to indicate that there is anything more than here than a public house being appointed and run by an eccentric with a dark and bizarre sense of humor. The proprietor turns the false teeth over in his hands idly, with the coin still pinned between them. Finally he breaks the strained silence between you.

"One will take in all manner of guests under their roof, you know, keeping a House in a place like the Mount ... but I cannot ever say that I expected to have a hand-cart as guest, paid up for with a twenty-talent. Might just be the queerest custom I will ever see ... "

"You - you'll let me park the cart here? In a locked room?"

"Well ... for a few hours, yes. All of the rooms have been paid up for, but there is one that was taken by an - I think he was an actuary of some stripe - anyway, he is out on the Mount, and not going to take possession of his room until he returns for dinner. I'll open up his room my key, and you can park your cart in there. But if he is back before you are, then it has to go. Understand?"

"Yes, certainly, yes! Before dinner. I ... I doubt it will take too long to get things back in order up at the House, and ... yes. Before dinner. I can do that."

"Good. As for the payment, I don't have hourly rates for my rooms, so I'll need to figure something out. When you get back, we can settle up then."

With that, he turns and begins to pick his way through the stocks and stuffs of the storeroom, clearly intending for you to follow him. Yet you remain where you are. It is not lost on you that he has not returned the twenty-talent, which to put it mildly is frustrating and concerning. More than that, after what could have happened to you at the Perch, the talk of 'settling up' sent shudders up and down the length of your spine, and it was all you could do to hold yourself steady. Still, there is no indication that this man is Cut from the same Cloth that the previous proprietor was. In fact, one might interpret his reticence to return your coin as an indication that his interest in this transaction is entirely monetary.

Praying that it is the case, you follow him as he leads you deeper inside, through the storerooms and the servant's quarters to a relatively quiet hallway which has to be just off of the common room of the House. Light shines through several large-paned windows, similar to the ones that you saw from the street, and mounted between them are several bright copper lamps, their wicks ready and waiting for the kiss of a flame. Beneath your feet there are threadthick carpets which run the entire span of the hall. But perhaps the most impressive is that standing by the door you just passed through, is a stout little bookshelf, complete with curios, pamphlets, scrolls, and of course, books. You deliberately turn away from the bookshelf and try to peer into the common room. While you cannot see into it from here, what you can hear and smell of it makes you wish you could.
>>
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Without a doubt, this is the nicest place you have been in ... you don't know how long. It is certainly the nicest place that you have ever been let into. That thought makes you feel a little bit ashamed, and quite self-conscious - though at the same time, you are annoyed to note that the coin and the false teeth are no longer in the proprietors hands. You are wrestling with whether or not to say anything about it, but then he goes to open the door to the room and you can almost physically feel the moment pass you by, and you stifle a frustrated sigh. Perhaps it is for the best - after all, against all reasonable and rational concerns and objections, this man has decided to trust you and accede to your admittedly ridiculous request. You should repay that trust in you with trust in him. Believe that he will do the right thing, and give you change for that twenty-talent back. More importantly, believe that he does not have any ulterior designs by ... personally letting you into this room.

Of course, he shouldn't be trusting you. So by that selfsame token ...

Immediately following that harrowing thought is the realization that instead of giving you the key to unlock the room, he is doing it himself with a key from a cord around his neck, presumably the Master's key for The Hooded Heads. Once he opens the door and stands back with a mild smile on his soft featured face, it seems apparent that he has no intention to give you your own key to this room. You make a bit of show of fumbling with the cart a bit, pressing on the bundled goods, to make sure that they are packed down, hoping that if you simply stall a bit, he will put two and two together and offer you the key to the room. But when he doesn't, you have to press him on it.

"Pardons, sir, but the key?"

"What about it, lass?"

"Can ... I get the key to the room?"

"Oh. No, unfortunately. The man who took the room for the night has the guest key. The only other one is mine."

Great. Just fraying great. Doing your best to keep your nerve, you get your cart moving once again, and with the proprietor standing beside the door, you cross the threshold into the room. The room is of a similar size as to the one that you were sent to in the Perch, but this one is much more comfortably appointed. For starters, there is a full-size window instead of a slit. The bed is a little longer, and significantly more comfortable looking - as is the chair at the table. The washbasin has it own little cabinet, and not only does this one actually have water, but it has a hunk of lye soap and a towel as well. And while there might not be a sea chest at the foot of the bed, there is a brace of devotional tapestries instead of just the one. This is a remarkably nice room, and if you weren't so damned on edge - and you actually were going to be staying in it - you might be able to appreciate it. You allow yourself a fortifying breath, then you push the cart in.
>>
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That breath does not do you much good. As soon as the proprietor passes out of sight, you start to panic again. And by the time that you and the cart have cleared the door, you have gotten this terrifying mental image of him standing in the doorway - blocking you in - with his face twisted and distorted by wearing those half-ruined false teeth. You cannot stop yourself from spinning around - and as you do, you realize that without even intending to, you have started to reach for your wand.

But once you have turned around, you can see that the proprietor is not leering at you in the doorway. He is not in the doorway at all - in fact, he is on the other side of the hall, examining one of the copper lamps. Tapping on it, no doubt trying to ascertain how much fuel is left in the reservoir. When he sees that you are out of the room, he traipses back over, closes the door to the room and locks it. He then looks at you, smiling.

"Well then, I suppose I will be seeing you in ... three hours?"

You nod, still too shook up to speak.

"Well then, if there is nothing else I can do for you, I hope your Mistress manages to get her hands around her unexpected obligations."

You look at him blankly, then remembering what he was talking about, you nod again, this time more vigorously.

"Do you remember the way out?"

"I - yes, certainly, sir."

He didn't even really wait for your answer to that, he just ... ambled on off, leaving you behind in the hallway. You follow his lead, and make haste out of The Hooded Heads. Unencumbered by your cart, your long legs now make short work of the distance, and soon you are back out on the streets, with the disquieting totems and idiosyncrasies of the establishment shrinking behind you, now out of sight, but far from being out of mind. After all you have been through, especially at public houses, it is no wonder to you that you are on a hair-trigger ... though you are well aware that a break in your composure at the wrong time, in the wrong place, in front of the wrong people could easily be fatal.

For now though, you need to focus on the errands that you must finish today. First among them is picking up your repaired boots from the Cobbler. You should also make a decision on if you are going to ask him about the maker's mark that you saw on the boots you found in the Poonist's Perch, the one depicting a masked badger. As the pair responsible for the Strange footfalls were staying in public houses, you'd assume that they weren't local. If the Cobbler knew where the mark was from, then that could be huge.

> Please choose ONE of the following:
> What few clues you have are precious. More than that, they might be time sensitive. Ask the Cobbler about the maker's mark you saw on the boots.
> At this point, what you need to be cautious of is leaving behind a trail of your own. There will be other Cobblers in other places. Perhaps you would be better off asking them, instead.
>>
>>5671135
>> What few clues you have are precious. More than that, they might be time sensitive. Ask the Cobbler about the maker's mark you saw on the boots.
>>
>>5671135
> What few clues you have are precious. More than that, they might be time sensitive. Ask the Cobbler about the maker's mark you saw on the boots.
With any luck, Inquisitor Sherlock won’t divine our implication in these Strange events from a random cobbler. Oh, who am I kidding?

I’d appreciate if Chlot keeps tabs on any inns she passes- it might be a decent idea to find a place to store our stuff for a later pickup, especially considering how we’re supposed to make it back before the dinner rush.

Also, we were waring Oilers when we left the Cobbler- just wanted you to know that I haven’t forgotten that little fact since >>5667073.
>>
>>5671173
Anon, unless I have completely overlooked a passage - which is entirely possible - Chlotsuintha is still in her footwraps. Which is to her benefit, at least at the moment, considering that she no longer is able to stow stuff away on her cart. If she was still wearing her Oilers, then once she went to the Cobbler to pick up her repaired boots, she would need to carry either them or the Oilers ... which might not go over well in Cassandra's establishment. With wearing the footwraps, she can simply re-wrap them higher on her legs, so they fit in the boots ... or just dump them.

Anyway, I am not ready to write at the moment, so I am going leave this a little longer.
>>
>>5671285
It took me a minute, but I think I understand what you are getting at now. Showing up at the Cobbler's wearing different footwear than we left in is not going to be a problem this time, as the poor condition of the footwraps are in line with the fable Chlotsuintha fed the Cobbler. If pushed, Chlotsuintha could simply say that this is what she has to wear in lieu of stockings.
>>
>>5671173
>>5671294
In case it was not obvious, I intended to respond to you, not myself.

Man, I need to sleep more ...
>>
>>5671135
> What few clues you have are precious. More than that, they might be time sensitive. Ask the Cobbler about the maker's mark you saw on the boots.
>>
>>5671285
>>5671294
>>5671296
Ah, thanks mate, I was worried that was what it was leading to.
>>
>>5671135
>At this point, what you need to be cautious of is leaving behind a trail of your own. There will be other Cobblers in other places. Perhaps you would be better off asking them, instead.
>>
Okay, consider this closed. I'll get to writing this up.
>>
>>5671285
>>5671294
Also, we do have the Incinarary in our footwrap- I just wanna know if we should move it or if will it be fine and the Cobbler won’t insist on watch us put them on?
>>
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The more you think on the matter, the more certain you become that asking the Cobbler about the mark is the right play here. Even shreds of information can be the difference between life and death. For all you know, it could turn out that the city or town that mark is from is going to be on the route you end up taking from the Mount to the frontier provinces. If you ignore this, you could end up right in the middle of a Coven's stomping grounds without even realizing it. A harrowing thought. Of course ... you are also worried about leaving behind a trail of your own. Though, admittedly, you are hard-pressed to see how anyone would manage to track you back to the Cobbler - or what specific harm it would do you if they knew that you had seen a specific maker's mark on a pair of boots, and had asked about. In fact, considering that they have the remains of Gothorum-One to deal with, it is more than possible that the Inquisition never finds all of the Strangeness in the 'Poonist's Perch.

That is a pleasant thought, and while you know enough not to count on anything of the sort, it does buoy your mood as you make your way into the looming shadow of the Mount, where the Cobbler hangs his shingle. You reach the little establishment without further incident, and upon entering, see once again that there are no other customers – which is as you want it, of course, but you cannot help but feel a little concerned for the livelihood of a man who has helped you so much. The man makes his way out of the back shortly, and after a bit of polite conversation and without fuss or complication you take possession of your repaired boots. Truly, he has done an excellent job on them – you doubt that this pair looked this good the day you got them. After thanking him for the work, all there is left to do is steer the conversation to a point where you could ask him about the maker's mark in the image of a masked badger. On the spot, you come up with some tall tale about a man who cheated your father-in-law.

“ … so he ended up waiting there, in the rain, for the better part of three hours before he finally came to grips that he had been 'taken in'. To be honest, I doubt the man had a share of a barrow-hog to sell.”

“A liar, a cheat and a thief. Well, 'tis a terrible position to be in, but at least your father-in-law can take some solace that the bastard will suffer accordingly, if not in life, then after it.”

“R-right. Uh, anyway, as slim as the odds are by now, he still is intent on trying to find this … well, one of the things that he remembers about him is his boots.”

“Oh?”

“Well, actually, the boots themselves were fairly standard affairs – but when he had taken them off to dry, he saw the maker's mark, that is what he remembered. Was large - ”

You gesture the size with your hands, while hoping that he somehow doesn't notice the exceptional size of your fingers.
>>
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“And depicted a masked badger. Have -”

“Aye, Blue Barrens.”

“ Blue Barrens? I can't say I've ever heard of Blue Barrens.”

“ I hadn't either, 'till I seen the maker's mark on a pair o' boots and asked their owner where they'd bought them. Apparently, 'tis the last gasp of the Principalities to the north, or at least the last port of any substance, anyway.”

With your inquiries and your business here concluded, you thank the aged Cobbler for his help as sincerely and genuinely as you possibly can ... then you go right back to lying to him by ensuring him that your 'father-in-law' will be pleased at the lead, as tenuous as it might be. All of the while, you are thinking about what this means. Does the fact that these men had boots from some distant corner of the Principalities mean that they couldn't be father's 'professional friends'? No ... but it does make it much less likely. Especially if you consider that both of them had boots from there. And as for this location ... well, on one hand, you are glad that you are not going to have to be anywhere near there on your way to the frontier provinces, as your escape is going to be harrowing enough already ... but, on the other, this place must be so far away that you doubt you could get there safely even if you wanted to. To that point though, even if you knew for certain that there was a Coven based out of Blue Barrens, you are not in any position to go sniffing after them.

After a little more polite conversation, and well-wishes from him to you and your husband, he wanders off to the back of his shop once more, and you sit down to get your boots on once more. The footwraps, tattered and dirty as they are performed much better than you would have expected - though you question how well they would have held up to Stickport boardwalks instead of Cleanport streets. You loosen the wraps to reposition them higher up on your legs so you can wear them as stockings - in the process finding that you now have a rash were the Strange Incendiary was rubbing up against your leg before you stowed it in the hand-cart in the process of escaping from the Perch - then you slip your feet back into your boots and depart the store.

Your next stop is Spinster's Street. You are in the process of figuring out what route will drop you out closest to Cassandra's when you remember that you still have two dresses waiting for you at Hortingea's - not to mention that you wanted to thank her as well. You re-figure you route and make good time, in part by cutting through alleys and side-streets in the safer districts, until you are back in Cleanport proper. From there is a more or less a straight shot until you reach Spinster's Street. You are still trying to figure out what you might say to Hortingea, given the chance, when you finally turn onto Spinster's Street and stop cold.
>>
Further up the cobblestone street is what is unmistakably an Inquisitor's carriage.

There are a few men dressed plainly in white, standing near the carriage. Clearly, these are Cleansers - but are there others? A detachment of them equipped with Spot-Dosimeters? A scattering of them dressed as typical pedestrians on the street, looking for ... looking for what? The carriage is still a decent distance away from any of the stores on this street that you were in, so it doesn't seem likely that they are hunting you ...

Your stomach heaves at the thought, and you struggle to keep your face straight, lest anyone seeing anything untoward.

> Please choose ONE of the following:
> Your best bet for getting out of the Mount with father's work and without leaving a trail requires you to have that dress. You are not ... well, you are not communicably Strange at least. You are going to need to do this.
> You have to play it safe here. Figure something else productive to do right now, and just ... wait them out.
> You have to play it safe here. Cut your losses, and abandon the dresses. And don't ever come down this street again.
>>
>>5671957
>under the Eye of the Lodestar
> Your best bet for getting out of the Mount with father's work and without leaving a trail requires you to have that dress. You are not ... well, you are not communicably Strange at least. You are going to need to do this.
The Patternmaker will it- our next trial awaits.

If we do not accept this trial, please remember that we do need these clothes- there is no ‘cutting our losses’ when we’re on a strict schedule enforced by our failure to remediate the Leapers of Strangness- and thus damned the whole of Midden to the charity of the Inquisition.
>>
>>5671957
>Your best bet for getting out of the Mount with father's work and without leaving a trail requires you to have that dress. You are not ... well, you are not communicably Strange at least. You are going to need to do this.
>>
>>5671957
>> Your best bet for getting out of the Mount with father's work and without leaving a trail requires you to have that dress. You are not ... well, you are not communicably Strange at least. You are going to need to do this.
>>
Thinking it over, our Strange Duo must’ve come from a foreign trading ship. Maybe they’re related somehow to the trader we knocked off? Probably wishful thinking, though it does have me interested in that snuffbox again.

Could the Duo have killed Aldoin? Would explain the Strangeness, their wounds, and the haste- even if it is all wishful thinking on our part again.

Got me thinking though- clearly Aldoin absorbed an inordinate amount of Strangeness before his death, if all the communicable Strangeness contaminated his house enough for his family to be affected. Was he Father’s friend, or just a victim of unfortunate circumstance?
>>
>>5671957
> You have to play it safe here. Figure something else productive to do right now, and just ... wait them out.
>>
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You need to keep reminding yourself that your best bet - Hell, possibly your only - bet for getting out of the Mount with father's work and without leaving a trail necessitates using the dress waiting for you at Festive Fabrician's. Moreover, there is not enough room on that carriage to hide a ranged-dosimeter, and even if it was, to the best of your knowledge nothing in your possession is communicably Strange at the moment. Your only real risk would be from a Spot-Dosimeter, but none of the Cleansers that you can see at the moment are carrying them.

You just ... you just need to walk down the street. The carriage is parked in the middle of the street, so even if you had walk by it, sticking to the sidewalk should give you enough of a berth. That shouldn't happen though, because both Hortingea's and Cassandra's are closer to you than that damned carriage. Plucking up what little courage you have, you surmount the curb and walk the rest of the way to Hortingea's. You do your best not to pay too much attention to the Cleansers, but as they are in front of you it is similarly hard not to look at them. At the very least, they are a good distance away - you just need to keep telling yourself that. That and breathing. You just need to keep breathing, and keep steady, and keep the Hell away from - calm. You need to keep calm.

Eventually, you do manage to get to Hortingea's, and although you have the urge to throw yourself through the door like a burning man might throw himself into a body of water, instead you compel yourself to just slowly and steadily walk in onto the squeaking plank floors. There is no one there behind the counter, but as it was the first time you were there, someone calls out from further inside the shop that they will be with you - though the voice is not Hortingea's nor Bertrada's. The woman who eventually does come out is young enough to be one of their daughters, though if you were any judge, you'd doubt it. And while you do no recognize her, she certainly recognizes you, no doubt by description - a harrowing thought. Without any prompting, without even a word to you yet, she reaches under the counter and draws out two complete dresses, the rest of your order here.

"Would you like to try them on to make sure they fit?"

You are about to say no, fulling intending on getting out of here and ultimately off of this street as fast as you possibly can, when you realize that it might actually be a good idea to change - not to make sure of the fit, but rather to pull the Socketing Needle for your Wand of Head-Knocking. It might be easier to do that here, than at Cassandra's. On the other hand, with Cleansers on the street, perhaps this is not the time to disarm yourself.

> Please choose ONE of the following:
> "Yes, why don't we just make sure of the fit."
> "Oh, that won't be necessary. This one fit flawlessly."
>>
>>5672033
> "Yes, why don't we just make sure of the fit."

I somehow have the feeling that Sherlock is around
>>
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"Uh ... yes, why don't we just check the fit."

The woman at the counter nods, and after handing over the dresses, she directs you to one of the changing rooms. Blessedly, she does not follow you in, and once you are satisfied that you are alone in here, you undress yourself ... and in the process realize just how battered you are at the moment. Just the amount of bruises and cuts that are all over your body could be suspicious - and that is to say nothing of the track marks left from the Socketing Needle in your arm. Before you can get distracted any further, you pull the needle out of the crook of your left arm, smarting and wincing away for all three of the painful, miserable inches. When the tip finally clears your arm, you actually shudder in relief.Thinking quickly, you dig through your apron and fetch one of your stilettoes, then you unwind some of your right footwrap, then you cut it into crude bandages. You don't have the time - or even the desire - to wrap up all of your hurts, but having those tracks covered up makes you feel marginally better about all of this.

Of course, if you were stopped, investigated and inspected by the Inquisition, they wouldn't hesitate to look under a set of bandages ... and perhaps, by wrapping the tracks, but leaving all of your other injuries bare, you are drawing more attention to your left arm. For a moment, you consider wrapping the rest of them, or taking the bandage off of your arm - but ultimately, you decide against it. If the Inquisition is inspecting you, then they are also going to be checking you over with a Spot-Dosimeter - which you are presumably Strange enough to set off. Not a pleasant notion, but truly, there is nothing that you can do about it now. Out of the black, you find yourself thinking of the Master Abbot, how well he could read you. How from the moment you presented yourself to him with Ossavian's note to the harrowing experience of cutting 'deals' with him in his personal coach you were the breadths of a hair away from an agonizing death. It is also something that you don't want to dwell on .. but with the Inquisition afield after the disaster at the Oiler's Wharf you have to accept the possibility of another close encounter with an Inquisitor or a Cleanser.

Closer than simply being on the same street as them, that is.

Idly, you wonder if the Master Abbot would recognize you in one of these dresses. Probably.

Would Ossavian? Doubtful, he thought you were a man. You poorly stifle a sigh. Goes to show how bright you are, not only mooning after someone who has devoted their lives to hunting Witchlets like you down, but someone who cannot even tell that your a woman.
>>
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Struck by embarrassed from that line of thought - and your nudity - you reach down to grab the first of the two dresses ... only to find that hidden in between them is another chemise.

> Please choose ONE of the following:
> With all of the other sins and misdeeds on your head, accepting even more charity under false pretenses ... it is simply too much. You cannot - no, you mustn't accept this.
> If you show for the fitting at Cassandra's not wearing any underwear, on top of wearing men's boots and being covered in cuts and bruises, odds are there will be a scene. Right now, you need to make things easy for yourself.
>>
>>5672337
>> If you show for the fitting at Cassandra's not wearing any underwear, on top of wearing men's boots and being covered in cuts and bruises, odds are there will be a scene. Right now, you need to make things easy for yourself.
>>
>>5672337
>> If you show for the fitting at Cassandra's not wearing any underwear, on top of wearing men's boots and being covered in cuts and bruises, odds are there will be a scene. Right now, you need to make things easy for yourself.
>>
>>5672337
> If you show for the fitting at Cassandra's not wearing any underwear, on top of wearing men's boots and being covered in cuts and bruises, odds are there will be a scene. Right now, you need to make things easy for yourself.
>>
>>5672337
>If you show for the fitting at Cassandra's not wearing any underwear, on top of wearing men's boots and being covered in cuts and bruises, odds are there will be a scene. Right now, you need to make things easy for yourself.
>>
>>5672337
> If you show for the fitting at Cassandra's not wearing any underwear, on top of wearing men's boots and being covered in cuts and bruises, odds are there will be a scene. Right now, you need to make things easy for yourself.
>>
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Really ... this is the absolute worst time to develop a sense of pride. Personal compunctions aside, the last thing you want right now is to make a scene in Cassandra's by turning up not wearing underwear, not when there are Cleansers just up the street. Still, you cannot help but feel like a heel as you slip the chemise then one of the new dresses over your shoulders. Hortingea and Bertrada have been so kind and understanding ... it makes you wonder how often they do this for other women, and how many of those women are taking advantage of them as you are. Perhaps the reason the establishment is as rough and plain as it is is because they are too easily taken in. An unfortunate thought, put after everything you have seen here, it certainly has some credence. No doubt that there are more important things that you should be thinking about at the moment, but you don't even bother to try, knowing full well that as long as you are in here, you really aren't going to be able to think about anything else.

As you quickly unpack your apron, you think of Bertrada, who upon seeing someone she took to be an awkward and naive girl, at risk for being taken advantage of, spent the time to clarify the appropriate relationship between a maid and their Master. As you bundle the contents of the apron up in the dress you wore into the store, you hear Hortingea speaking to you about helping others with greater burdens and Trials who only you are in a position to help - a rebuke that must be from the Master of All Things. And as you lash up the bundle with the ties from the apron then quit the dressing room, you hear Hortingea insisting that you have done 'nothing to be sorry for' - another rebuke - and you think of all of things that you are sorry for, and those things that perhaps you should be sorry for, but for some failure of Fiber and Cloth, are not. Perhaps ... perhaps there is some truth to the position of the Faith, that Witches and practitioners of the Mysterious Arts actually are contrary to The Way Things Should Be and rightly condemned by their burdens.

You are able to force a smile onto your face before you re-enter the front room, where the woman is fussing over something behind the counter. You inform her that the dresses fit fine, and that you wish Hortingea were here, so you make thank her yourself. To your surprise, she mentions that Hortingea sent word an hour ago from the Forum, that her business there was going to conclude for the day much earlier than she had expected, as the administrative schedule had been upended by the disaster on Oiler's Wharf - she should be back before too long, and more than that, the woman informed you that you were welcome to wait for her, if you wished. As you find yourself genuinely considering the prospect in spite of everything, you notice suddenly that outside, a light sprinkling of rain - a sun-shower - has started.
>>
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You cannot stop your mouth going agape at your latest misfortune - or is this a Trial? Either way, if those raindrops get large enough, then they will be able to disrupt the envelope of Hide-Eyes. And of course, you left both of your hoods with your cart. You could carry your bundle over your head, though considering your height, doing so would just be drawing even more attention to yourself - though even an Inquisitor would not assume that you were doing it to keep a cast from failing, unless of course they already suspected you ...

No, best not go down that miserable little thought-hole again. But what other options do you have? You could simply brave it - keep your head down and get into Cassandra's before it got any worse - which assuming nothing went wrong would almost certainly work for the short distance between shops. Or you could wait here 'for Hortingea' and hope that it blows over.

> Please choose ONE of the following:
> Head out, using your bundle as a rain-shield. You will look silly, but worse than that, you will look memorable. On the other hand, there is no way that your cast fails here.
> Head out, and simply keep your head down. If something does somehow go wrong you should be able to duck into an alley and wait for the cast to spool back up again.
> While waiting around on such a tight schedule is hard, this might be your best play here - in addition to the rain going away, so too might the Inquisition. Of course, you have no guarantees ...
>>
>>5672732
>> Head out, and simply keep your head down. If something does somehow go wrong you should be able to duck into an alley and wait for the cast to spool back up again.
>>
>>5672732
Can we borrow an umbrella
>>
>>5672732
A trial- or a sign from the Patternmaker to say thanks? I wouldn’t mind coming back to thank them for their generosity.
>>
Also, the fact that they have an Inquisitor with a squad or two of Cleaners is interesting- especially when the Refinery just blew up. Wonder what’s so important?
>>
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Well, there would be no harm asking if there was a parasol on the premises that you could borrow, Hell, even buy. It would be worth it not to worry about Hide-Eyes failing on you.

"Oh, pardons, but there wouldn't perchance be a parasol that I could ... buy or borrow, is there?"

"No."

Not particularly talkative, this one.

"I - ah, I see. Incidentally, are there ... any bonnets or manner of hats that are fit to wear with these dresses that I might buy?"

She looks at you oddly.

"Would you like to commission one?"

"Uh, no, not - I was hoping to have one to complete the uniform before I present myself to the family. I just never thought to ask if they had any here, when - "

"Accessories are all made to order."

Damn it all. You might have expected as much though. Now that you think about it, perhaps Cassandra's might have appropriate hats and umbrellas and articles of that nature - if you could only be sure that the rain would worsen on your way over. Perhaps ... is it possible that the way out of this Trial - assuming that this is one - is to simply sit tight, to show that even under the threat of discovery by the Inquisition and the pressures of time you are still willing to make the effort to show your gratitude, and ultimately find some way to repay Hortingea, as you promised yourself you would?

Regardless, you need to make a decision. Stay or go.

> Please choose ONE of the following:
> Head out, using your bundle as a rain-shield. You will look silly, but worse than that, you will look memorable. On the other hand, there is no way that your cast fails here.
> Head out, and simply keep your head down. If something does somehow go wrong you should be able to duck into an alley and wait for the cast to spool back up again.
> While waiting around on such a tight schedule is hard, this might be your best play here - in addition to the rain going away, so too might the Inquisition. Of course, you have no guarantees ...
>>
>>5672987
I’m quite leery of any decision to waste some of our previous time… especially if this is indeed a trial from the Pattermaker. But I’m not opposed to showing our thanks and appreciation to these girls- even if it means we have to come back through the Inquisition again.
>>
>>5672987
>Head out, and simply keep your head down. If something does somehow go wrong you should be able to duck into an alley and wait for the cast to spool back up again.
>>
>>5672987
>> Head out, and simply keep your head down. If something does somehow go wrong you should be able to duck into an alley and wait for the cast to spool back up again.
>>
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With the understanding that the rain might just get worse the longer you wait here, you don't see how you can justify waiting - beyond of course, getting an opportunity to properly thank Hortingea for everything, including this second chemise. But ... if she is going to back here before the close of business today, then there is nothing that would stop you from coming back once the rain has stopped and the Cleansers have moved on to see her ... though making a detour like that would eat into whatever time you had left to shop for other stuffs and stocks before the close of business today. And depending on how much time it takes to secure your coach or carriage or wagon or whatever, and the horses or oxen to pull it, and the tack, equipment and supplies you will need to care for them, you might not have much time for that detour to eat into.

But after everything she has done - and everything you have done - it feels so important to do this one little thing. If it meant forgoing any further shopping ... well, that might be a bridge too far, but still, you feel really strongly about doing this. Hopefully, you will have enough time to have your cake and eat it too. Ginning up what courage you can, you thank the woman behind the counter, check to see that nothing suspicious or Strange is going to take a tumble out of your bundle, then you get your head down, and head out into the street.

The rain is still light and misty, but is still enough to get a few people off of the street. Up ahead, you can see shopkeepers rushing to get outside displays covered. You hope that they are over-reacting, but when you raise your eyes - without raising your brow - you can see that the sky does look a little overcast. With buildings all around, you cannot really see out to sea, to determine if there is a storm coming inland ... but that doesn't matter. You just need to make it another block without being made. And all you need to do that is to keep your head down and keep walking. That said, you do try to sneak peeks at the carriage just a little further up the street. You can still see the Cleansers milling around it, but the angle is bad. From here you can see more of the horses that you can of the carriage. You do notice however, that there bundles on the roof, and for the first time it occurs to you that these Cleansers might have been called in from Chapterhouses further afield, on account of Gothorum-One ... though you still have no idea as to why 'out-of-town' Cleansers would be on this street.

Your neck is straining and your head is pounding, but at least you can honestly say that your nerves are holding out. Every surreptitious glance you take at the Cleansers and carriage convinces you that they are not on the hunt, and with every step closer to Cassandra's you take it as more and more of a surety that there are no hidden Cleansers in the crowd. As you near the final stretch, you consider taking one more glance -

"Ah! There you are!"
>>
You damn near jump out of your skin, but blessedly, either by luck or by will you manage to keep your eyes downcast. You are, however, just about ready to bolt - when you realize that it is the doorman from Festive Fabrician's, Cassandra's store, who is calling to you. So much for your nerve, you fraying idiot! Kicking yourself as you close the distance until you slip under the eaves of Festive Fabrician's, safely out of the rain, you subtly flex your back, to make sure that you can feel the slightly warm, slightly sore spot where the Hide-Eyes Scarification glyph sits under your skin. Normally, it is more than uncomfortable enough that you are well-aware when it is running or not, but at the moment, you have some fairly painful cuts and bruises on your shoulders and back, to the point where you actually have to check. Only once you are certain that the Glyph is still running, and that you are comfortably inside the eaves, do you look up at the doorman - who is not the one who earlier today said you 'had more inches then sense' for presenting yourself at the front door.

On one hand, you are glad that you don't need to deal with that boor. On the other hand, that means that this one has identified you from a description someone gave him, and suffice to say, there are a lot of reasons why you are deathly afraid of being recognized from descriptions. Further thought on that however, is cut short by the sound of movement inside the storefront. You cannot see the source of the noise, so immediately you are once again on alert. Is - is this a trap after all?!

"Don't worry, I can hear the girls coming out for you right out now."

You whirl around to face him fast enough that he gets startled himself. He recovers quickly though, and noticing your confusion and apprehension, says by way of explanation -

"The girls will go with you to the fitting."

"Th - what?"

"The fitting for you dress, miss."

"No, I - I understand what a fitting is, what I don't understand - is my dress not done?"

"Oh, no. It is done. It is just not here."

"What d - where is it then?"

"At Hettenschloss Haberdashers, Mistress Cassandra's husband's place."

Pattern's Perdition. For you, it seems, there is no such thing as an easy errand. And even as naive and ignorant as you may be, it is not lost on you that Mistress Cassandra has sent your dress to a men's clothing store. But not wanting to make more of a scene, you brush past that point of contention in your next question.

"And why, pray tell, is my dress ... not here?"

"To tell it true, I don't know. Oi, Marpessa!"

A brace of girls, the youngest appearing only a few years older than you, approach the front door of Festive Fabrician's from the inside. The tallest one - who is a foot shorter than you, instead of a foot and a half shorter like the others - answers.
>>
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"Aye?"

"Why isn't the misses dress here?"

The girl, Marpessa, has the good grace to be embarrassed for you, as she mumbles out a response.

"Oh, it ... none of our mannequins were ... tall enough."

Okay, you will concede that you are probably too tall for most dressmaker's mannequins. But you cannot conceive of any reason why they couldn't bring the damned mannequin to the store, or why they couldn't at least bring the finished dress off of the mannequin back here. You really get the sense that Cassandra is trying to get the figurative 'last word' here, after you embarrassed her in her own office, in front of her own employees. Perhaps you should ask - no, demand! - that the dress is brought here! Except ... while you are out of the rain and out of sight for the rest of the street, you are not out of earshot. You don't want to make a scene here ...

"Before I forget, is there - perchance - a, um ... parasol that - "

"Yes there is. It comes with the dress."

"Truly?"

The girls all nod. Well, on one hand, you are glad that you are going to have a parasol after all of this. On the other, you would much rather have the parasol now.

"I - uh, I don't suppose that there is one in the store that we could borrow so we don't get rained on ..."

The girls all snicker at that. After composing herself, Marpessa explains -

"Most of those are sun-parasols, not meant for rain as yours is. And all of the floor models are for show - Mistress Cassandra would have our heads if we took them anywhere. Besides that, it is just up the street!"

You cannot quite tell if she is pointing to the store that the Inquisitor's carriage is parked in front of, or if it is simply the store next to the store that the Inquisitor's carriage is parked in front of. But either way -

> Please choose ONE of the following:
> - there is no way you are going to do that. Get inside the store, then insist that it is brought to you. Making a scene is much less dangerous then getting that close to Cleansers.
> - you are going to have to go there. You cannot afford to draw any more attention to yourself. Steel yourself as best as you can, and take a walk 'just up the street'.
>>
>>5672987
> While waiting around on such a tight schedule is hard, this might be your best play here - in addition to the rain going away, so too might the Inquisition. Of course, you have no guarantees ...

I was also thinking about hiding some gold for the ladies to find later as a thank you. Thoughts on that?
>>
>>5673460
> - there is no way you are going to do that. Get inside the store, then insist that it is brought to you. Making a scene is much less dangerous then getting that close to Cleansers.

Shit slowpoke here again
>>
>>5673460
>> Excuse yourself. That tingle on the back of your neck. Something's wrong here. Don't ignore your instincts. There are no coincidences. Go get your cart, you'll have to do without the dress.
>>
>>5673460
>- there is no way you are going to do that. Get inside the store, then insist that it is brought to you. Making a scene is much less dangerous then getting that close to Cleansers.
>>
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- there is no way you are going there. Not when you know that there are Cleansers right outside of the store - and who knows what inside of it. No, you are not going to allow yourself to be cowed and corralled. If ... if it was a matter of life and death, of maintaining your cover - as it was when you ran into the small fleet of Inquisitor's carriages by the South Burying Ground, and then later Ossavian in the Leper's Lift - then you would pluck yourself up, and throw yourself into the breach, truly, but ... you shouldn't have to here.

> Persuasion Test Part I: Ask

> DC 38: Witchlet Chlotsuintha is a Born and Bred Liar, making a Simple Persuasion Test like this [Easier], so long as she is lying throughout it.
> + DC 15 Brace of Dressmakers are under orders from Cassandra, and do not take altering them lightly.
> + DC 2 Witchlet Chlotsuintha is odd looking, given her height.
> + DC 4 Witchlet Chlotsuintha is currently Drained II, and is not thinking as quickly as she normally does.
> + DC 6 Witchlet Chlotsuintha is currently Tired II, and is prone to making mistakes that she otherwise would not.
> - DC 15 Witchlet Chlotsuintha is making what is fundamentally a reasonable request
> - DC 5 Witchlet Chlotsuintha is framing her request in a way that feeds into her established backstory at this store.
> - DC 7 Brace of Dressmakers all believe Chlotsuintha's story completely.
> - DC 5 Witchlet Chlotsuintha looks to be Gently Bred, most are more inclined to listen to her.
> - DC 5 Witchlet Chlotsuintha is targeting Dressmaker Marpessa, playing on her empathy
> - DC 5 Dressmaker Marpessa has no reason to not be empathetic.
> - DC 5 Witchlet Chlotsuintha is able to use her earlier successful Deception Test as a roadmap for this Persuasion Test

> DC 18 Anything lower is a failure. [Auto-pass(es) available. Re-roll(s) available. No hostile re-roll(s)]

> No passes: Queer Eyes. In addition to making a scene and having Cassandra descend on you once more, your Hide-Eyes Glyph starts acting up again. There will be an Ask II.
> One Pass: And Scene! In spite of your best efforts, you end up making a scene ... and Cassandra comes, looking to put a stop to it . There will be an Ask II.
> Two Passes: Under Orders. While you tried to convince the girls otherwise, they insist on clearing your request with Cassandra. There will be an Ask II.
> Three Passes: Lest Dressed. It was like pulling teeth, but the girls eventually concede to your request to have the dress brought here. Concludes test.

> If ONE of the THREE rolls comes up as a Critical or Near Critical Failure (Roll of 1 or 2) then you say something undermining.
> If ONE of the THREE rolls comes up as a Critical or Near Critical Success (Roll of 100 or 99) then you learn something of great interest.

>Standard rules in effect - Auto-pass must be used before a Critical or Near Critical is rolled. Also, if you roll, wait 10 minutes or so, then roll again to keep the quest moving along.
>>
Rolled 40 (1d100)

>>5673793
May the Patternmaker approve of our solution to his trial…
>>
Rolled 13 (1d100)

>>5673793
May the Patternmaker forgive me for my impatience
>>
>>5673862
That’s an ominous sign. I’m sorry for failing such a low DC lads.
>>
Rolled 68 (1d100)

>>5673793
…I’m sorry for rolling a final time, may the Patternmaker be merciful.
>>
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>>5673862
DC 18 isn't really that low when you think about it. The probability for three 1d100 dice coming up 18 or higher is only 57 %.

>>5673868
See, two out of three!

Now, it is a little late for me, so instead of running the next test, I thought I'd do something different. First, I'd leave a vote on if anons wanted to use an auto-pass or a re-roll here ...

> Please choose ONE of the following:
> Use auto-pass
> Use re-roll
> Accept roll

And then, I'd share the definitive list of the Mutants, Constructs and Sub-Constructs that Chlotsuintha has at least enough knowledge of to attempt on the Life-Loom. Key word being attempt. Some of them have already been referenced in the Quest

The Creeping Peeper, 0th Degree Sub-Construct - A living, (glacially and imprecisely) movable security camera. Can adhere itself to most surfaces and walls. Must be integrated into an Assembly. Has a lifespan of one week to one fortnight.
The Cat's Eye, 0th Degree Sub-Construct - A living set of night-vision goggles, built around a cat or pseudo-cat eye. Must be integrated into an Assembly. Has a lifespan of one week to one month. Only requires pairing with The Embrace to be a full Assembly.
The Conduit, 0th Degree Sub-Construct - Living wires, used to connect Sub-Constructs together into an Assembly at distance. Length of one inch to one yard. Lifespan of four months, may start to noticeably degrade at two or three.
The Relay, 0th Degree Sub-Construct - Living bridges between living wires, allows Sub-Constructs to be connected at greater distances. Lifespan of half of a year. Used in lieu of The Knitters for connections of The Conduit.
The Tiny Twitcher, 0th Degree Sub-Construct - A living on-off switch. May be actuated by hand or by the Assembly's Conductor (operator) as part of a process. Not strong enough to physically move much of anything. Lifespan of half of a year.
The Embrace, 0th Degree Sub-Construct - A living, face mounted, control for an Assembly. Required for a Conductor to interface with an Assembly. Difficult to see and breathe around. Issues with phantom touches and sound during use, Lifespan of two to four months.
The Knitters, 0th Degree Sub-Construct - Living bridges between Sub-Constructs. Allows for Constructs and Sub-Construct to be strung together into an Assembly. Typically required, but there are exceptions. Lifespan of half of a year.
The Second-Skin, 0th Degree Construct - A living, self-compressing bandage that continually cleans wounds that it is placed over. If injured, may dangerously constrict. For best results, use skin or pseudo-skin of intended recipient. Lifespan of one fortnight.
The Wet Humors of Succoring Sips, 0th Degree Mutant - Wet Humors (water-borne bacteria) that have been altered to purify the water that they are in. Even if done properly, will produce some Strangeness in the Wet Humor and in the water.
>>
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>>5673945 Damn, I thought I had it down to one line each.

And after that, I'd ask which of the following should I add to this list:

> Please choose ONE of the following:
> The Too-Early Obol, 0th degree Construct. A living murder weapon, intended for sleeping targets. Placed in the mouth, this broad-headed, worm-like construct suffocates victims from the inside, then sneaks into a lung to avoid discovery. Lifespan of one week.
> The Living Fuse, 0th degree Sub-Construct. Figurative kin to The Tiny Twitcher, this Sub-Construct fatally ignites itself. Can be used to remotely start fires, or light mundane fuses, if they are positioned properly. Lifespan of four months to half of a year.
> The Shudderer, 0th degree Sub-Construct. Also figurative kin to the Tiny Twitcher, this Sub-Construct can push or pull appropriately placed things. Can be used to actuate traps and pull triggers, assuming they are 'soft' enough. Lifespan of two to three months.
> The Crow's Eye, 0th degree Sub-Construct. A living set of high-powered binoculars, built around the eye from a corvid, hawk or psuedo of the same. Has a lifespan of one week to one month. Only requires The Embrace to be a full Assembly.
> The Greedy Gullet, 1st degree Sub-Construct. A living intake, to allow Assemblies to 'drink' water, extending their lifespan, assuming that they were regularly watered. Cannot stack. At Chlotsuintha's skill level, it would be very difficult to make. Lifespan of half of a year.
>>
>>5673946
>> The Living Fuse, 0th degree Sub-Construct. Figurative kin to The Tiny Twitcher, this Sub-Construct fatally ignites itself. Can be used to remotely start fires, or light mundane fuses, if they are positioned properly. Lifespan of four months to half of a year.

Seems the most useful considering our flammable inventory.
>>
>>5673945
> Accept roll
> The Crow's Eye, 0th degree Sub-Construct. A living set of high-powered binoculars, built around the eye from a corvid, hawk or psuedo of the same. Has a lifespan of one week to one month. Only requires The Embrace to be a full Assembly.

Man, Clot's school of magic is disgusting. Boss, can you remind us again how many re-rolls and passes we have left?
>>
>>5673945
>Use re-roll

>>5673946
>> The Too-Early Obol, 0th degree Construct. A living murder weapon, intended for sleeping targets. Placed in the mouth, this broad-headed, worm-like construct suffocates victims from the inside, then sneaks into a lung to avoid discovery. Lifespan of one week.
>>
>>5673945
> Accept roll
It isn’t that important to reroll or auto-pass.

>>5673946
Is there residual leavings with the Living Fuse, or do they get burned up unrecognizably? What do we need to build it, and how do we set it off remotely?
>>
>>5673987
Only two of each- mean we can only survive a job or two, not brute force our way outta a deadly encounter if need be.
>>
>>5674043
The Living Fuse, also referred to as a filament organ, has the appearance of a sinuous strand of meat. It can be made out of any flesh, but in keeping with the basic rules of the Many Mysteries, it is easiest to make out of similar parts - tendons and especially tails - taken from a Form as close to the Form of the Conductor as possible. That last bit is unfortunate, as men - and women - lack tails, though the common substitution, pigs, should be easy enough to work with for this application. Beyond that, the only other things needed (besides the fuel and catalyst for the Loom) to make them are some bits and pieces of metal, which will be heated up during operation, and a quantity of flammable oil to saturate The Living Fuse with, so it burns properly.

Because of its relatively thin structure, it does burn down to ash - and though the ashes will be Strange, if the Construct was made properly, then it should not be communicable on death. Operation is relatively basic. A Conductor must interface with an Assembly through The Embrace. Sub-Constructs of The Conduit, The Relay and The Knitters are used to in series to span the distance between the Conductor and the The Living Fuse. The Tiny Twitcher is optional, though if it is not incorporated into the Assembly, then The Living Fuse will begin operation the moment that the Conductor successfully interfaces with the Assembly, and moreover, the Conductor will not have any way to stop this short of de-interfacing with the Assembly.

The Living Fuse, 1st degree Sub-Construct, which is well beyond Chlotsuintha's abilities at this time is an all-weather variant. Instead of a strand, it is a crab-apple sized ball, that stores the flammable fluid inside of it, so that it can still work even when exposed to wet conditions.
>>
>>5673945
>> Use re-roll
we need to minimize the number of rolls we make in this quest, fundamentally, because every single one that chlot doesn't nail introduces more complications. and more complications, in turn, means more rolls and decision points where things can go wronger and wronger. this quest is like playing dishonored without the ability to retry levels, and also with very limited fantastical powers and also a million more responsibilities given that chlot needs to mitigate most instances of strangeness she finds.
accepting a second Ask roll means we are increasingly likely to make a scene and potentially draw over the Cleaners. from 82% chance of passing (and spending a reroll) to 57% chance of nailing the Ask II, or potentially even lower, depending on what 'clearing your request with Cassandra' means. if it means the DC is higher then the odds get worse. I don't think it does, given that the onepass consequence is cassandra coming over, but it could mean that she still comes over on twopass, just in a better mood than if she had to stop a racket.
I understand the school of saving rerolls but we need to keep things going smoothly as long as possible and it's not like we only have one. hoarding them for a bad situation will only create the bad situation in the first place. it's better to be loud in a good position than quiet in a bad one, and chlot's position is very bad at almost all times. she's very vulnerable, very exposed, and increasingly exhausted. at +10DC to all rolls currently, she's making every roll 20%-ish more likely to get at least one failure aka making a complication which might be another roll which in turn is 20% more likely to get at least one failure and so on. this is very dangerous. at DC 8 this would have been a comfortable roll, at 75%-ish chance of getting three passes. she needs a break soon.
>>5673946
> The Shudderer, 0th degree Sub-Construct. Also figurative kin to the Tiny Twitcher, this Sub-Construct can push or pull appropriately placed things. Can be used to actuate traps and pull triggers, assuming they are 'soft' enough. Lifespan of two to three months.
I would also like the crow's eye, since that produces something very useful and hard to replace, but this allows for a lot more versatility than an inconvenient and difficult to use murder weapon, or a remote controlled fuse. the gullet's too risky.
>>
>>5674158
Thanks QM, what about the Greedy Gullet.

>>5674296
Anon, we do not have the amount of rerolls or auto-successes necessary to spend them so frivolously, we need to save them for the life threatening shit we’ll be doing tonight and tomorrow. I understand the idea of preventing a problem from dominio-ing into a catastrophe, but it isn’t the end of the world to get a second Ask test, and we’ll need these rerolls if something goes horribly wrong during one of our Witchlet missions. Don’t waste our limited rerolls on an Easy Ask Test to avoid a second Easy Ask Test.
>>
>>5674296
As for Chlot’s bad position, I already accepted the fact that we’ll be in an increasingly worse place so long as we’re stuck in the Mount, and it ain’t going to get better if we waste our rerolls on easy tests and have none left in reserve for the hard lethal tests.

As for the Tired DC Modifier, I sympathize, but we simply have too much to do this day to get some rest, we’ll have to grab a nap in the morning.
>>
I think it’s best to move on to the second Ask Test QM, I think anons are overblowing the risk we face from simply asking a second time.
>>
>You do notice however, that there bundles on the roof, and for the first time it occurs to you that these Cleansers might have been called in from Chapterhouses further afield, on account of Gothorum-One ... though you still have no idea as to why 'out-of-town' Cleansers would be on this street.

How close is the nearest ‘out-of-town’ chapterhouse?

>>5673480
I’m fine with a lucky talent or two.
>>
Okay, let me take the count here.

>>5673947
The Living Fuse I

>>5673987
The Living Fuse I
The Crow's Eye I

Accept roll I

>>5674001
The Living Fuse I
The Crow's Eye I
The Too-Early Obol I

Accept roll I
Re-roll I

>>5674043
The Living Fuse I
The Crow's Eye I
The Too-Early Obol I

Accept roll II
Re-roll I

>>5674296
The Living Fuse I
The Crow's Eye I
The Too-Early Obol I
The Shudderer

Accept roll II
Re-roll II

Well, would you look at that. We have ties for both of them, damn it all. I suppose there are worse problems that a Quest could have, though ...

>>5674348
>Thanks QM, what about the Greedy Gullet.
Well, the Greedy Gullet is integrated much like any other Sub-Construct into an Assembly. As alluded to by the choice of the word 'watered', this Sub-Construct is biologically closer to a plant than to an animal. Physically, it looks like a fleshy tuber that opens up into membranous petals. Water is drip-fed onto the petals, and taken into the body of the Sub-Construct and from there into the Assembly by capillary action. This water is to be used to extend the lifespan of what would otherwise be considered a 'finished' Assembly. I might have mentioned this earlier in the Quest, but there are three types of Assemblies or Constructs, 'finished', 'fueled' and 'fed'. Assemblies and Constructs that are 'fueled' require fuel-nodules or some other Mysterious source of power to operate, and when these sources get run down, they can be swapped out - like batteries. Assemblies and Constructs that are 'fed' take in mundane sustenance, and in most cases digest it and ultimately expel it - like an animal would. Assemblies and Constructs that are 'finished' are not able to take in sustenance at all, instead they slowly metabolize the flesh and fat they were made with until they run out, and then they die. It goes without saying that 'fueled' and 'fed' Assemblies and Constructs are longer lived but harder to make - and that there is a time and place for all three types.
>>
>>5674001
>>5674296
Either of you willing to change your reroll vote? I’m willing to vote for your pick of Construct if that’s what it takes.

>>5674487
Thanks again QM. I’d appreciate more information on the Crows Eye and Shudderer.
>>
>>5674487
Accept roll, I'll let other anons decide on the construct
>>
>>5674540
I suppose you're right that I'm overblowing this particular roll so yeah I'd change
>>5674487
>Accept roll
>>
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> Persuasion Test Part II: Ask II

> DC 38: Witchlet Chlotsuintha is a Born and Bred Liar, making a Simple Persuasion Test like this [Easier], so long as she is lying throughout it.
> + DC 15 Brace of Dressmakers are under orders from Cassandra, and do not take altering them lightly.
> + DC 2 Witchlet Chlotsuintha is odd looking, given her height.
> + DC 4 Witchlet Chlotsuintha is currently Drained II, and is not thinking as quickly as she normally does.
> + DC 6 Witchlet Chlotsuintha is currently Tired II, and is prone to making mistakes that she otherwise would not.
> - DC 15 Witchlet Chlotsuintha is making what is fundamentally a reasonable request
> - DC 5 Witchlet Chlotsuintha is framing her request in a way that feeds into her established backstory at this store.
> - DC 7 Brace of Dressmakers all believe Chlotsuintha's story completely.
> - DC 5 Witchlet Chlotsuintha looks to be Gently Bred, most are more inclined to listen to her.
> - DC 10 Witchlet Chlotsuintha targeted Dressmaker Marpessa, playing on her empathy, and she makes a solid cast to Dressmaker Cassandra
> - DC 3 Dressmaker Cassandra wants Witchlet Chlotsuintha to be out of her store
> - DC 3 ???
> - DC 5 Witchlet Chlotsuintha is able to use her earlier successful Deception Test as a roadmap for this Persuasion Test

> DC 12 Anything lower is a failure. [Auto-pass(es) available. Re-roll(s) available. No hostile re-roll(s)]

> No Passes: Battle is Joined! After the dressmakers relay your latest appeal to Cassandra, she comes storming into the front room. There is a great risk that you end up making a scene. There will be an Ask III.
> One Pass: To the Upstairs Lair. After the Dressmakers relay your latest appeal to Cassandra, she sends them back with a request that you come upstairs to talk. [Prompts Vote] There will be an Ask III, regarldess.
> Two Passes: Backroom Blues. After the Dressmakers relay your latest appeal to Cassandra, she relents and ordered you to the back of the store to wait for it – and you end up doing quite a bit of waiting before your commission finally does make an appearance. Test concludes.
> Three Passes: The Bastard's Rush. After the Dressmakers relay your latest appeal to Cassandra, she relents, and eager to be done with you as painlessly as possible, she has your commission hauled over as quick as can be. Test concludes.

> If ONE of the THREE rolls comes up as a Critical or Near Critical Failure (Roll of 1 or 2) then you say something that undermines your next Ask.
> If ONE of the THREE rolls comes up as a Critical or Near Critical Success (Roll of 100 or 99) then you learn something of great interest.

>Standard rules in effect - Auto-pass must be used before a Critical or Near Critical is rolled. Also, if you roll, wait 10 minutes or so, then roll again to keep the quest moving along.
>>
Rolled 97 (1d100)

>>5675183
>>
Rolled 65 (1d100)

>>5675183
>>
Rolled 4 (1d100)

>>5675183
>>
Well... I guess we can have a little nap in an armchair while we wait?
>>
Alright, I am going to get dinner, and then I will write up the scene. Also, we still have a four way tie on the last Construct that Chlotsuintha knows how to make on the Life-Loom.
>>
>>5675197
>>5675248
….I have no words, only frustrations.

>>5675363
Can we tip or pay some money to get the dress as quickly as possible? I’m sure they’ll be enthusiastic with some additional talents on the line.
>>
"I - listen, I ..."

You are fumbling with the words at the moment, but you are still sharp enough to remember that you need to get off of the street, so you do, in spite of what might have been intended as a polite, wordless protest from Marpessa. As you slip inside the door, you can see the girls and the doorman looking increasingly worried - and immediately, you tense up, tightening your hold on your bundle. You whirl around, expecting to see ... you are not sure what exactly, but some manner of threat. Instead, you see quite a few of the establishment's women present - all of whom are older and better dressed than then the ones that were sent out here to 'deal' with you. You are already beginning to wilt under their glares as they clutch swatches ... when you realize that they are waiting on a customer. On the opposite side of the room, sitting very primly on a fancy little seat set up next to a fancy little table with fancy little snacks is a girl who looks to be of an age with you, in a velvet dress that is a few shades darker than blood-red ... and no doubt worth as much as the bounty on your head. You make a noise somewhere between a gasp and a squeak and try not to think of what you must look like right now - like some dewy wet, too-tall freak clutching a canvas bundle as rough and plain as she is - or worse, what she must think of you - that you are some dewy wet, too-tall freak clutching a canvas bundle as rough and plain as you are.

You turn back around as the other three dressmakers come through the door, looking much less happy than they were just moments ago. You expect them to either start in on you, or order the doorman to drag you out, but instead they all look to the girl, and seeing that she is looking their way, the three of them curtsy deeply. Shit! It never even occurred to you that you would be expected to do that - though the oversight is understandable when you consider how little of the past eight years you have spent wearing a dress, or how little of your entire life has been spent in anything even approaching polite society. Still though, with her wearing that much velvet, it should have occurred to you that she was probably a Citizen. Scrambling, you turn back around and do your best approximation of a curtsy ... which even under better circumstances would probably have been merely unsatisfactory, but what with so much of you smarting from all those little hurts you have come into and both your arms wrapped around your bundled apron, your curtsy effectively is just you widening your stance and then bowing. Too embarrassed to even see how she reacts to that, you turn around immediately ... only to realize that too must have been a mistake when one of the dressmakers takes her face in her hands, and the lilt of soft, feminine laughter assails your ears. Just as you are wondering if turning around once more and presuming to beg her pardon would be another misstep, she resumes her conversation.
>>
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Immediately, the three dressmakers turn to you, so you have to assume that the moment has passed, and whatever transgressions you have made here have been forgiven - though the three of them are glaring at you now as well. In hushed tones, you speak first, though the unexpected embarrassment you have just been through makes your delivery much more stilted and choppy than you intended .


"I am sorry, Truly - if I ... I wasn't looking to cause anybody any problems here. It's just ... my father, he gave me the - he told me I could buy a dress and attend his wedding so long as I didn't do anything that could ... you know, could get back to him in a bad way. And ... I'm sorry, but, having a daughter so tall that she has to shop at a haberdashery, it ... people would see that, they'd talk about it - if it got back to him, it ..."

You pause to take a deep breath. Most times you are weaving lies like this, these 'intermissions' - presented as you needing a moment to compose yourself - are done so that you can actually take a minute to think ahead a bit. This time though, you actually do need the time to compose yourself. Just as you are about to start plotting out the next strands of your tall tale, one of the dressmakers starts to speak, and concerned about losing control of the conversation without fully making your point, you plunge back into it, without completely knowing where your tongue is going to take you.

"I'm already enough of an embarrassment as it is. You saw just now, with your own eyes ... please, don't make this ... me... any worse for him. Please."

One by one, you can see acceptance dawn over the dressmakers - and if their eyes weren't so full of pity for you right now you might even have started gloating to yourself. Still, you are at least feeling relieved, until -

"Well ... I suppose I'll have to clear this with Mistress Cassandra."

By the Horrors of the Heights, that bitch can vex you without even being in the room! You shift your weight as you try to obfuscate your fuming, and in the process irritate the rash on your leg from the Strange Incendiary. Fighting the urge to attempt to itch it - and to swear under your breath - you press on, feeding Marpessa all the things you think Cassandra will need or want to hear.

"Please, tell her I'll wait -"

The second those words are out of your mouth, you regret them. For you, right now, time is more valuable than talents ... but on the other hand, that kind of deference might be the only thing that gets you out of this situation.
>>
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"Tell her I that I know we both want to keep everything discrete, to do all in our power to avoid any potential embarrassments. And ... please don't, uh, mention what happened here - please?"

Marpessa folds her hands and gives you a reassuring smile. She heads off without another word, and to your surprise the other two follow after her, leaving you by yourself. You know better than to turn around and risk making anymore of a fool of yourself, so you instead studiously inspect the curtains on the storefront windows. For a moment, you wonder if perhaps it would have been better if you had simply walked to the other store ... but then you manage to catch a glimpse of the Inquisitor's carriage sitting parked in the middle of the street through the window you are in front of, and as quick as a flash all doubt slip from your mind. Breathing a little bit easier, you continue to watch the street from your vantage point - though you make a point to not look in the direction of the Cleansers. Meanwhile, you cannot help but overhear conversation on the other side of the room.

" - then it should be the darker of the two for the ... body of the dress? Or whatever the word is. Father was of a mind that I should make my debut at one of the All Saints Day Masqued Balls, but Grandfather thought I should wait at least until the Birth of the Year. So it should be dark colors for either Harvest or Sleep Season."

What a completely different world she comes from. The thought doesn't bear resentment, rather, it is apprehension that you feel. Assuming that you ever actually get your hands on that dress - no, that 'riding habit' - you are going to need to present yourself as belonging to an echelon of society that you barely know anything about. You turn your attention from the street to one of the dresses near the window, an overly frilly affliction in sea-foam green. Hopefully, your dress turns out to be more ... understated.

"Though there is now talk that instead of the Masqued Balls they are going to be holding Mendicant Biddings instead, for the survivors of that unpleasantness in Stickport and for the widows and orphans as well ... so it seems that Grandfather gets his way again. He often does."

Case in point, you don't even know what a fraying 'Mendicant Bidding' even is. It cannot be what it sounds like - those who have Red Threads cannot be taken as slaves. Before you can frustrate yourself over something else however, a new voice chimes in.

"Will it truly take that long to ... get everything safe and proper again?"

"Oh no, it shouldn't take anywhere near that long. They are talking about holding the Biddings then because all of Refiners who were held for observation and then ultimately cleared would be getting out a few days before All Saints Day. "
>>
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This girl seems to be unusually well informed, but you suppose Citizens are supposed to keep abreast of these things - even if they are kept from the Vote by their age and their sex. Their discussion then turns to the topic of the size and weight of different styles of fans, which might as well be spoken in a foreign language for all you understand of it. Any frustration at this development however, is precluded by the return of one of the dressmakers that greeted - or rather, intercepted - at the door.

"Mistress Cassandra agreed to have the riding habit brought here. Follow me, please."

So you do, careful to not provoke any of the older dressmakers or the young lady by looking in their direction as you pass from the front room, down a long, carpeted and vaguely familiar hallway to a dressing room that is slightly larger than your room in the Belfry and with much more furniture. The focal point of the room is the mirror, which not only runs from the ceiling to the floor without a single visible imperfection, but it has wings, so that you can see yourself from many angles at once. Beyond that, there is a round table that you think about setting your bundle down on before think better of it, a filled washbasin stand with what you assume are perfumes and fragrances alongside, a carpet that looks so thick and luxurious that you actually feel bad about walking on it with your boots and half a dozen chairs, each looking more elegant and comfortable. Oddly enough, there is one that has its bottom cushion overstuffed to the point that it is both comical and conical, and on a whim you sit down on it - smiling in spite of yourself, and imagining that you have alighted up a giant and exceptionally plush mushroom.

The woman looks at you, clearly bemused by something as well - but before you can figure out if you have made a fool of yourself again, you are interrupted as another one of the three dressmakers enters without knocking.

"Marpessa will be along as soon as she can once she finds someone free to haul the thing over here. Right now, all the men we could find in the Mistress's husband's place were either busy taking their lessons from that Inquisitor or too important to involve themselves with something like this."

Any fun that you were having sitting on an upholstered mushroom withers and dies at the mention of an Inquisitor. Well ... if there was an Inquisitor in the store, then you made the right decision by asking for the dress to be brought here, there are no two ways about that - though for the life of you, you have no idea what a sort of lessons an Inquisitor would have for a haberdasher. You could always ask ... but is it safe to sate that kind of curiosity? Actually ... instead of fretting over questions, perhaps you would be better served by using this as an opportunity to take a nap.
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Neither of the women have made a move towards any of the chairs, so you doubt that they intend to wait here with you - and with your luck being what it is, you are probably going to spend some time here waiting. Why not get your bundle tucked away behind your head and do what you can to catch up on all of the sleep that you won't be having tonight? Outside of course, that it might be percieved as a slight by the good Mistress ... and that there are Cleansers just a stones throw away. But you don't give a damn about Cassandra, and you would bet your life that none of those Cleansers got a good look at you.

Oh! Heh heh heh. By the Heights of Hell, you are betting your life!

> Please choose ONE of the following:
> Ask about the Inquisitor and his lesson
> Refrain from asking, at least for now

> Please choose ONE of the following:
> Try to catch some sleep in this comfortable chair
> Try to stay awake in this comfortable chair

> Also, we still need a tiebreaker for >>5673946
>>
>>5675646
>> Try to catch some sleep in this comfortable chair
Just a crumb of sleep, madam, please...

> Refrain from asking, at least for now
Nearest I can figure the Inquisitor would be telling the men how to spot a Witchling or crossdresser? Otherwise it might be something completely unrelated. It might be good to keep abreast of the investigation but the Euthryphro is the only part of our actions that faces this part of society.
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>>5675646
> Ask about the Inquisitor and his lesson
Citizen militia, or family he’s teaching? Like, this is pertinent information.
> Try to stay awake in this comfortable chair
As much info as possible. If the conversation ends, I’m fine with taking a nap for a minute.

Do they have a timekeeper here? I’d like to know how long this bs will take, we’re on a schedule and have other obligations.
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>>5675799
>Nearest I can figure the Inquisitor would be telling the men how to spot a Witchling or crossdresser?
The Crossdresser is a Port Authority problem, not an Inquisition problem. And remember, there are other witchlets spooking about in this Mount- and their men-at-arms- so it may help with the other mysteries going on, and they’re looking for a university student that our Inquisition burned an entire block down for. Besides, up-to-date pertinent information on how the Inquisition trains and conducts themselves? It’s worth it’s weight in gold, and I kinda wished we risked it just to get a peak under the curtains.
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Deferred decision

You continue to relax into the seat, but you cannot decide if you are going to try to sneak a nap in here or not - though it is a moot point so long as the dressmakers are in here with you. You are also trying to decide whether or not you should ask about the Inquisitor up the street. Under normal circumstances, you probably wouldn't - not when the Inquisitor and their Cleansers were so close at hand - but considering that you weren't the one who brought the topic to the table, then perhaps you can inquire without demonstrating any ... unusual interest. You are wrestling with both of those when one of the dressmakers - the younger one, you'd warrant - interrupts your thoughts.

"I thought I might say that working on your riding habit has been a wonderful opportunity for me. For us and Marpessa."

"O-oh? Is that so? Well, that is ... good. That is, good."

"It certainly is. Other girls our age at other establishments up and down Spinster's are just doing finishing work, fittings and fetching swatches. Instead, we got some real experience working on your rush commission. They even let me pick out the feathers!"

"Well, I'm very glad the - the, uh, sorry, the feathers? My dress has feathers?"

The two of them laugh, as if such a statement was absurd. For all you know, it might be.

"No, no miss. The hat has feathers."

"My dress has a hat?"

"Oh yes. You simply cannot wear a veil without a sturdy little hat - otherwise your hair would be in constant danger of mussing."

Setting aside that your hair is in a near-perpetual state of being mussed after eight years of being crammed under a mask and a lifetime of neglect, you focus on the more obvious question.

"My dress has a veil?"

"Of course, light and airy veils paired with high collars and thick scarves that contrast the primary color of the 'worn piece' are very in vogue right now."

Your head is spinning, and for once it is not out of fear or the deprivation of sleep. Well, not entirely from the deprivation of sleep anyway.

"Perhaps it would simply be quicker to ask what my dress does not come with."

The two of them laugh again, as if you had been witty. The older one of the dressmakers realizes it was a genuine question first, and with a hint of embarassment in her voice, she answers -

"At Festive Fabrician's, we don't just do dresses, no, we do 'worn pieces', which simply must include accessories. So to answer your question, your commissioned riding habit comes with an all-weather parasol, a parlor fan, a sun fan, one light veil in white and one very heavy veil in black, the scarf, the woman's flattop ... oh, the gloves and ... there was something else."

The younger one interjects.

"The woman's billycock?"

You poorly stifle a snigger, but neither of the two pay your childish outburst any mind.

"No. I mean, I forgot that one too, but there was something else."

"The hose and corset?"

"No, I figured those went without saying."
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The two of them put there heads together for a moment, trying to figure out what they have forgotten, all the while you trying to remember if the girl you commissioned this dress with said anything about all of these 'accessories' ... and starting to worry about what you are going to do with them while you are out on your errands. Oh, Maker's Mercy, if you have to go to another Public House -

"Ah! The crop. I always forget the riding crops, as they are the one thing that we have done out of house - though don't tell anyone I told you that, least of all the good Mistress."

You are of half a mind to sarcastically ask the dressmaker who the 'good Mistress' is, but you doubt that sort of humor would go over well. In the silence that follows the complete accounting of your commission however, you notice for the first time that the dressmakers are occasionally glancing at the other seats in the room, and it finally occurs to you that these girls are waiting for you to either dismiss them, or to invite them to sit down. By the Heights of Hell, your are so hopelessly out of depth with this high society nonsense. That said though, your were going to make a decision on whether or not to try to take a nap in here - and if you were going to ask them about the Inquisitor or not - so it seems that at least for now, it is on your to take the initiative.

> Please choose ONE of the following:
> Dismiss them, then try to catch some sleep in this comfortable chair
> Invite them to sit down, then try to stay awake in this comfortable chair

> Please choose ONE of the following:
> Ask about the Inquisitor and his lesson
> Refrain from asking, at least for now
>>
>>5675993
> Ask about the Inquisitor and his lesson
The Inquisitor just came in outta town, probably didn’t hear about the Refinery disaster until they finally to get a bite to eat, and would have no knowledge on what’s going on. Honestly, what do we have to worry about? If I wasn’t working during that snap vote, we’d probably be in there now.

> Invite them to sit down, then try to stay awake in this comfortable chair
I’m honestly fine with sleeping as well, I just want the info, and maybe to inquire about the girl they tried to cut us off at the pass with.
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>>5675646
As for the Construct vote, I’m honestly undecided. Thinking it through, we probably won’t have any time to make any of them now (for the most part), so none of these really really matter to me so long as we’re in the Mount. The Shudderer I don’t have a firm idea on, the Greedy Gullet is useful later but won’t get the votes. I was thinking the Living Fuse might help us torch the Belfry remotely to help cover our tracks, but I don’t think we’ll be able to build it, much less find some bodies to really sell the narrative that we were burned or taken to throw the Inquisition off their game, which means it’s only real utility is as a tech. The Crow’s Eye could be useful later on, but useless to us in the here and now. The Too-Early Obol would arguably be the most useful to us now- paired with the Wand of Headknocking and some forethought, we could probably assassinate critical hostiles without a notable trace- but then again, the Wand can already be lethally weaponized, and I’m quite frankly grappling with the morality of it vs the (relative?) utility and the likelihood that we’ll have to kill again.

Unrelated, the Cat's Eye would be very useful tonight- though I’m very leery about any attempt on making some Constructs.
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I'm sorry anon, I just realized you asked about The Crow's Eye and The Shudderer back in >>5674540 and I never went into more detail about them. Let me rectify that.

There really isn't too much to say about The Crow's Eye that wasn't already covered in >>5673946, but to cover all points, this is a set of living, high magnification binoculars. It is centered around an eye, taken from a crow, other corvid, or a hawk - most commonly a crow, hence the name. The amount of magnification possible depends on both what animal you took the eye from - crows have good eyes and are plentiful, hawks have better eyes but are harder to source - and how well the Construction actually goes on the Life-Loom, but an Construct made from crow's (or corvid's) eyes that had magnification of 4x to 6x and an Assembly made from hawk's eyes that had magnification of 6x to 8x would be considered very good showings for a 1st degree Sub-Construct. And I should point out that I do mean 'eyes' as each Construct requires two (they are merged together into one more powerful eye). Additionally, this Construct is relatively substitution friendly - it can make it out of any birds eye without too much extra effort, though if the birds eye that was substituted in is not as keen as crow or a hawk, then the Construct will not be as keen either, so long as everything else is held equal. One final note on this Construct - which also applies to The Cat's Eye - Chlotsuintha is not currently able to make a seeing Assembly that works with her Strange-Staining Glyph.

As for The Shudderer it is a small mass of muscle with an arm that it can flex - shuddering between its two positions. At this degree of Construct, that is all the motor control this construct has; the Conductor can compel it to point A and to point B, and nowhere else. To further specify, the movement is constrained in an arc between point A and point B, fixed on a hypothetical plane defined by these points and the arm itself. Typically made from limbs taken from small animals - cats, large rabbits, smallish dogs, masked badgers (raccoons). Higher degrees of The Shudderer gain more precision in movement, more axes of movement, can apply more force and be built larger ... and they also shudder a lot less too, though they have a very unforgiving difficulty curve as the degrees tick upwards.
>>
I am going to get some sleep. Remember, >>5675993 is still open, and >>5673946 to the best of my understanding is still a four-way tie.
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>>5675998
Okay, I'll suport this decision.
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>>5675993
> Dismiss them, then try to catch some sleep in this comfortable chair
> Refrain from asking, at least for now
Getting rid of some of our tired debuff on every roll would be really, really nice.
And for the construct
> The Crow's Eye, 0th degree Sub-Construct. A living set of high-powered binoculars, built around the eye from a corvid, hawk or psuedo of the same. Has a lifespan of one week to one month. Only requires The Embrace to be a full Assembly.
>>
Alright enough votes are in for me to be comfortable closing this. I'll get to writing as soon as I can.
>>
Wait, hold on, the vote in >>5675993 is still open because >>5675799 still counts (as the vote in >>5675646 was not closed but deferred while I put up an intermediate passage about the 'worn piece'.

I'm sorry guys, this has turned into a real mess. I certainly won't be playing around with intermissions again. We just need more vote on >>5675993 to break it, one way or another - and I am going to have to wait for it, otherwise it wouldn't be fair to >>5675799.
>>
>>5675993
> Dismiss them, then try to catch some sleep in this comfortable chair
> Ask about the Inquisitor and his lesson
>>
>>5676607
Okay, so that is three votes for Dismiss, against two for telling them to sit, and three votes for Ask against two to not.

Now I will get started on the writing.
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>>5676196
Thanks QM, I appreciate it. Would it be too much to ask more info on the Too-Early Obol? I’m just curious on it.

Also
>One final note on this Construct - which also applies to The Cat's Eye - Chlotsuintha is not currently able to make a seeing Assembly that works with her Strange-Staining Glyph.
What does this mean? Does it mean we can’t use it without fix the problem, because the Glyph would blind whatever we could see from the Assembly? I just want to be sure, because it could be interpreted as we can’t see Strange-Stains from long distances with the Assembly, which was partially the conclusion I came to before dismissing the idea.

I assume the Dosimeters function a similar way, in a sense? I remember a magical eye being used in it’s construction, I assume from a witchlet, and that it’s a fueled power source- but it does have a life-expectancy similar to the Crow’s and Cat’s Eye assemblies, right?

>>5676545
Actually, I appreciate the intermission bit- I have a feeling that this won’t be the only deadlock tie, and I alway enjoy more content. Just make an explicit note to the audience that this vote is a continuation from the last one next time, just to avoid confusion.
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Even as you slouch into the chair while you try to figure out your play here, you catch your eyelids getting heavy, and you quickly come to terms with taking a quick nap here while you wait, as it really seems as if you are not going to have much of a say in the matter anyway. Catching some shuteye, however, does mean that you are going to dismiss - as politely as you can, of course - these two dressmakers. Which means that you are going to have to decide on whether or not to ask them about the Inquisitor before you do.

Well aware that the silence in the dressing room is starting to get awkward again, you make a snap decision to ask. After all, if someone heard that Inquisitors were in a place nearby - giving lessons, apparently - then surely, some curiosity wouldn't unusual, right? So long as you are careful about it, then you really can't see how an idle little question would come back to bite you. In a spurt of inspiration and out of an abundance of caution, you decide to frame the question without speaking the word 'Inquisitor'.

"Is ... everything alright at the - uh, other store?"

"Oh, of course, yes! Yes, everything is fine. The Inquisitor is just there to teach the tailors how to make Strangejackets - to uh, make sure that they have enough on hand ... and to, well, replace the ones being ... used at the moment, I suppose ..."

Relief flushes through you. But of course, it had to be something like this - the Inquisition had to have some reason for going to that store that wasn't ... well, dealing with the Strangeness or hunting anything or anyone, because if they were, the Cleansers would have been in full gear, and the street wouldn't be open to pedestrians. Maker's Mercy, they are really just running errands, just like you.

"Thank you for clearing that up. You've all been so helpful."

Though both seem surprised by those words, the older dressmaker, who you figure to be the more astute of the two present, recovers quickly, clasps her hands and asks -

"Is there anything else we may do for you?"

"Not until the dres - the riding h - uh, the 'worn piece' is brought over, no. Thank you though."

And after parting pleasantries from the pair, they depart. Once they are gone, you get up and move the chair into a far corner of the room, sit back down, and then you stuff the canvas bundle behind you - partly to keep it safe, and partly to use it as a pillow. With two dresses worth of padding in there, it does its job well enough that you are slipping off to sleep moments after your head touches the canvas. Before you do though, you wonder about how you are going to deal with the bundle while you are negotiating - and deceiving - your way into a conveyance.

> Please choose ONE of the following:
> You will find someway to pass it off. Keep it with you.
> You will look for someplace safe to stash it, outside of the Landward Walls.
> You will here in one of your domestic dresses, then drop it off at The Hooded Heads.
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>>5676744
>You will look for someplace safe to stash it, outside of the Landward Walls.
>>
>>5676744
>> You will look for someplace safe to stash it, outside of the Landward Walls.
Someone in a fancy accessorized 'worn piece' would definitely not carry their own burdens, I don't think. And our cover story with the Hooded Heads doesn't allow us to come back and then leave again. Well, unless we lie that...our purchases included something that is needed up at the house's sudden occasion? but then we would need to carry something away, which puts us in the same position of having something to carry around. is there anything a young daughter would carry herself among our purchases, as well as something that would be needed at hosting? maybe that luxury salt?
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>>5676744
> You will look for someplace safe to stash it, outside of the Landward Walls.
>>
Surely there must be places where you could stow your bundle outside of the Mount. You actually try to think of what and where they might be for a moment, but sleep is already overtaking you, and in a lull of conscious thought, you slip away into it.

Only to be dragged out of it seemingly instantly by a curt knocking at the door. Taken flatfooted by the suddenness of your waking, you think for a moment that you weren't able to get any sleep at all ... until you realize that your Hide-Eyes scarification glyph is now more than just slightly warm and slightly sore, suggesting that some time has passed. Once again, you find yourself worrying that it is starting to degrade - though for now, you tell yourself that it is just an issue of stress and using it for extended periods of time after barely using it at all for ... well, years, really. You take advantage of the mirror to make sure that the glamour is still running, and once you are satisfied, you open the door.

The three dressmakers - as well as a pair of men who you do not recognize - look surprised. Through the fog of sleep it takes you a moment to realize that they expected you to tell you to come in, not for you to open the door for them. These kind of mistakes are going undermine you selling yourself as the daughter of a wealthy, connected Subject, and you are consequentially quite frustrated with yourself - until you notice Marpessa hauling what must be your parasol. Impressive as the ... fancy trim ... or whatever the stuff that hangs off of the edge of the parasol proper might be, what really catches your attention is the size of the thing. The shield looks to be big enough that it was open right now, it would be near twice too wide to pass through the door to the dressing room, and the haft is a really solid looking piece of lacquered hardwood, at least five feet from tip to tip, with a blunt metal point painted over in black enamel on the top and a polished metal cap on the end. Realizing that they are still waiting for you to actually invite them inside, you so so, and one by one the filter into the room carrying all these odds and ends. While Marpessa props the parasol in a corner of the room, she quickly explains that the men carrying the dress left the Haberdashery right behind them and will be by momentarily.

You nod, but your attention is still on that massive parasol. Setting aside any rain and sun stopping abilities, with a haft this long this thing is just a foot shy from quarterstaff length. Now, setting aside the fact that you have no idea how to fight with a quarterstaff - or truly, how to fight period - you could probably make a decent show of it with this thing, if it ever were to come to that. Should be exempt from the restrictions imposed by the Arming Law as well, which is certainly a point in favor. On the other hand, you can tell that walking around with something so large is going to draw attention. It ... it is kind of silly, after all.
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Seeing your attention directed at the parasol, and perhaps reading your consideration as concertation, one of the men speaks up.

"Fraulein, about the ... well, you see ... it so happens that this parasol was part of a previous commission ...."

You turn to him, and in so doing notice that funnily enough all of the dressmakers look rather pained and embarrassed at the admission.

"... from a set for a child's picknick."

One of the girls actually squeaks hearing that, and all of them are turning various shades of red. You have to suppress a smile at the sight, but at the same time it is a bit aggravating knowing for a surety that not only is the "good Mistress" Cassandra trying to get rid of you, she is also giving you what she must consider 'refuse' ... as nice as this parasol actually is.

"I-if you wished, I could cut it to a more appropriate length ..."

Well, there is a thought. If it was trimmed a bit, it would be a lot more practical as a parasol, and less likely to draw attention ... but also less capable as a means of defense.

> Please choose ONE of the following:
> Ask for the All-Weather Parasol to be cut down.
> Keep the All-Weather Parasol at its current length.
>>
>>5676999
> Keep the All-Weather Parasol at its current length.

Let's just get out of here please. I am feeling more and more that the whole idea of passing ourselves off as a noble lady should be revisited, we are hopelessly out of our depth here.
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>>5676999
> Keep the All-Weather Parasol at its current length.
I'd like it cut down, but we're tight on time. I hope it hasn't been too long.
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>>5676999
>Keep the All-Weather Parasol at its current length

>>5677065
Don't worry. People see a pretty face with good dress and they won't bother us much.
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>>5676999
> Keep the All-Weather Parasol at its current length.

We're fabulous. Let's get going before our cart is gone.
>>
You never would have counted Festive Fabrician's as somewhere where you could come into a weapon - or at least, something approaching a weapon - but it seems that the Pattern has been full of surprises for you today. Hoping that the obvious wealth of the dress will dissuade anyone from pestering you over the parasol ... and concerned that taking up this man on his offer would mean more time spent here, you decide against it.

"No, I - um, I don't think that will be necessary."

The three dressmakers and the two other men - possibly tailors, perhaps just porters - look quite taken aback at that. So taken aback, that he actually asks again.

"Fraulein, truly, it would be no trouble, none, none at all to just -"

"I understand that - but it is a handsome piece of wood. No sense marring it on my account."

As soon as those words are out of your mouth, you are second guessing them. Perhaps being that self-debasing isn't something that someone who would carry a parasol like this would - or should - say. In fact, judging by the openly incredulous looks on the faces of the crowd in the dressing room, perhaps it is not something that anyone would say. Damn it all. You really are going to have to be more deliberate with what you say if you really are going to pass yourself off as beyond your station. Regardless, the men do ultimately accept this, and they quickly excuse themselves. After the door has closed behind them, one of the dressmakers, who still looks a little flustered about a customer who would willing accept a parasol from a picknick set, starts to say something, then thinks better of it ... until she sees your attention on her, at which point she becomes more than 'just a little flustered', and she basically blurts out -

"Miss, h-have you ever, uh, ever worn a corset before?"

"Well, no, I can't say I have. But as a child, I did pick bouquets."

That is the truth. At least three years before you came to Outremer, so ... when you were five. Of course, it is probably better left unsaid that you were picking them to sell on the market streets. And it is definitively better left unsaid that once you grew frustrated with your paltry earnings, you started sneaking into walled gardens to steal rarer flowers than the other girls selling flowers in ... wherever exactly you were in the Imperial Core. Wherever it was, you did better business than all of them though - except this one redhead, who could get fine cloth strips to make corsets. And with corsets selling for more than bouquets while only taking a fourth of the flowers, you were never able to do as well as -

Suddenly you notice that the dressmakers are all starting at you, confused and uncomprehendingly. Your head throbs. Clearly, you have said either something stupid or something impolite, but you are clearly too stupid or too boorish to figure out what. Marpessa, however, is in fact clever enough to figure out your misunderstanding.

"No, no, miss. Corset. Not corsage."
>>
Ngl, would’ve asked to cut it down to look even less outta place and like a freak. Now we’ll have to rely on our charisma that much more.
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The three of them are doing their best to conceal their mirth. The degrees of success vary, but you can tell that they are all having a laugh on the inside. At the moment, you face is warmer than your Hide-Eyes glyph.

"Oh."

Trying to recover, and act like one of your betters might, you add, somewhat lamely -

"I ... must have misheard you. I - I have heard of corsets. In passing."

They accept this with as much grace as they can muster, and before you find another opportunity to embarrass yourself, there is a sharp knock on the door the startles the four of you. The dressmakers look to you, and making a point of learning from your mistake last time, you say in as crisp of a voice as you can muster -

"Enter."

Immediately, two different men from the Haberdashery carry between them a large mannequin with an uncannily true to life porcelain head. And placed on the mannequin is your 'worn piece'. As soon as the men set it down, the dressmakers start putting on the accessories, so you can see how it will look once it is on you. You can already take a guess though. You ... what you feel like right now, is if you have gone and bitten off more than you can chew. You don't doubt for a minute that this is the height of fashion, but .. with the accessories, the dress itself - it just feels like someone like you, wearing something as beautiful as this ... it isn't just an intimidating prospect, but it actually feels wrong. Contrary. Like a transgression.

In some ways, you suppose it is. Good men labored hard and honestly for who knows how long to make and keep talents, only for you to sweep in and steal it away. And to what end? This might be a 'worn piece' to Cassandra and her girls, but in your possession it is going to be a 'worn lie'. To be sure, those lies may end up saving your life, but still it ... it ...

"It is beautiful."

You do honestly mean it. But your tone is a bit ... flat, and you can immediately tell that the girls notice it. One of the dressmakers, trying to gin up some enthusiasm for her hard work says -

"And it will look even better once you are wearing it!"

She is a very good liar.
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But wanting to be done with this, you start undressing. In a very grim sort of way, you are lucky that you are so scraped and cut up underneath your chemise, otherwise the dressmakers might have noticed that you are wearing men's boots with wraps in lieu of stockings. Still, their naked shock at the sight of your body elevates you into new heights of self-consciousness - to the point that you actually sigh with relief once you are covered with the undergarments for the dress. The contraption they batten down must be the corset - you watch in one of the wings of the mirror how it is laced, so you may do it yourself. Then there is the ... rigging for lack of a better word, for the bustle. Then the dress itself.

Inexplicably apprehensive about seeing yourself completely dressed in the reflection of the mirror, you look at the denuded mannequin instead, which clearly has been crudely modified to have some approximation of a bust, and the head was switched with a woman's mannequin intended for showing, not for making. Pattern's Perdition, there is so much wrong about this - about you. You just ... you need to stop dwelling on this and get the Hell out of here, that's what!

You ask for a hat, the lighter of the two veils, and the crop. With that, you have pulled yourself together in the best approximation of the mannequin as it was presented - excluding the gloves, of course. You know that your hands were not measured when you had your fitting here, so you know damned near for a surety that they won't fit - and you also know better than to try, as it would only draw attention to how freakishly your fingers are. With nothing left to delay, you square yourself in front of the mirror, and take a hard look at your reflection.

"What do you think, miss?"

"The dress is beautiful. My thanks to you three, and everyone who worked on it."

The girls start gathering up the rest of the accessories, and from the looks of it, you should be able to carry everything - your canvas bundle included - without too much trouble. This stuff is all very light, after all.You are, however, going to have to make a choice - do you allow them to lead you out through the front door of the establishment, or do you ask to be let out the back door? Your chief concern here is that the girl in the dark red dress is still in the front of the store, and she might ... you don't know how she'd react, seeing you dressed like this. But it seems to you that the fewer who know about you going around both in maids dresses and a 'worn piece' like this the better it will be for you in the long run. Against that is a concern that now you are dressed like this, you should not be leaving through back doors or cutting through alleys - or even side-streets really.

> Please choose ONE of the following:
> Ask to be let out the back way.
> Allow yourself to be let out the front door.
>>
>>5677357
>Allow yourself to be let out the front door.
>>
>>5677357
>> Allow yourself to be let out the front door.

Let's not act suspicious.
>>
>>5677357
> Ask to be let out the back way.

This seems the smaller risk to me. Lechers and thugs we can handle but we are hopeless in polite society!
>>
>>5677357
>> Allow yourself to be let out the front door.
>>
>>5677357
Originally I was so mad that I going to ask for another parasol- with our height, our dress, our flux outrage, and the fact that we caught them trying to pass off refuse as apart of our ‘worn piece’- threatening to ruin Cassandra’s reputation would probably give us an appropriately sized parasol for free- when it’s made according to a rush order of course. We can use the excuse of rain to take the picnic parasol while they’re making a replacement piece.

Otherwise, I’m fine with meeting the Citizen again- as childish as the idea is, I was hoping Chlot would make a friend here, as silly and stupid as that is.

Also, I believe I came to a decision regarding the Construct- I think Crow’s Eye is probably for the best. Most of the others seem like they are only parts to a greater Assembly- but I don’t really have a firm grasp on on how that would function, or the scale involved, which is in the Crow’s Eye favor. The only other contender would’ve been the Obol- and while the idea of it is cool and the utility could critical, imagining Chlot doing it is just… weird, considering the previous moral decisions we made. Probably making a mistake- at least it feels like it to me- but letting this vote remain unresolved for this long is insulting on my part. I’m sorry for the inconvenience.

Also just wanted to remind Chlot about the dinner rush.
>>
Oh yea before I forget- we can probably play up the sheltered girl aspect. With our hight being as freakish as it is, it logically follows that our wealthy parents would be ashamed of us and kept us locked away to preserve the family’s image. It’s not perfect, but it would explain away all of our idiosyncrasies in a believable way.
>>
Okay, with four (assuming I am correct in my reading of >>5677837) to one, Chlotsuintha will allow herself to be led out of the front of the establishment.
>>
Can't wait for the "trying to change back into our maid outfit to pick up our wagon so that we don't ruin our story there" arc.
>>
>>5677892
Yea, that’s totally going to be a fun one.
>>
>>5677892
Can we like...pay someone to pick that up for us?
>>
>>5677908
>trusting a rando with our cart of high value and incriminating shit in it
>>
>>5677840
the problem is that this girl is going to ask 'who' those wealthy parents are, and have a better idea of possibilities than Chlot heself, and as the only superior around isn't going to be afraid to ask like the lower station people we've been deceiving up to now. she's in the right position and has the right knowledge to pierce the lie, and now we just have to hope that she won't have the right motive or the right luck to think of it. we should have avoided her at all costs.
of course that's being cynical and practical, and I would like if something storybook could happen and Chlot not only gets away with it but even gains something, but I don't expect or even hope for it, because I have to save all my hope for Chlot getting a good relationship with Ossavian
>>
>>5677990
Well, not this girl- clearly we’re leaving right now, so there won’t be any talking. I’m mainly saying this as a potential cover in the future, to explain our idiosyncrasies and our lack of knowledge.
>>
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As you idly look around the room to see if there is anything left behind, you wrestle with your choices here. At first glance, it feels particularly sloppy to risk being seen by the girl in red ... but the more you think about it, the more certain you are that it would be worse to be seen dressed as you are sulking and skulking through alleys and back-streets. A sight like that would draw a lot of eyes - and considering that at some level, you are playing the odds that no one who sees and remembers you makes the connection between your appearance and the knock-down of the Euthyphro, drawing more attention to yourself as you move through the Mount seems to be a terrible idea. Of course, you are going to have accept that simply being out on the streets in this 'worn piece' is going to be attract attention regardless.

Your mind is made up, but you linger just a little longer, to make sure that your canvas bundle is situated. Finally satisfied with it, you are start to take it up to leave - when you realize that you might be expected to tip these girls, or perhaps all of the dressmakers that worked on your commission. You don't know though. With a weary eye, you appraise your canvas wad. The talents should be well away from the knives and the fuel-nodules and the Wand of Head-Knocking ... but you have been rustling and jostling it quite a bit, and you cannot be sure. Should you risk taking them out? With three pairs of eyes in such close quarters, and for something that you don't even know if you are expected to do? No, as nice as it would be, you probably shouldn't take that risk. You stifle a sigh. Just something else to feel bad about, you suppose.

Your business in the fitting room - and in Festive Fabrician's - completed, you take up your picknick parasol and your bundle then you allow the dressmakers to lead you out of the room, and down the long hallway towards the front of the store. As you pass into the hall, however, you do remember one last thing you wanted to do here.

"Excuse me, do you have a timekeeper here? I'd like to know how much time I have left before ... uh, I'll be missed at dinner."

Marpessa answers.

"Of course. I'll go to consult it. If it pleases you, there are seats and light refreshments available in the front where you can wait. Shouldn't be long."

"Certainly."

She spins on her heel, and heads further down the hall, to where you know the stair to the second story is located. You and the other two dressmakers continue down the hall, passing no one but an older dressmaker, also heading towards the back. She might have been one of the handful that were waiting on the girl in red earlier. You are wondering if that means she is still in there ... up until you draw near enough to the front of the store that you can hear her.

" - under neither his auspices or authority."
>>
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You pass into the room, overtaking the two dressmakers in the process. You fully expect to see her perched primly where you left her, and find yourself fully surprised to find her absent, her refreshments cleared away. In fact, the only Soul you can see right now is the back of the doorman. Actually, as all you can see of him in his alcove by the door is his back, it is entirely possible that this is a different man. Distressingly, it seems that the misting rain has not broken. If anything it looks as if it is coming down a bit harder. Well ... you have a parasol, and more importantly, no reason to go any closer to the Inquisitor's carriage up the street - assuming it is still there. And as a white belly to your black luck, it is possible that the rain will keep people off of the streets.

"Moreover, they don't do 'frivolities' like fans. I asked. And that was their word, not mine."

There is, however, much of the front room that you cannot see from your position, as it is half-partitioned off, and obscured by displays. There are also a number of doors along the walls, two of which are wide open. It is not immediately apparent at first, but by the time that you have made your way into the middle of the room, you are certain that she is somewhere to your left, in some obscured alcove of the room. You are however, shocked when you recognize the voice that replies to her as belonging to Cassandra herself.

"Then I suppose ... well of course, as you know, we would need some time to make them."

"How much time, exactly?"

"W-well, it would depend on how long it would take to source appropriate cases."

"Yes, I understand that. And I am asking you, how long would that take?"

"A day, a fortnight. This - we don't do things like this ... "

"Mistress Cassandra. If you simply don't want this custom, say so, and I will find someone to escort me to a Dry Goods or somesuch establishment, buy the baker's dozen of fans from them and figure out the cases on my own. I just assumed that it would be easier to get them from you."

"Dame Cossutia, I - I assure you, you have it all wrong! I would never, under any circumstances turn down your custom. Truly! I just don't know how long!"

Dame? You are assuming that is a title, but you have never heard it before. Of course, the Empire stretches wide, with all sorts of different honorifics and titles - as well as legal structures - across the provinces and regions. And the Principalities draw from all over, so you really cannot be surprised that there are titles and such that are new to your ears. If you were any judge though, Cossutia is either a name from the Core or the Near-Southern provinces, so you would assume that it is a title from there. Meanwhile, the two remaining dressmakers, looking quite embarrassed by the goings on excuse themselves and hustle their way out of the room.
>>
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"Is that so? Then if you cannot give me a date, then just give me a price and a slip for thirteen sturdy fans and their cases, and next time I am on Spinster's, I will inquire after the fans."

The silence is pronounced enough that you can tell that this Cossuita had her mark clear and true. For whatever reason, Cassandra didn't want to take this custom, but she went and backed herself into a corner.

" ...Yes, a slip. By your leave, I will have a slip drawn up immediately."

"Splendid."

The fresh silence coming from your left suggest that Cassandra might be coming your way. If you were going to say anything - or raise a stink about being given picknick parasol - this is probably your best, if not your last opportunity to do so. Alternatively, while you wait for Marpessa, you could go and try to speak to this Dame Cossutia - perhaps to apologies for your awkwardness earlier. Or ... as promised, there is a small alcove with refreshments. You could slip over there, and be out of sight to everyone.

> Please choose ONE of the following:
> Speak to Mistress Cassandra
> Speak to Dame Cossutia
> Hide and refresh yourself
>>
>>5678038
> Hide and refresh yourself

We can wait in line.
>>
>>5678038
> Speak to Mistress Cassandra
I mean, we might get a freebie.

Alternatively, talking to the Dame might just raise a stink for us, just to rankle Cassandra. I honestly wouldn’t mind talking to her- Chlot needs to learn how to talk to women her own age, and she’s been so lonely, even if this isn’t the smartest move. Plus, Cassandra not wanting to take her custom interests me- is Cossutia’s family an Imperial black sheep, or is it just the Dame herself that puts Cassandra off?
>>
>>5678115
I'm sorry anon, it happened again. I was re-reading the thread and saw when you asked for more information on The Too-Early Obol.

What sets this one apart from the other choices is that it is a Construct - that is to say, that it is complete, a self-contained unit, as opposed to just a Sub-Construct that needs to be incorporated into an Assembly to do anything. While it will not be as difficult to make as The Greedy Gullet, it will certainly be a challenge - mostly because this is construct has intelligence. Very limited intelligence - to the point that it only knows how to do one thing - but it does require a brain from a tiny animal, such as a mouse, a small rat, a small bird, moles and voles, that kind of scale. And because the way Forms work, it is easiest to make the rest of the Construct out of the same creature. On the topic of brains, it is also worth mentioning that there are two variants - brain-based and head-based. With brain-basing, the brain is removed from the skull, with as much of the nervous system that can be recovered, then the working material is applied to create the Construct. The absence of a skull makes the brain-based variant more flexible, which in turn improves the odds that the Construct manages to get into position in the throat of the target quickly - however, without a skull to protect its purloined brain, it is at risk of being crushed and killed once the target starts struggling, which in turn means that it runs the risk of failing its assigned task, or succeeding, but being unable to proceed into the lungs to hide from a Coroner. Also, in extracting such a small brain from a small skull, there is commonly unavoidable damage, which makes Construction a bit harder than it might otherwise be, as it has to reverse or work around this damage. Alternatively, there is the head-based variant, which keeps the skull. This ensures that the Construct is able to survive once deployed - so long as it clears the teeth - but at the same time, makes it harder for the Construct to get into position, as the skull is obviously not as flexible as the flesh and cartilage body of the brain-based variant. For practical purposes, this means that it takes longer to get into position then the brain-based variant. More than that, there is a real risk that the skull makes the head-based variant too large to fit down the throat, or once reaching the throat, the lungs. The point is, neither of them are without drawbacks ... but there are ways to get the best of both worlds, and to even reduce the likelihood of failed deployments.
>>
>>5678038
> Hide and refresh yourself

Yummy refreshments!
>>
>>5678038
>Speak to Mistress Cassandra
M
>>
Welp, I hope we get to talk to the Dame after this.

>>5678149
No worries- it happens. Tbh, making a whole Construct with intelligence is the most interesting of them all- shame I didn’t know about it beforehand, would be nice to have some idea on how to form it.
>>
>>5678038
>> Speak to Mistress Cassandra
A new umbrella? Please?
>>
Closing the vote. Also testing to see if my IP address changed.

>>5678245
Going forward, I'll try to provide more pertinent information the first time around.
>>
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The padding of the carpet in the front room does much to muffle footprints, but eventually you can hear a set of them drawing closer. You look towards the small alcove off to the side, and for half a second, you consider slinking off to hide ... then you decide against it. While this is a genuinely nice parasol, and you are interested in its potential utility as a weapon, there are two points of contention that you have to square yourself with. Point the first, carrying around something this big is not just attention grabbing, it is ... well, you cannot imagine the Dame in the other room carrying around this thing, or even a relatively sized version of it. You are not so ignorant to see that carrying around something this large is fundamentally unwomanly. Point the second, handsomely and richly made as it might be, as far as the good Mistress is concerned, this is refuse. And you should at least say something about this.

The question is what exactly that might be - and that question hinges on what you are looking to get from her. Your immediate impulse is to ask for an appropriately-sized version of this parasol ... but then you remember that the hours of closing are drawing near, and this establishment will be closed tomorrow for Titheday, which also happens to be the day that father said in no uncertain terms was the day that you absolutely had to leave the Mount by if he did not return. So it seems that a commissioned replacement is not in the dice for you ... well, unless you wanted to be a right bitch back to her, and commission work that you weren't intending to be around to pick up. Alternatively, there are completed parasols here, the show models, some of which match your dress well enough - you could ask her for one, though that might require a bit of 'selling' on your part. If you really wanted to keep things simple, you could ask for your commission to be prorated, on the grounds that this was not made to order. Or ... you could simply ask for an explanation and an apology. After all of your recent transgressions, perhaps antagonizing others, even those like Cassandra, should be avoided. The final option is to simply not say anything, and just thank her and the rest of her girls for getting the commission done so promptly. It is possible, unlikely admittedly, but possible, that she will try to make things right on her own, without any prodding from you.

> Please choose ONE of the following:
> Confront Dressmaker Cassandra about the Picknick Parasol [2nd vote]
> Thank Dressmaker Cassandra for the prompt completion of your commission

> [2nd Vote] Please choose ONE of the following:
> Commission new parasol to be picked up the day after tomorrow, with the understanding that you actually don't intend to be in the Mount to pick it up
> Attempt to wheedle one of the floor model parasols to replace this one
> Ask for your commission to be prorated for the cost of the parasol
> Ask for an explanation and apology
>>
>>5678661
>> Thank Dressmaker Cassandra for the prompt completion of your commission

>> Commission new parasol to be picked up the A WEEK FROM NOW, with the understanding that you actually don't intend to be in the Mount to pick it up. PAY IN ADVANCE.


If someone picks up our trail here, they'll waste attention and resources waiting for u to come back and will be assuming we're coming back and staying in the area.
>>
>>5678629
No worries- I’m probably just overthinking it.

>>5678661
Hmmmm….. honestly don’t know how to play this. I was hoping that we’d be able to weasel another parasol and keep the picnic one…. seems that’s not in the cards.

As for a goal… ain’t really seeking a replacement, I quite like how Chlot got attached to it. Prorate only interests me financially- not an inconsiderate idea, but not super motivating. The commission might be a smart idea if we’re expecting the Patternmaker to delay us according to his design- when we leave might not entirely be up to us. An explanation and an apology appeals to me the most on an emotional level- very tempted by it desu.

The Thanks vote is an interesting Mystery Box- it relies on her empathy, and the way it was written sets up an expectation that, admittedly, might not be realized. It’s the sorta thing you want to be surprised by- and may end up disappointed from instead.

> Ask for an explanation and apology
I’d like to thank her for the prompt completion of our piece afterwards- just to be kind and to see if she feels guilty about it.

>>5678682
Anon, you should know by now that Inquisitor Sherlock would correctly deduce that it was a ruse from the moment the information becomes pertinent- if it ever becomes pertinent. All you’d be doing is wasting our limited talents on a commission we’re certainly never get on the prospect of a failed rise that might become relevant a month or two from now. Personally, I’d rather you commission it for the day after tomorrow- that way, we might actually get it if the Patternmaker decides to delay our escape outta excessive interest in Chlot.
>>
>>5678661
>> Thank Dressmaker Cassandra for the prompt completion of your commission
If someone comes poking around, having her think a bit better of us would help.
>>
>>5678661
>Thank Dressmaker Cassandra for the prompt completion of your commission
>>
Consider this closed. Writing!
>>
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An uncommonly harried looking Cassandra sweeps into the room, just as you decide against pressing the issue and risking any further complications. You are not entirely sure if this is the right thing to do ... but you are certainly well and ready to be done with this place, and the good Mistress. And if that means pretending that you don't see an issue or have any umbrage over getting a picknick parasol, then that is the toll for the road. Of course, if this was, in any way, to make her feel guilty enough to try to make things right with you, then by no means would you stop her from doing right by you .Just as she comes in and before she sees you, you start - and then so does she, nearly tripping in surprise at the sound of your voice.

"I'd like to thank you for the prompt completion of my dress, Mistress Cassandra, and all of those who worked on it. I ... I get that it was, well, a rather irregular commission in many ways."

She looks surprised - no doubt by your choice of tact - and it is not lost on you that she has glanced at the parasol more than once ... though admittedly her attention seems to be mostly on the dress. But just as you catch yourself thinking that all you are doing here is trying to spite - or rather, solicit - the sea by salting it, the good Mistress speaks up ... with noticeable hesitation in her voice.

"So you are ... pleased with the riding habit."

She is not asking a question here, though she is looking more frequently at the parasol now, and for longer than before as well.

"The - yes, the riding habit."

You can't keep all these fraying terms straight.

"And the accessories? All of them are to your satisfaction as well?"

Now she is asking a question. And if you were any judge, it looks like she is deliberately trying to avoid looking at the parasol now.

> Please choose ONE of the following:
> You have no desire to complicate things any further here. Do a little white lying, and be done with her.
> You suppose there is no harm in simply saying that the parasol is simply 'larger than expected', is there?
>>
>>5679047
>> You suppose there is no harm in simply saying that the parasol is simply 'larger than expected', is there?
>>
>>5679047
>> You have no desire to complicate things any further here. Do a little white lying, and be done with her.
>>
>>5679047
>> You suppose there is no harm in simply saying that the parasol is simply 'larger than expected', is there?
is there some kind of trap about all this
what's going on
>>
>>5679113
Every choice in a Trash's quest is a trap option
>>
>>5679047
>You suppose there is no harm in simply saying that the parasol is simply 'larger than expected', is there?
>>
Considering that she is the one asking you, you don't suppose there is any real danger in saying that the parasol is larger than you would have expected. Your instincts are telling you, however, that you would be best served here by couching your reproach in feigned ignorance - and you follow them to the letter. Aware that voices apparently carry very well through the front of the store here, you keep your voice relatively quiet, and perhaps not even realizing that she is doing it, Cassandra does as well.

"Oh, yes, everything is so beautiful, I ... um, the parasol though, I didn't realize they were supposed to be this large."

"Ah. Well ... you see, we decided to try something ... different."

That is certainly one way to putting it. She continues -

"You have to understand, sometimes the form, it, well, it gets in the way of the function. Which you know is a ... that is to say, the 'worn piece' as we call it, has to be worn at the end of the day. And while gorgeous, slender parasol paired well with the dress on the mannequin - "

"It doesn't pair well with me after all, is that what you are saying?"

"No! No, not at all. It is just that in the rush to get your ... the dress, as you said, finished, no one gave a thought to ... you ... actually having to carry this parasol around."

"Oh, I see."

"Looking at it now, I have to wonder if our eyes were ... well, larger than our stomachs ... so to speak."

As she says this Marpessa pokes her head out of the hallway leading to the dressing rooms, and sees you talking to Cassandra. Oddly enough, she goes white as a sheet at the sight of the two of you together. Immediately, your head and your heart start to race, as you try to figure out what is going on, and what on the Heights of Hell you should do about it. But before you can do anything drastic, or make any more of a fool of yourself than you have already done in this room, understanding strikes you like a cornered serpent. Marpessa no doubt figured that you are talking to Cassandra about the parasol, but she presumably thought that you mentioned that you knew for a surety that it was not actually made for your commission, it was a cast off picknick accessory instead. Had your reproach been open and explicit, you almost certainly would have thrown your three attending dressmakers under the wagon - and it definitely would have cast down the two tailors or porters from the Haberdashery.You are glad that you didn't make things more difficult for these girls ... but more than anything, you are frustrated that it never occurred to you that confronting Cassandra over the true nature of the parasol could come to bite them. You are going to need to be sharper than this.

"If you ... I could arrange to have a more ... traditionally sized parasol made for pick up, the day after tomorrow."
>>
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While you are open to the idea of a properly-sized parasol, you have no intention of being in the Mount the day after tomorrow. Moreover, it has been so long since you gave your cover story, you don't remember if the wedding that you were going to attend in this dress was going to be on Titheday tomorrow night or not, so you are not eager to confuse things on that account ... but if you were to ask to keep this parasol until then, you could side-step that. If it turned out that in two days, you were still in Scrimshaw Mount, then you would have the option available - if you weren't then ... well, perhaps it could act as a bit of a false trail, somehow. You are not exactly sure how but it feels like something father might have done so you get quite keen, quite quick to the idea. Of course, you had come up with other options earlier - prorating the commission, which still would probably take some selling or attempting to wheedle on the floor model parasols, which she might be more receptive to.

> Please choose ONE of the following:
> With the prospect of having an appropriately sized one, your attraction to this beanpole is fading. Look to leave it behind here - your hat and veil should be enough for this rain, even if you don't leave here with one of the floor model parasols.
> You still rather like the idea of having a parasol that can potentially double as a quarterstaff ... even though you have no idea how to use a quarterstaff. Besides, birds of a feather should flock together. You will figure something out for this one.

> Please choose ONE of the following:
> Accept Cassandra's offer for a replacement parasol the day after tomorrow, even though you don't intend to be around to pick it up.
> Ask Cassandra for one of the floor model parasols instead. Honestly, it isn't that unreasonable, right?
> Seek to have your commission prorated on account of 'overlarge stomachs'. Might require rolling.
>>
>>5679218
> You still rather like the idea of having a parasol that can potentially double as a quarterstaff ... even though you have no idea how to use a quarterstaff. Besides, birds of a feather should flock together. You will figure something out for this one.
Like I said, I like Chlot’s attraction to it, and it’s oddly fitting.

> Accept Cassandra's offer for a replacement parasol the day after tomorrow, even though you don't intend to be around to pick it up.
I’m fine if anons decide to get a floor parasol, I just like the idea of it being custom made- I’d be great if we could get this early in the morning.

I do hope a new parasol won’t come at the expense of ol’ beanpole here.
>>
Asking for a floor parasol seems like a faux pas because it won't match, but, well... our current umbrella is already an equally large faux pas, both literally and metaphorically.
I just don't want to stand out as much.
> Ask Cassandra for one of the floor model parasols instead. Honestly, it isn't that unreasonable, right?
>>
>>5679218
>You still rather like the idea of having a parasol that can potentially double as a quarterstaff ... even though you have no idea how to use a quarterstaff. Besides, birds of a feather should flock together. You will figure something out for this one.

No need to get a replacement. This is fine
>>
Well, it has been more than ten hours, and we still have a three-way tie. I'm just going to have to leave this up until we get a tie-breaker. If anyone has any questions, might as well throw them out here now, and I'll answer them when I wake up.
>>
>>5679218
>You still rather like the idea of having a parasol that can potentially double as a quarterstaff ... even though you have no idea how to use a quarterstaff. Besides, birds of a feather should flock together. You will figure something out for this one.

> Accept Cassandra's offer for a replacement parasol the day after tomorrow, even though you don't intend to be around to pick it up.
>>
Alright, consider this closed.
>>
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You consider it quietly for a moment or so, and ultimately decide to accept her offer. With all of the delays and complications that you have gone through, it is entirely possible that two days hence you will still be on the Mount. It cannot hurt to give yourself the option, right? And regardless, you will still have the picknick parasol, which you find yourself becoming oddly attached to.

"That will be fine, yes."

Cassandra nods and then makes her leave, casting a questioning - but not hostile, blessedly - glance at Marpessa, who has come out of the hallway, waiting to approach. Regardless if you comeback here for the second parasol or not, it seems that you have finally managed to collect your commission. You allow yourself a small sigh of relief ... but you are not ready to quit this place quite yet. With her mistress out of the room, Marpessa makes approach. quietly mincing around the counter. This might be your last opportunity to tip the dressmakers ... if that was something that you were going to do. More than that, it is also probably going to be your last opportunity to speak - and apologize - to Dame Cossutia, again, if that was something that you were going to do.

> Please choose ONE of the following:
> Tell Marpessa to wait, go to a safe distance away and withdraw the eighth-talents you got as change from the Cobbler to give to her as a tip
> Tell Marpessa to wait, go to a safe distance away and withdraw a twenty-talent you got from your 'purse' to give her as a tip
> Allow Marpessa to approach, and thank her profusely - once more - but do not give her a tip, as you are not sure if it is expected (and polite) or not, under the circumstances

> Please choose ONE of the following:
> Ask Marpessa if she thinks it would be appropriate to apologize to Dame Cossutia
> Don't ask Marpessa [next vote will include choice to approach or not]
>>
>>5679928
>Tell Marpessa to wait, go to a safe distance away and withdraw a twenty-talent you got from your 'purse' to give her as a tip

> Ask Marpessa if she thinks it would be appropriate to apologize to Dame Cossutia
>>
>>5679928
> Tell Marpessa to wait, go to a safe distance away and withdraw a twenty-talent you got from your 'purse' to give her as a tip
> Ask Marpessa if she thinks it would be appropriate to apologize to Dame Cossutia
>>
>>5679928 #
>Tell Marpessa to wait, go to a safe distance away and withdraw a twenty-talent you got from your 'purse' to give her as a tip

> Ask Marpessa if she thinks it would be appropriate to apologize to Dame Cossutia
>>
>>5679928
>>Tell Marpessa to wait, go to a safe distance away and withdraw a twenty-talent you got from your 'purse' to give her as a tip
>> Ask Marpessa if she thinks it would be appropriate to apologize to Dame Cossutia
>>
>>5679987
>>5680079
>>5680162
>>5680221
Alright, consider this one closed as well. I'm going to cook an early dinner, then I will get to writing this up.
>>
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You still are not sure if tipping is expected or appropriate ... but you are going to do it anyway. If you have completely misread the situation here, and tipping someone like Marpessa is an insult ... somehow ... then you are safe anyway, because Marpessa would assume - correctly - that you didn't know any better, and you intended no insult. And even if she didn't give you the benefit of the doubt, then what the Hell is she going to do? Pick a fight with you because you slipped her some talents? You need to get your head nailed on plumb. In the same quiet tones you spoke to Cassandra with, you say -

"Wait right there, please."

She does, and you turn your attention to fetching the tip. With as much stuff as you have in your canvas wad, it actually takes a bit of doing to get into the portion where you have secreted the coins - but eventually, you manage to pluck one out without having to tear everything apart. Frustratingly enough, making sure that everything is battened down once more actually ends up taking more time then finding the coin, but eventually you are satisfied enough that you beckon the girl forward.

"I understand that a lot of you worked very hard and very quickly to get this dress finished for me today, and I wanted to show my appreciation to you all."

Without any further ado, you extend out the coin. And while this time you are prepared for the other party to take the coin directly out of your hands, you are not prepared for the other party to start crying. Before she can get to a point where she can articulate herself, you interject.

"You deserve it, truly. Please take it, if not for you, then for the others."

She does take it, sniffling. She then spends the next half minute thanking you, to which your feelings towards run the gamut of beaming satisfaction to awkwardness to mild irritation that so much time is being spent such. Eventually, you put your figurative foot down, and interject -

"Truly, father's money has never been so well spent. Now, before I forget, you had the time for me?"

"Oh, oh, yes, the time. It is halfway to the fourteenth hour, or it was, a few minutes ago."

Pattern's Perdition! You have less than an hour and a half to get outside of the Landward Walls, secret your bundle, find someone willing to sell a conveyance to an unchaperoned fifteen year old girl, retrieve the bundle, get out of this 'worn piece' and into an actual dress, return to Cleanport and get to The Hooded Heads before the intended occupant of the room ejects your handcart - or worse, pilfers it. To be sure, he might not be back exactly at the fifteenth toll. but under the circumstances, you shouldn't assume that he is going to be much later. In fact, to be safe, you would be better to assume that he'd return earlier...
>>
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You are about take the bundle up in your arms and rush out onto the street when you realize that you were going to ask Marpessa if she thinks that you speaking - specifically apologizing - to the Dame would be proper. Not wanting to be rude, you do ... as you heft the clutch, ready to go.

"About the ... girl from earlier. Your mistress called her Dame Cossutia, I believe. I was thinking that apologies might be in order ... but I was also thinking that perhaps 'well enough is more than enough', you know ... what do you think?"

Marpessa shifts her weight awkwardly, then looks over her shoulder. Naive and ignorant as you are, you are still aware enough to get the sense that your candor has embarrassed her a little bit - but you are also getting the sense that she is intimidated by her as well.

"You have been so kind - "

Damn it all to the Heights, she's gone back to obsequiously thanking you for the twenty-talent!

" - and I feel like a heel for saying this to you ..."

Or not. That's good, but it'd be better if she could just spit it out!

" ... but you ... perhaps, might be ... better served by, uh, listening to more ladies of substance, and seeing how they conduct themselves, before you ... you know, throw yourself into the fray, if you understand my meaning, miss?"

As far as you can tell, she has said that you are a hot fraying mess at this proper society stuff - and you cannot disagree with her.

"Moreover, I was here with you. She didn't take offense. So it stands that there is nothing really worth apologizing for ... well, that's not strictly true, but - yes, I would say that 'well enough is more than enough' under the circumstances. Besides, if her chaperone, or her family's men are in there with her ... or worse, her grandfather's men ... no, I'd leave her be. Definitely."

While it might be done up in bows and lace, that is still a pretty strident 'no' - a much stronger answer than you would have expected from her. Of course the choice is yours.

> Please choose ONE of the following:
> You will take the advice , and quit Festive Fabrician's and make as much haste as you can to the Landward Walls, and then start looking for a hiding spot.
> You felt better after giving the tip, even though you are now out the talents. You will feel better after apologizing as well, even though you will be out the time spent.
>>
>>5680461
>> You will take the advice , and quit Festive Fabrician's and make as much haste as you can to the Landward Walls, and then start looking for a hiding spot.
>>
>>5680461
> You felt better after giving the tip, even though you are now out the talents. You will feel better after apologizing as well, even though you will be out the time spent.
…heh, I think a figured out the Patternmaker’s design here. Oh, you sly dog.

Regardless, I rather like Dame Cossutia, limited as our interaction has been, and if it weren’t for the Patternmaker’s sense of humor, I probably would’ve enjoyed becoming friends with her- lord knows that Chlot needs an positive feminine influence in her life.
>>
>>5680461
>> You will take the advice , and quit Festive Fabrician's and make as much haste as you can to the Landward Walls, and then start looking for a hiding spot.
>>
>>5680461
>> You will take the advice , and quit Festive Fabrician's and make as much haste as you can to the Landward Walls, and then start looking for a hiding spot.
>>
>>5680461
>You felt better after giving the tip, even though you are now out the talents. You will feel better after apologizing as well, even though you will be out the time spent.
>>
Consider this closed. I'll get to writing.
>>
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You hem and haw a bit, considering ... but with both Marpessa's advice and your ever tightening schedule weighing against it, you decide to quit this place instead. You convey as much to the dressmaker -

"Yes, I ... suppose there is sense in that. Thank you for that as well. And ... good day, and good morrows."

- then you head out. With an hour and a half - or less - you really cannot afford to dawdle ... though you do take the time to open your parasol while standing in the doorway. Partly because you figure that you have more than enough black luck on your head, and partly so you can get an opportunity to peer up the street without looking more conspicuous then you already do. The first thing you notice is the door man on your dexter - he is neither the one who insulted you as 'having more inches then sense', nor is he the one who recognized you off of the street - though it is possible that he was the doorman present the day that you actually commissioned the dress, you are not sure. However, he does not give any indication that he recognizes you either, beyond a polite bow, and and appropriate pleasantries. The real focus of your attention, however, is further up the street, to the Haberdashery. The Inquisitor's carriage is still there, but there seems to be more Cleansers milling around it than you remember, and more concerning is that they are much less restive. As you watch, you see another Cleanser come out of the establishment, and wanting very much to be off the street before the Inquisitor walks out, you advert your gaze ... which is when you notice that the rain has picked up. You would still consider it light, and even without your oversized parasol, the veil and the brim of your hat - you think it is the billycock - is more than sufficient to keep you dry, but there is no indication that this shower is going to break. Or for that matter, not intensify.

You start to turn your back to the carriage to head down the street, when you realize that doing so is going to take you closer to the Promontory, not the Landward Walls, where you need to be. You could reroute yourself once out of sight from the carriage by taking side-streets and alleys, but even in the nicer portions of Cleanport, you are not sure if that is going to be safe - or clean, for that matter. But if you were to stick to just to the wide thoroughfares, you would wind up really out of your way. Of course, there is a third option, as terrifying as it might be. Just ... walk to the top of the street. Right past the Cleansers. A terrifying prospect to be sure ... but the ones that you can see aren't equipped, and you have no reason to believe that they are on a Hunt - for you, or anyone else. And it could save you from the side-streets and alleys ... or and additional five to ten minutes of walking if you insisted on 'proper' streets only.

> Please choose ONE of the following
> Walk past the carriage
> Take the detours
> Stick to the main streets
>>
>>5680752
>> Take the detours

We're going to have to find someplace to swap out anyways, this unsafe route is probably best for that, heh.

Sorry about being absent, some anon on the same bunch of ips as me is going on a rampage antagonizing janitors for some reason. Probably a reddit tourist.
>>
>>5680752
> Stick to the main streets

So we're going to get the cart next, and for that we need our fancy dress, correct? If we go through some alleys in this we will get robbed. I think inquisition is actually the smaller risk here.
>>
>>5680752
> Walk past the carriage
We got significant less than an hour and a half before our cart significantly incriminates us- we don’t have time to be playing these games. Just bite the bullet and walk past the Cleansers like the Patternmaker intended for his trial.

I guess I’ll keep my suspicions to myself QM- will say though, if I am correct, we’ll done sir!
>>
>>5680752
>> Walk past the carriage
>>
>>5680752
>Walk past the carriage
>>
>>5680855
Changing to
>Walk past the carriage
It's what I actually meant to vote for, I misread the prompt.
>>
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You take a deep breath, and tip the parasol up over your head as you step out onto the sidewalk, then from there, out into the street, as your parasol's shield is simply too large for you to comfortably walk on the sidewalks. Your bundle is under your right arm - as your left arm is too sore from the Socketing Needle - and you are holding the parasol in both hands, as you expected you might have to do. The thick fabric of the shield casts a dark shadow over you as rain patters down, unseen.

You know what you have to do here, but ... Pattern's Peace, do you ever wish there were another way. Though there simply isn't. Every minute already counted, but now they count dearly, and by detouring around the carriage by means of thoroughfares alone you will be placed even further into account. Likewise, detouring around the carriage through the side-streets and alleys off of Spinster's means that you risk complications - or rather, further complications - which is simply another means of losing more time. Not to mention, as much attention as your dress will draw on the main streets, you will look all the more out of place in the alleys, which means you are much more likely to be remembered, which could prove to be damning.

So instead, you are going to have to walk by the carriage and the milling Cleansers.

You take another deep breath.

You have successfully managed to slip by the Inquisition once - under the nose of the Master Abbot of Scrimshaw Mount, no less - so walking by some Cleansers that aren't on duty ... or, not on any serious duty, shouldn't be too hard, right? One would certainly hope so ... and yet, there are a lot of things that shouldn't be hard for you, but somehow, they seem to get almost hopelessly difficult when you least expect it and in ways that you couldn't - or at least didn't - predict. Still, there is a prediction that you are sure of; with the rain not letting up, fewer and fewer people remain on the street, and if you tarry too much longer, it is going to be just you and the Cleansers on the street.

You start walking up the street.

Almost immediately your nerve starts to falter, and you take a hitch into your step. You are well aware that you have to keep moving though - and borne out of the fear of running out of time and the desire to be done and gone with this damned street, you somehow find it in yourself to pick up your pace, as anyone might do while they are being rained on.

But once the first Cleanser, the only one of the bunch who is still standing idle under the eave of a store turns to look at you, it is damned hard to keep that spring in your step. And once all of them do, some slowing down in their labors as they do, it is damned hard to keep walking. But again you manage. And one by one, the Cleansers, turn their attention away from you, even the idle one and towards the carriage - which now that you are closer actually looks like more of a coach.
>>
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> Please choose ONE of the following:
> Your parasol is too large to walk on the sidewalk opposite of Hettenschloss Haberdashers, but you will give the Inquisitor's coach the widest berth possible, and hopefully attract the least amount of attention possible ... though you will not be able to do much more than sneak a look or two or as you pass.
> You are going to give the Inquisitor's Coach a reasonable berth on the side of the street opposite of Hettenschloss Haberdashers, and hope that you don't attract too much attention as you pass by. You should be out of range of any spot-dosimeters and possibly close enough to both see and hear things as you pass.
> You are going to give the Inquisitor's Coach a reasonable berth ... by passing between the coach and the Haberdashers. You will attract attention, and could be in range of spot-dosimeters if there are any, but you will see everything that could be seen, and have the best chance to hear anything as well.
>>
>>5681025
>> You are going to give the Inquisitor's Coach a reasonable berth on the side of the street opposite of Hettenschloss Haberdashers, and hope that you don't attract too much attention as you pass by. You should be out of range of any spot-dosimeters and possibly close enough to both see and hear things as you pass.
>>
>>5681025
>Your parasol is too large to walk on the sidewalk opposite of Hettenschloss Haberdashers, but you will give the Inquisitor's coach the widest berth possible, and hopefully attract the least amount of attention possible ... though you will not be able to do much more than sneak a look or two or as you pass.
We're too distinguishable for this
>>
>>5681025

> Your parasol is too large to walk on the sidewalk opposite of Hettenschloss Haberdashers, but you will give the Inquisitor's coach the widest berth possible, and hopefully attract the least amount of attention possible ... though you will not be able to do much more than sneak a look or two or as you pass.
>>
>>5681025
>You are going to give the Inquisitor's Coach a reasonable berth on the side of the street opposite of Hettenschloss Haberdashers, and hope that you don't attract too much attention as you pass by. You should be out of range of any spot-dosimeters and possibly close enough to both see and hear things as you pass.
>>
Hopefully we can get a tiebreaker in about an hour, otherwise I'll have to leave the vote open overnight.
>>
>>5681223
…I’m here right now, and I’m honestly debating with myself whether to go all in on the intel or be reasonable.
>>
>>5681264
If I’m being honest with myself, I would totally go for the risky option, especially because I doubt that they have any spot-dosimeters, mainly because I’d bet that they’re all being used in securing the Refinery. The only thing that holds me back is the thought that if I’m wrong and this ends up horribly, I’d never forgive myself for it.
>>
Oh, I completely misconstrued the vote- thought this was a three way tie somehow lol

>>5681025
> You are going to give the Inquisitor's Coach a reasonable berth on the side of the street opposite of Hettenschloss Haberdashers, and hope that you don't attract too much attention as you pass by. You should be out of range of any spot-dosimeters and possibly close enough to both see and hear things as you pass.
Intel is important.
>>
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> DC 35: Witchlet Chlotsuintha is not Keen of Ear, making a Simple Hearing Test like this [Easier]
> + DC 4 Witchlet Chlotsuintha is currently Drained II, and is not thinking as quickly as she normally does.
> + DC 3: Witchlet Chlotsuintha is now Tired I and is not as perceptive as she might be otherwise.
> + DC ??? Witchlet Chlotsuintha is some distance away from the Cleansers and might not hear everything
> + DC ??? Witchlet Chlotsuintha is in motion, which makes hearing faint noises harder
> + DC 5 Raindrops are falling on the Picknick Parasol, which are noisy enough to possibly drown something out
> + DC 2 Spinster's Street is not completely abandoned, there is still some foot-traffic making both intermittent and irregular noises
> - DC 25 Brace of Cleansers I are not trying to be quiet. Some are talking amongst themselves, others are speaking with raised voices with others further away

> DC ??? Due to the relative difficulty of the test AND the very limited window of time that Chlotsuintha will be in earshot of the Cleansers around the Inquisitor's Coach (formerly Carriage) it will not be immediately apparent if she succeeds or fails on the tests. [Re-rolls and auto-passes are available. No hostile re-roll(s)]

> No Passes: False confidence. Perhaps Chlotsuintha heard what she wanted to hear - or didn't want to hear. Or perhaps, she heard something, but completely misunderstood it. Either way, she is certain of her false information.
> One Pass: Little confidence. Chlotsuintha heard some things, none of which were really substantial. There were some things that she half-heard that were more substantial, but she is unsure if she heard it right. She didn't.
> Two Passes: Middling confidence. Chlotsuintha heard some things, none of which were really substantial. There were some things that she half-heard that were more substantial, but she is unsure if she heard it right. She did.
> Three Passes: High confidence. Chlotsuintha heard some things, some of which were really substantial. More than that, she is certain of her information - and with good reason, because she is completely right!

> If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) then a Strange 'chicken' comes back to its roost. Subsequent tests may be eligible for Death's Door bonus.
> If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then Chlotsuintha overhears something completely unexpected, with significant implications for her tonight

> A Critical Failure overrides a Critical Success and a Near-Critical Success, but a Critical Success overrides a Near-Critical Failure.
> Criticals and Near-Criticals cannot be reversed by a re-roll or an auto-pass
> You do not need to roll again after twenty minutes if more rolls are needed, as I will be going to bed.
>>
Rolled 58 (1d100)

>>5681336
Please, may the Patternmaker grant us his strength and mercy in this trial of his…
>>
Rolled 63 (1d100)

>>5681336
100
>>
Rolled 57 (1d100)

>>5681336
>>
>>5681336
Quick question boss: I notice we are still Drained II. So our little nap did nothing for us?
>>
>>5681344
>>5681347
>>5681361
I don't like this. The spread is to narrow to know if we had 0 success or 3 successes.
>>
>>5681362
Good point- maybe Drained is simply a different status effect?

>>5681381
I think we absolutely crushed it lads- the collective ??? DC would have to be greater than 33 to beat our rolls, and while I think the ??? DCs are fairly significant, I don’t think that they’d be 15 each, or above 30 collectively. Praise be the Patternmaker!
>>
>>5681385
+15 and +20 is possible anon.
>>
>>5681387
Or Patternmaker forbid, +20x2.
>>
>>5681387
>>5681389
Possible, but unlikely- I’d expect those kind of numbers if we’ve chosen the widest berth possible, not a reasonable berth. And if you look at the wording itself for the ???s, I think it indicates that it’s a DC in single digits, not double.
>>
>>5681397
>Due to the relative difficulty of the test AND the very limited window of time
>>
Sorry for the late start, anons - I will get to writing as soon as I am done with lunch.

And for those that are worried about how good the rolls actually are - just take solace that you didn't get a critical or near-critical failure here. The arrival of the Strange 'chicken' would have turned this from an opportunity to a potentially life-and-death situation.

Also, just so you don't start completely freaking out - there is evidence of the 'chicken' that Chlotsuintha is going to see - so even if she misses or mishears something, she (and by extension, all of you) are going to learn something about this new threat.
>>
>>5681410
Relative, not excessive- we can barely get 2 outta 3 success on a DC lower than 15, and making the DC 55 or above would be a hard test, not an easier test at a reasonable distance.

>>5681775
So it is a third entity? Huh, now I’m curious what would’ve happened had we critfailed- I expected something something akin to Cleanser Strange Testing, not a literal ‘chicken’, whatever the quotation infers.
>>
>>5681775
Trash have you seen my question here >>5681362 ?
I don't know if it makes a difference for this check but +4 DC is +4 DC...
>>
>>5681934
It affected tired, not drained.
We went from Tired II to Tired I and lost +3 DC.
>>
>>5681939
Ok that makes sense
>>
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Their eyes are adverted for now - and with any luck, you will have passed them by when they raise them again. So before you can double and treble guess yourself, you set your path around the coach, giving it what you hope to be a berth wide enough to not raise any objections, while maintaining a steady clip. Beyond the usual silent prayers that you offer up in these circumstances, you are also pleased with yourself that you had the forethought to order a ... whatever the Hell you are supposed to call this, as opposed to a more traditional outfit, otherwise you doubt you would have been able to make or maintain your pace. At a slower pace, the kind you might have to take in less practical clothes, you doubt your nerves would be holding half as well as they are right now. Which is a good thing too, because once your path swings wide enough that you can see more of the coach than just the horses and the bench, you are in a real shock. The sides of the coach are covered in a tarpaulin, painted with the sigil of the Inquisition - the three white needleswords, fanned on a black field. The tarpaulin is pinned on its four corners, but wetted by rain it sags just enough that you can see the shapes underneath. Pegs, you would wager, built into the body of the coach, and arranged in such a manner that they would hold something of considerable weight and a diameter nearly equal to the height of the coach's compartment. There are several things that it could be - none of them good, of course - but when movement draws your eyes upward, you see proof that it is undoubtedly the very worst. For under a half-loose tarpaulin, what you at first took to be bundles of equipment, you can now identify as cages. Inside one of them you can see a goose in profile, looking straight at you as it struggles to breathe with its beak pinned shut around a long and lead-shielded Socket.

There are very few Constructs and Implements that the Inquisition will use live fuel on. To your knowledge, there is only one that they will use live birds for. The fuel band of a Mesopleuron Ring.

May the Maker have Mercy for you. There is a Mitigator in Scrimshaw Mount.

A Witch bred and raised for the Inquisition to deal with what its Brothers cannot. Large scale, runaway breaches ...and other Witches. Suddenly, your dress feels tight. Impossibly tight - as if all of a sudden, it decided to strangle you. Your head ... it is as if you cannot even see straight, it ...
>>
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Somehow you find it in yourself to start breathing again. And as you breathe, you walk. And inexplicably, you manage to breathe and walk yourself out of this ... swoon, or whatever the Hell it was. Because right now, that's all you can do. Mesopleuron Rings are by no-one's account the best of the flying Implements ... but in the right hands, these Rings are easily amongst the best flying Implements for knife-fighting range ambushes. They are silent, save for a slight metallic hum - and do not leave trails of smoke or steam through the sky. For all you know, the Mitigator who bears the Ring that came off of that coach could be over your head right this very moment. And yet ... the Cleansers, who you now know to be Tenders are much, much to ... at ease for them to be looking after a Mitigator in flight, or even just in the carriage. Is it possible that they were just called out here, without their charge? Wishful thinking, perhaps, but at the moment, it is all that makes sense. You are however, just starting to draw close enough to hear anything that the Tenders might be saying. At this point, nearly all of them are on the other side of the coach, so you are not certain if you can hear everything and they are silent at the moment ... or if they are in fact speaking, and you simply cannot make it out.

Compounding the issue is that you yourself are making a good bit of noise, just rustling as you walk. Taking that on top of the raindrops on the picknick parasol, and the occasional noise up and down the street it is ... wait, hold it!

"O ... dear ... chas ... no ... spin ... our ... kens' over ...the crew ... from Tinlance."

"If he rolls ... on them, he is ... to roll over ... us."

"We should at ... glad that ... needed after all."

There are snorts of laughter, harsh and angry. As you close on the coach, you can see that they are unloading the compartment, and stacking wooden small wooden boxes on the street, in front of the Haberdashery.

"Our chickens get to sit .... while we do fraying ... ands."

"We ... be down at the ... helping."

"We certain ... should ... be standing ... round with ... mbs up ... asses, in ... rain ... wh ... Brother ... teaches needlework and ... to play ..."

"I ... bet ... having the time of his life ... there."

"Oh, no doubt."

"I can't get ... calling us ... here as if it was the Estrangement ... over again, just so ... have our chickens given away, and ... us ... to do a lot of ..."

There are some more laughs at that, not as many as before, but just as caustic. To be expected though, it would take a very hard heart to laugh at the Estrangement, that fateful day when the Strangeness first made itself felt in this world. At this point, you have drawn abreast with the coach itself, and the last of the Tenders slip from your view - though the Tender on the driver's bench surely can still see you, if he bothers to look.

"He was being overly cautious."
>>
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"He was being an ... and once we got here, he start ... a bigger ass. All of this damned time-chaff."

"So what if ... over ... ous ... an ... he earned the right."

There are a burst of objections, too quick to make out.

"As ... hadn't been ... one of ... Synod ... two votes ... from handing him over ... winched ... wiser heads prevailed."

Now there is a burst of surprised interjection, again too quick to make out. You are straining your ears as hard as you can, but you are finding it harder and harder to make anything out.

"No ... he wa ... Brother ... Pyrrhus aff ... ho .. old ... he ?"

"O ... en ... that ... sh ... have ou ... res ... understanding ... lost ... full third ... family ... bl ... br ... sow."

You wish you could write this all down - but more that that, you wish you were off of this street. You need to -

> Please choose ONE of the following:
> Find some place to stow your bundle
> Find some place to sell you a conveyance (keep bundle with you)

>Additionally, feel free to work out what Chlotsuintha learned here. Having it written down in the thread may be helpful later, as a reference.

>>5681934
I did see it. In fact, I thought I replied to it, but it seems that 4channel ate my homework. Terribly sorry anon. But the others are right, quick naps will only help with Tired.
>>
>>5682107
Well, I'm off to bed, so it looks like this is the overnight vote. I know there had been some discussion of hiding the bundle, but that was before the schedule got as tight as it did right now - and it was never actually voted on, anyway.
>>
>>5682107
> Find some place to sell you a conveyance (keep bundle with you)

Let's buy a sack. Lots to think about. Have to start getting paranoid about air surveillance.
>>
>>5682107
Gonna have to take a nap now, feeling really sleepy. Don’t really mind what option gets chosen rn.

Now, you may have noticed the huge spoiler below me. This is deliberate- I’m giving my own thoughts and interpretation of the conversation above us, but I’d like for the anons here to come to their own conclusions independent from any influence first and post their thoughts (via spoiler) on the matter before properly discussing them- see if we can come (or not) to the same conclusions and see what conversation bits may have alternate but relevant interpretations to shift through. Will try to pick up whee I left off on tomorrow.

>"O ... dear ... chas ... no ... spin ... our ... kens' over ...the crew ... from Tinlance."

>"If he rolls ... on them, he is ... to roll over ... us."

>"We should at(least be) glad that (we were) needed after all."

>There are snorts of laughter, harsh and angry. As you close on the coach, you can see that they are unloading the compartment, and stacking wooden small wooden boxes on the street, in front of the Haberdashery.

>"Our chickens get to sit (here) while we do fraying (err)ands."

>"We (should) be down at the [refinery/docks] helping."

>"We certain(ly) should(n’t) be standing (a)round with (th)umbs up (our) assess, in (the) rain ... wh[ile, en?] Brother ... teaches needlework and ... to play ..."

>"I ... bet ... having the time of his life ... there."

>"Oh, no doubt."

>"I can't get ... calling us (over) here as if it was the Estrangement (all) over again, just so (we) have our chickens given away, and ... us ... to do a lot of [bullshit/errands/time-chaft]"

>There are some more laughs at that, not as many as before, but just as caustic. To be expected though, it would take a very hard heart to laugh at the Estrangement, that fateful day when the Strangeness first made itself felt in this world.

>"He was being overly cautious."

>"He was being an (ass) and once we got here, he start(ing being) a bigger ass. All of this damned time-chaff."

>"So what if (he’s) over(ly) (cauti)ous [an(d?) an (ass?),]* he earned the right."

*don’t know which “an” is referenced, it’s an educated guess.

>There are a burst of objections, too quick to make out.

>"As ... hadn't been ... one of ... Synod ... two votes ... from handing him over ... winched** ... wiser heads prevailed."

**winched could have been wished, but considering the QM’s jpg of a winch on this post, probably not the case of mishearing and more likely the legitimate word.

>Now there is a burst of surprised interjection, again too quick to make out. You are straining your ears as hard as you can, but you are finding it harder and harder to make anything out.

>"No ... he wa ... Brother ... Pyrrhus aff ... ho(w) old (was) he ?"

>"O ... en ... that ... sh ... have ou ... res ... understanding ... lost ... full third ... family ... bl ... br ... sow."
>>
>>5682107
>Find some place to sell you a conveyance (keep bundle with you)
Idk, the information seems useless to me
>>
>>5682276
Here's what ChatGPT came up with:
O dear, chaos now spins our ken's over the crew from Tinlance."

"If he rolls over on them, he is bound to roll over us."

"We should at least be glad that we're needed after all."

There are snorts of laughter, harsh and angry. As you close on the coach, you can see that they are unloading the compartment and stacking small wooden boxes on the street, in front of the Haberdashery.

"Our chickens get to sit while we do the fraying ends."

"We should be down at the docks helping."

"We certainly shouldn't be standing around with thumbs up our asses in the rain while Brother teaches needlework and how to play..."

"I bet he's having the time of his life over there."

"Oh, no doubt."

"I can't get over him calling us here as if it was the Estrangement all over again, just so he can have our chickens given away and us doing a lot of..."

There are some more laughs at that, not as many as before, but just as caustic. To be expected though, it would take a very hard heart to laugh at the Estrangement, that fateful day when the Strangeness first made itself felt in this world. At this point, you have drawn abreast with the coach itself, and the last of the Tenders slip from your view - though the Tender on the driver's bench surely can still see you, if he bothers to look.

"He was being overly cautious."

"He was being an ass, and once we got here, he started being a bigger ass. All of this damned time-chaff."

"So what if he earned the right?"

There is a burst of objections, too quick to make out.

"As if he hadn't been one of the Synod, two votes away from handing him over. Winched wiser heads prevailed."

Now there is a burst of surprised interjection, again too quick to make out. You are straining your ears as hard as you can, but you are finding it harder and harder to make anything out.

"No, he was Brother Pyrrhus' affair. How old is he?"

"Oh, even that should have our understanding lost. A full third of the family bloodline broke the..."

(Note: Some parts of the conversation are difficult to understand due to missing or fragmented information in the provided text.)
>>
>>5682107
>Find some place to sell you a conveyance (keep bundle with you)
>>
>>5682107
> Find some place to sell you a conveyance (keep bundle with you)
>>
>>5682276
Updated

>"O ... dear ... chas ... no ... spin ... our (chic)kens' over ...the crew ... from Tinlance."

>"If he rolls (over) on them, he is (going) to roll over (on) us."

>"We should at(least be) glad that (we were) needed after all."

>There are snorts of laughter, harsh and angry. As you close on the coach, you can see that they are unloading the compartment, and stacking wooden small wooden boxes on the street, in front of the Haberdashery.

>"Our chickens get to sit (here) while we do fraying (err)ands."

>"We (should) be down at the [refinery/docks] helping."

>"We certain(ly) should(n’t) be standing (a)round with (th)umbs up (our) assess, in (the) rain ... wh[ile] Brother (Unnamed) teaches needlework and (has) to play (babysitter)"

>"I(‘d) bet (he is) having the time of his life (in) there."

>"Oh, no doubt."

>"I can't get (Abbot) calling us (over) here as if it was the Estrangement (all) over again, just so (we) have our chickens given away, and (order) us (Tenders***?) to do a lot of [bullshit/errands/time-chaft]"

***Uncertain if that is the proper substitution or if I should’ve just left it blank.

>There are some more laughs at that, not as many as before, but just as caustic. To be expected though, it would take a very hard heart to laugh at the Estrangement, that fateful day when the Strangeness first made itself felt in this world.

>"He was being overly cautious."

>"He was being an (ass) and once we got here, he start(ing being) a bigger ass. All of this damned time-chaff."

>"So what if (he’s) over(ly) (cauti)ous [an(d?) an (ass?),]* he earned the right."

*don’t know which “an” is referenced, it’s an educated guess.

>There are a burst of objections, too quick to make out.

>"As (if it) hadn't been ... one of ... Synod ... two votes ... from handing him over ... winched** ... wiser heads prevailed."

**winched could have been wished, but considering the QM’s jpg of a winch on this post, probably not the case of mishearing and more likely the legitimate word. Alternatively, it could be a Tread Softly situation in which the winch picture is supposed to be the hint that we misheard, but I’m probably overthinking it.

>Now there is a burst of surprised interjection, again too quick to make out. You are straining your ears as hard as you can, but you are finding it harder and harder to make anything out.

>"No(w,) he wa(s a) Brother (during the) Pyrrhus aff(iar,) ho(w) old (was) he ?"

>"O(ne and t)en (and) that (is why he) sh(ould) have ou(r) res(pect and) understanding (, he) lost (a) full third (of his) family ... bl ... br ... sow****."

****I believe sow may mean the witch involved.

Addendum- I believe they’re talking about Inquisitor Abbot, hence why I posted his name. This isn’t concrete however.


Should I assume I’m the only one trying to puzzle this out aside from AI anon?

>>5682422
Neato!
>>
Alright, we are going to be keeping the bundle with us. But before Chlotsuintha starts her search, she should consider first what exactly she is looking for, as it will determine where exactly she starts looking.

> Note: 'enclosed' here means that the conveyance has some sort of secure cabin, while 'open' means that it does not. The wagon, frontier wagon, and the cart can all be covered however, to shield against sight and rain.
> Note: all conveyances handle roughly the same - save for the frontier wagon, which forfeits responsive steering for rugged design.
> Note: coaches, wagons and frontier wagons can carry more (by mass or volume) than carriages and carts. Wagons can carry more than coaches. Same goes for carts and carriages.
> Note: coaches, wagons and frontier wagons weigh more than carriages and carts. This means to go the same speed as their lighter counterparts, they will need larger teams - and they may have a harder time managing in certain road conditions.
> Note: while it depends on the exact conveyance, coaches and frontier wagons are typically more expensive than carriages and wagons, which in turn are more expensive than carts.

> Please choose ONE of the following:
> You are looking for a coach; a two axle enclosed conveyance meant for the paved roads of the Principalities provinces and the well-designed dirt roads leading into its frontier.
> You are looking for a carriage; a single axle enclosed conveyance meant for the paved roads of the Principalities provinces and the well-designed dirt roads leading into its frontier.
> You are looking for a wagon; a two axle open conveyance meant for the paved roads of the Principalities provinces and the well-designed dirt roads leading into its frontier.
> You are looking for a frontier wagon; a lumbering two axle open conveyance meant for the tracks and wilds of the frontier's fringe and the Territory beyond it.
> You are looking for a cart; a single axle open conveyance meant for the paved roads of the Principalities provinces and the well-designed dirt roads leading into its frontier.

> Note: Horses are the fastest, but have the least endurance. Oxen have the most endurance, but are the slowest. Mules are faster than oxen and more enduring than horses.
> Note: Bigger teams have higher top speeds and can haul higher gross weights than smaller teams on comparable conveyances, but they are more costly and complicated
> Note: Horses are well suited to the provinces. Oxen are well suited to the frontier. Mules are passable in both.

> Please choose ONE of the following:
> You want a team of two horses
> You want a team of four horses
> You want a team of six horses
> You want a team of two mules
> You want a team of four mules
> You want a team of six mules
> You want a team of eight mules [frontier wagon only]
> You want a team of ten mules [frontier wagon only]
> You want a team of two oxen
> You want a team of four oxen
> You want a team of six oxen
>>
>>5682661
>You are looking for a carriage; a two axle enclosed conveyance meant for the paved roads of the Principalities provinces and the well-designed dirt roads leading into its frontier.

> You want a team of four mules

Big enough for everything we're taking with us and fast enough to be gone in quickly.
>>
>>5682659
I thought about it a bit but didn't really have anything to add.
>>5682661
> You are looking for a wagon; a two axle open conveyance meant for the paved roads of the Principalities provinces and the well-designed dirt roads leading into its frontier.
I...uh...would we told what the appropriate size of team is when we go to buy the thing?
> You want a team of four mules
>>
>>5682661
> You are looking for a coach; a two axle enclosed conveyance meant for the paved roads of the Principalities provinces and the well-designed dirt roads leading into its frontier.
We have a lot of shit in the Belfry I believe.
> You want a team of six horses
We need speed.

Alternatively, I wouldn’t mind going
> You want a team of ten mules [frontier wagon]
If we want to keep that option open to us.
>>
>>5682661
>You are looking for a coach; a two axle enclosed conveyance meant for the paved roads of the Principalities provinces and the well-designed dirt roads leading into its frontier.
> You want a team of six mules
>>
>>5682676
Even the smallest conveyances that Chlotsuintha will have the option to buy will be large enough to carry everything - though for the smallest, it might be a tight fit. The actual mass and volume capacities will vary conveyance to conveyance.

>>5682666
... nice trips, Satan-anon, but carriages have been defined as single axle. That said, once you settle on one or the other, there is still going to be some variance between the actual conveyances that are for sale - like a streamlined roundabout and a stretch omnibus are both two axles, and therefore classified as coaches, but the roundabout is much lighter and therefore faster than the omnibus.

>>5682676
> I thought about it a bit but didn't really have anything to add.
Well, there wasn't too much to pick up on, in terms of actionable information. There are three pieces of really pertinent information in the conversation ... none of which I have seen anyone mention, but that just might be a matter of they picked up on it, but didn't bother writing it down. It wouldn't be appropriate for me to give leading hints about that, but as far as the more extraneous information is concerned; >>5682659 is right on the money that the Tenders are upset at both their commanding Inquisitor and the Master Abbot who summoned them, that there was something called the Pyrrhus Affair (Chlotsuintha doesn't know anything about it, so I can't say anything more at the moment) and that 'Sow' refers to a witch.
>>
>>5682737
>Even the smallest conveyances that Chlotsuintha will have the option to buy will be large enough to carry everything - though for the smallest, it might be a tight fit. The actual mass and volume capacities will vary conveyance to conveyance.
That's good to know actually, but I meant the teams, actually. Like, if we went "We want <x vehicle> with a cover", then we'd be told what size of team would be appropriate when we went to order it... or maybe they'd just expect us to know since we're the one doing so, who knows.
>>
>>5682737
Well, I’ve been waiting for the other anons to input on their own interpretations, but I’ve also noticed that they clearly don’t have their charge with them, and if they aren’t transferring the chickens (to) the Tinlance crew (which is a distinct possibility) then it means that they transferred their chickens (like) the Tinlance crew, which means there are more out-of-town Inquisition around, and while a Mitigator isn’t a direct threat right now, it is possibly active in the area (or the chickens are being transferred here for out-of-town usage), and that they felt it necessary to call upon at least two Tender covens worth of chickens, either indicating a wide area or a rapid rate of usage.
>>
>>5682761
Also this was all before the Refinery blew up, and they probably aren’t aware of the Strange-gulls and the Albion situation yet, meaning this is probably related to either the University student, the Dockyard Assembly bust, or a third unrelated matter, possibly related to the Strange Duo.
>>
>>5682737
Then there was the matter of Synod, the church council, being convened, with a close two vote difference being made in Abbot’s favor- though what specifically that is is up to interpretation. I figure it may be power/authority in general or this matter, it could be handing Abbot or somebody else over to a different authority, or something unrelated or immaterial to our current circumstances. But it was important enough to get the Church Authorities involved, and contentious enough that he one the confidence of a narrow majority.
>>
>>5682731
Just to make it clear QM, I don’t mind supporting 6 mules.
>>
>>5682661
> You are looking for a frontier wagon; a lumbering two axle open conveyance meant for the tracks and wilds of the frontier's fringe and the Territory beyond it.
> You want a team of six horses

What I want is this sort of setup, light, easy to fix if something breaks, built for utility while offering protection from the weather.
>>
As to animals: oxen are good for pulling a plow but they suck for long travel, they are slow as shit and eat a fuckton, if we ever get into a chase situation we won't be able to outrun anything. Mules are good for climbing mountain passes and such but with a wagon we have to stick to flat surfaces anyway so I don't really see the advantage (unless we go for the smallest cart option). There is a reason horses have become the gold standard in transportation, the have the best balance of power, speed and ease of handling. For the number I'd do what >>5682676 said and ask the vendor for the appropriate size, but go big rather than small im the proposed range because we must expect horses to become sick etc. On the road.
>>
>>5682661
>You are looking for a coach; a two axle enclosed conveyance meant for the paved roads of the Principalities provinces and the well-designed dirt roads leading into its frontier.
> You want a team of six mules

Space for sleeping in it seems nice. Snuggle in.

As far as the text goes... my only thoughts is that "chickens" and these references make me think there is more than one Mitigator. Fear the sky, try not to do a lot of climbing.
>>
>>5682842
Not just sick- they might be useful working material in the future, as grim as that sounds.

>>5682846
I like enclosed mainly because I worry the weather will ruin our riding clothes if left unattended.

Relating to the Mitigator(s), while that is a distinct possibility, I find it unlikely that they’d let the Tenders do time-chaff errands if they brought their Mitigator along- same with Tinlance as well, assuming they’re doing the same chicken transfer. While that doesn’t preclude the possibility of other outta-town Mitigators in the Mount, I think it’s highly unlikely- the Tenders themselves assume Abbot is being overly cautious and paranoid, I think it’s safe to say this speaks for the other non-local Inquisition thoughts as well- at least until the shit really hits the fan.
>>
>>5682661
>> You are looking for a coach; a two axle enclosed conveyance meant for the paved roads of the Principalities provinces and the well-designed dirt roads leading into its frontier.

> You want a team of six horses
>>
So, let me look at the tally here: Coach has four (and a cheeky half) votes, so that is locked in. Then we have three votes for six horses, two votes for four mules and one vote for six mules, so that seems locked in as well. I'll get to writing.
>>
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- find some place to sell you a conveyance. While you had planned to stow the wad somewhere safe while you were out searching and haggling, the travails you went through to store your cart and the limited time you have left before the close of business have soured you on the idea. You will of course, at some point have to find somewhere to change out of your riding habit and into a domestic dress to present yourself at The Hooded Heads, but right now you are best served by focusing on securing your means out of the Mount. Actually, you are best served by getting off of Spinster's Street and out of sight of the Tenders milling around this coach, but one follows the other.

But as your riding habit rustles from your long strides and rain patters down on and around you, you have more on your mind than simply getting yourself gone from here. Your head is racing far faster than your feet, trying to make sense of what you have seen and heard. The most obvious first; 'chicken' must be their word for their charges - either endearing slang, or a bid to keep those in earshot who might not recognize the flight band of a Mesopleuron Ring, or have seen the goose caged and mouth-Socketed from realizing that they are speaking of a Witch. You are also certain, beyond certain, that you heard 'chickens'. Plural. Now, it occurs to you that if the Coach was built to be entered from the rear, there might have been another flight band, from another Mesopleuron Ring mounted on the other side. There were quite a few tenders - perhaps even more in the Haberdashery with the Inquisitor. It doesn't seem outrageous that all of these men could have two charges instead of just one.

Though it seems that they have been broken - that is to say, they have been separated from their charge. You suppose it is possible that there could be a Mitigator in the coach, but ... just going off on how the Tenders are conducting themselves, you doubt it. Which raises the question - where are they? Well ... from what you know of how the Inquisition treats the Mysterious equipment it permits itself, it doesn't make sense that they would send out a flight band and living fuel for a Ring far afield from the Mitigator and the rest of the Ring. These are powerful and dangerous implements - the institutionally cautious Inquisition would only risk 'letting them off the chain' if they intended on using them, and all three bands of a Ring are needed for it to work. So it follows that the Mitigator(s) and the rest of the Ring(s) must be near - if you had to stake a bet, either at the Inquisition's primary Chapterhouse here in the Mount, or down at Oiler's Wharf. Of course, this raises another question. Are there other Mitigators and Tender teams in the city, or ... well, again, it wouldn't make sense for the Inquisition to have Mitigators that couldn't operate, so yes, it could be that there are other teams of Mitigators and Tenders who are working with this bunch's missing Mitigator.
>>
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The question is, how many teams?

Well ... you heard one of the Tenders mention a crew from 'Tinlance'. Now, you have never heard of 'Tinlance', but you will go out on a limb and assume that it is either a town that the Inquisition has a presence in, or it is one of their holdings. Either way, just from the tone and the way it was mentioned, you have a sinking suspicion that these Tenders are not from Tinlance - so right there, that is one more team, and one more Mitigator. Of course, if this second team or crew had a coach like the team behind you does, then it is possible that there are two more Mitigators, on top of the two from this team in the city. And there was quite a bit of that sentence that you couldn't make out. While you would like to think that the Tender was talking about handing the Mitigators over to the team from Tinlance, it occurs to you that there no reason that he couldn't have been complaining about handing the Mitigators over like the team from Tinlance. If that was the case, then that means there would be at least four Mitigators on the Mount, possibly as many as six.

And that assumes that the Inquisitors stationed on the Mount do not have their own teams of Mitigators and Tenders. That thought is enough to send shivers racing up and down your spine ... though after eight years of living on the Mount, you certainly think that father would have sussed them out somehow. And if he did, then surely he would have told you - if for no other reason then to keep you cautious. Perhaps they don't keep Mitigators stationed in populated areas, just like how they have their Asylums set up in isolated areas. In fact, maybe they station their Mitigators in their Asylums.

Ah, you need to focus on more pertinent information. But ... what else did you hear that was pertinent? Nothing really jumps out at you. Though that might be you not recognizing something as important, instead of nothing being of any importance. So what was there? The Tenders weren't too keen on their Inquisitor - or the Master Abbot ... but you cannot imagine how that is ever going to help you. Uh ...okay, there was one Tender that spoke in defense of the Master Abbot who mentioned something about a Synod, and then 'two votes', 'handing him over' and 'winched'. The way he said it made it seem like the Master Abbot was the one being judged, or rather, almost condemned. And then someone said 'Pyrrhus' which sounds like a name, then something that could have been 'affair'. Is that the Master Abbot's name? Hmm ... could be. Or ... well, maybe not. Assuming that the word was in fact affair, and it was not a romantic affair, but a political one - well, regardless, it typically takes more than one to make an affair. More than that, it seems that his role in it is perceived positively. Still, what does an Inquisitor have to do - or not do - to face death by winching, like some common criminal?
>>
>"O ... dear ... chas(ing? Who?), no(t) spin(ing?) our (chic)kens' over [like?, to?] the crew [of Inquisition? Possibly Tenders] from Tinlance."*

*Might be the wrong substitution going on here, would appreciate some help.

>"If he rolls (over) on them, he is (bound) to roll over (on) us."*

*Does this mean the Abbot hasn’t taken their charges yet?

>"We should at(least be) glad that (we were) needed after all."

>There are snorts of laughter, harsh and angry. As you close on the coach, you can see that they are unloading the compartment, and stacking wooden small wooden boxes on the street, in front of the Haberdashery.

>"Our chickens get to sit [pretty]* while we do fraying (err)ands."

*changed (Here) to (pretty), as I think it isn’t a reference to a place but a comfortable situation.

>"We (should) be down at the [refinery/docks] helping."

>"We certain(ly) should(n’t) be standing (a)round with (th)umbs up (our) assess, in (the) rain ... wh[ile] Brother (Unnamed) teaches needlework and (has) to play (babysitter)*"

*Babysitter may not be apt.

>"I(‘d) bet (he is) having the time of his life (in, over?) there."

>"Oh, no doubt."

>"I can't get (Abbot) calling us (over) here as if it was the Estrangement (all) over again, just so (we) have our chickens given away, and (order) us (Tenders*?) to do a lot of [bullshit/errands/time-chaft]"

*Uncertain if that is the proper substitution or if I should’ve just left it blank.

>There are some more laughs at that, not as many as before, but just as caustic. To be expected though, it would take a very hard heart to laugh at the Estrangement, that fateful day when the Strangeness first made itself felt in this world.

>"He was being overly cautious."

>"He was being an (ass) and once we got here, he start(ing being) a bigger ass. All of this damned time-chaff."

>"So what if (he’s) over(ly) (cauti)ous [an(d?) an (ass?),]* he earned the right."

*don’t know which “an” is referenced, it’s an educated guess.

>There are a burst of objections, too quick to make out.

>"As (if it) hadn't been (for) one of [Higher Church Authorty?*](, with the) Synod (they were) two votes (away) from handing him over (to be) winched**(. If only) wiser heads prevailed."

*Don’t know if this rightly fits here.

**Winched is a medieval punishment- I can’t believe I forgot about that terminology.

>Now there is a burst of surprised interjection, again too quick to make out.

>"No(t that*) he wa(s a) Brother (during the) Pyrrhus aff(iar,) ho(w) old (was) he ?"

*Changed No(w) to No(t that), may fit better.

>"O(ne and t)en (and) that (is why he) sh(ould) have ou(r) res(pect and) understanding (, he) lost (a) full third (of his) family ... bl ... br ... sow*."

-family’s bloodline breaking the sow?; unsure of if this interpretation is correct.

*Sow means witch.

Addendum- I believe they’re talking about Inquisitor Abbot, hence why I posted his name. This isn’t concrete however.
>>
>>5683511
I don't think Pyrrhus is the Abbot's name simply because even in good company, who wants to or dares to address such a superior by their first name? No, if I had to guess, this is the name of someone they are more comfortable with in the church. Maybe, like, their direct supervisor or something.

The only Pyrrus I know is IRL, and he's a musician/evangelist. Biblical name.
>>
>>5683511
Figured I should make it explicit, since I figure I’m the only one really attempting to solve the puzzle.

Also, sorry for interrupting your update QM.
>>
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Well ... whatever the answer is to that, you cannot imagine that it is pertinent to you right now. But is there anything else that is? Already, your memory of the specifics is getting a little hazy, but it does occur to you that these men could have been called in before ... the unpleasantness down at Oiler's Wharf. It feels like it was so long ago, but the Master Abbot - or was it the Inquisitor attending him - told you that a short-lived Construct made of human remains had been recovered. And as it follows that a short-lived Construct must have been made by a local Witch - your father, almost certainly - the Master Abbot could have summoned 'flocks of chickens' to augment a Hunt soon to be in the offing. Or they could have been summoned on account of the Refinery. Huh.

If Tinlance turned out to be fairly far away, then the fact that the Mitigators are already here would mean that they were summoned before anything happened to Gothorum-One. But for all you know, Tinlance could be just a few old-miles up the road from the Mount. You sigh as rain continues to fall, perhaps a little heavier than before on your picknick-parasol, though the sun is still shining through, and you would still characterize this as a light shower. As you stride towards the top of Spinster's Street, you try to roll your shoulder a bit, as much as your corset allows, in a bid to relieve your battered left arm. As you do, your head dips down a bit, and your eyes wander over to a gutter, slowly filling, steadily flowing - and all of a sudden, you realize that right now, you are looking at a prospect even worse for you than the presence of Mitigators on - or above - the Mount.

This rain will flow into the sewers - which you were planning on using to get your father's work and equipment out of the city. If this rain doesn't break ... oh, Maker's Mercy, what if the rain doesn't break? What if it gets worse? What are the sewers like now ... and what will they be like by the time you get back to the Belfry? This is another Trial, it has to be. But even as you are offering up a silent prayer, your mind is elsewhere, desperately wondering how you are going to overcome this.

> Please choose ONE of the following:
> If the sewers aren't going to work, you need to know as soon as possible so you can figure out an alternative. As soon as you have a conveyance arranged and have once again taken possession of your hand cart, you are looking into it.
> The rain will continue to fall or it will break. The sewers will be a viable avenue of escape, or they won't. If sewer doesn't work ... well, whatever the case, it is out of your hands - but there are other things that you still can do. Focus on those, once you are done with buying the coach and team and retrieving your cart from The Hooded Heads.
>>
>>5683519

> The rain will continue to fall or it will break. The sewers will be a viable avenue of escape, or they won't. If sewer doesn't work ... well, whatever the case, it is out of your hands - but there are other things that you still can do. Focus on those, once you are done with buying the coach and team and retrieving your cart from The Hooded Heads.
Super.

>>5683515
I think it’s a name of a family member- father, grandfather, or brother. Alternatively, a male witchlet, though I doubt that.
>>
>>5683519
>> The rain will continue to fall or it will break. The sewers will be a viable avenue of escape, or they won't. If sewer doesn't work ... well, whatever the case, it is out of your hands - but there are other things that you still can do. Focus on those, once you are done with buying the coach and team and retrieving your cart from The Hooded Heads.

Worst comes to worst, we abandon, stash, or destroy the Witch stuff... if we can't get it out of this city we will be faced with that choice.
>>
>>5683525
I refuse to leave or destroy our Father work- we killed people to try and save it, sullied our Red Thread just to keep open the chance of getting it out intact- not leaving with his work just ain’t an option in my mind.
>>
>>5683519
> If the sewers aren't going to work, you need to know as soon as possible so you can figure out an alternative. As soon as you have a conveyance arranged and have once again taken possession of your hand cart, you are looking into it.

I think we can at least start thinking about alternatives. This seems to me like a situation that calls for some magic, maybe we can craft a giant bladder to put our stuff in or something...
>>
>>5683597
Unless we can craft a lifting oil hot air balloon or attach these witch flying devices to horses...I dunno.
>>
>>5682102
>"O ... dear ... chas ... no ... spin ... our ... kens' over ...the crew ... from Tinlance."

dear, endear, dearth

chas, chase, purchase, chasm

no, not, nothing, non, now, know, synod, etc

spin, spinning, spinster, spine, grasping, spindle, clasping

I'm starting to grasp at straws on the first bit- it should be relatively easy given the unique string of letters.

Regardless, there is another pertinent hint that I may have overlooked or missed, so feel free to speculate while I take a nap.

Also, Abbot is still in the stages of wrangling everything together- it's been almost a month since they found the Construct, with the Tenders assuming Abbot's witch already flew the coop, hence the Mitigators on standby while the Tenders do errands and grip about Abbot being an over-cautious ass and being 'glad' about being needed.

Also, I believe I figured something out, but it isn't pertinent so I'll sit on it.

Instead, I have something even more worrying for us tomorrow morning- that I have no time to get into right now.

>>5683597
I actually don't mind that idea- if anything, we can put a pin in this decision and decide on it after we get out short term time-constraints sorted out.
>>
>>5683519
>> The rain will continue to fall or it will break. The sewers will be a viable avenue of escape, or they won't. If sewer doesn't work ... well, whatever the case, it is out of your hands - but there are other things that you still can do. Focus on those, once you are done with buying the coach and team and retrieving your cart from The Hooded Heads.
>>
Alright consider this closed for keeping the schedule open - though as soon as Chlotsuintha gets a moment, she will consider alternatives.

I'll get to writing after dinner.
>>
>>5683965
>as soon as Chlotsuintha gets a moment

So never
>>
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You ... Pattern's Peace. Truly, there is no succor for the sinful, is there? Honestly, right now, you are more scared that ... everything you have ... and haven't done ... might be in vain. Scared that you are going to fail, Hell, that have already failed your father, the Maker, your mother that you can barely remember. As absolutely insane as it might be, you are more scared of this rain then the Tenders down the street, and even their charges ... wherever the Hell the might be. And on some level, that fear is pushing you to head to the sewers as soon as you have concluded your shopping and retrieved your hand-cart ... but even as worn down as you are, you can see that is not the way forward. As hard as it may be - as it will be - you are just going to have to accept that the rain will either continue to fall, or it will break.

Or to put it another way, the sewers of the Mount will remain a viable avenue for your exfiltration, or they will not. Whatever the case, it is completely and utterly out of your hands, because there is nothing that you can do to effect the amount of rainwater in the sewers. That is a fact that you are able to wrap your sleep-deprived, overstressed mind around. And as you accept that fact, you have accept waiting ... waiting until you are ready to go to see how things stand down there. Your time will be best served elsewhere, as there are things to do and places to investigate that can tangibly improve and fortify your condition - while peeking around the sewers hours before you are ready to go will only serve to improve and fortify your mood - and that is only if the sewer remains viable.

It is hard to swallow, of course, but ... well, maybe you would feel better about all of this if you were to come up with some alternative - beyond just waiting a hypothetical surge out, for however long that may take. You give it an honest try, but by the time that your feet finally manage to carry you off of Spinster's Street, the only other option that you have come up with is to use the Lifting Oil to get everything down the dried well, then haul it out through the tunnel. And it is not a good option - or at least, as good of an option as the sewers. For starters, you are going to have to carry everything out of the Not-Temple and to the well. And that means you are going to be out in the open for a good portion of that, there simply isn't any way around it. Then you are going to have to park your conveyance near the bulkhead at the basement the tunnel leads to ... and besides all of the noise that is going to make and the attention that will draw, that also means that you are going to have to get your conveyance inside of the Landward Walls, which requires some sort of permitting chitty, which you will either need to steal, forge or somehow buy under the table. That was one of the best aspects of going through the sewers - you never needed to bring the conveyance into the Mount.
>>
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As you continue on to the Landward Walls, you make a conscious effort to drag your eyes off of every puddle and gutter that they fall on. More than that, you keep mulling over ways out of the Midden - but the only other avenue of escape that you can muster up is to go over the Midden's palisade, which by every way you look at it is just a much worse version of taking the tunnel. So it is that by the tine you come into sight of the Landward Walls, you are discouraged, but settled on one account; that baring some future masterstroke of genius and inspiration, your escape is going to be an underground affair. Either through the tunnels, or through the sewers.

Further thoughts on the matter will have to wait though, as you are approaching one of the Gatehouses right now. There will be guards there, and -

Actually ... your first instinct was that for about half a dozen obvious reasons you should try to pass through here as quickly and as unobtrusively as possible, but it just occurred to you that if you were seriously considering using the tunnel, then perhaps you should take this opportunity to ask one of the Tollmen about the permitting chitty. You had assumed that it would be difficult to get your hands on one, but truly, you know nothing about them besides that they are required for 'unsealed' conveyances to be allowed inside the Landward Walls. It might turn out that you could get your hands on one with just a few lies and talents, if you just knew where to ask - and had enough time to, which you simply cannot be certain of. On the other hand, trying to purloin your future conveyance papers from a legitimate source means that you are going to have to deal with more than these Tollmen, you are going to have to deal with Clerks, and who knows who else - in Port Authority administrative houses, if not the Forum itself. Which going back to before, there are a lot of painfully obvious reasons as to why you'd like to forgo dealing with these people, especially in 'official' places, where they might have posters, or Thief-Takers hanging around

> Please choose ONE of the following:
> You are jumping the blade here; you are not even certain you are going to be using the tunnel. Not to mention, there will probably be other men to ask - such as whoever ends up selling you your conveyance.
> Just because you are a thief, it doesn't follow that you have to steal these papers. But it does follow that you are best served learning about them as soon as possible - to keep your options open. Even if that means talking to guards.
>>
>>5684125
>> You are jumping the blade here; you are not even certain you are going to be using the tunnel. Not to mention, there will probably be other men to ask - such as whoever ends up selling you your conveyance.

Father had some business associates who might be useful to contact about this sort of thing. If I remember right, something about a gambling hall or bar they hung out at? Have to go back through the archives again.
>>
>>5684125
I like the idea of keeping our options open, but I don’t mind supporting the other option if it gets the update out quicker- so consider my vote a tiebreaker in case it ties.
>>
>>5684125
> Just because you are a thief, it doesn't follow that you have to steal these papers. But it does follow that you are best served learning about them as soon as possible - to keep your options open. Even if that means talking to guards.
>>
>>5684135
I'm fairly certain Clot knows jack shit about dad's associates, otherwise why haven't we gone to them first after he went missing?
>>
taking a few cracks at some of the conversation. but I don't think I add much.
>"O[ut with] dear [name?]... chas[ing (clues?)] ... no[t stuck] ... spin[ning] ... our ...[wheels, giving our] [chic]kens' over [to] the crew [in] from Tinlance."

>"If he rolls [up] on them, he is [bound/likely] to roll over [all of] us."

the [up] could also be over, and be referring to flight maneuvers? maybe they're doomsaying that whoever they're here for is going to roll over their mitigators, and then over the inquisition. that suggests they're after a he. which is good for us. but still just a possibility...there's not really enough information here to make firm predictions

>"As [if he] hadn't been [nearly/saving] one of [them (a witch), the] Synod [was] two votes [away] from handing him over [to be] winched [before] wiser heads prevailed."
>"As [if it] hadn't been [for] one of [us, the] Synod...

>"No[,] he wa[ited until] Brother[s Name? and] Pyrrhus aff[ected (something),] ho[w] old [was] he ?"
>"No[,] he wa[sn't] a Brother [for the] Pyrrhus aff[air], ho[w] old [was] he ?"

this pair of lines is the most ambiguous as well as the 'climax' to the conversation as we have it...the tenders are arguing over the validity of the abbot and his rights, I assume. but that's a big assumption.

>[He] lost [a] full third [of his] family [to that] bl[eeding] br[ood] sow."
>>
oh right I can also vote
>>5684125
>> You are jumping the blade here; you are not even certain you are going to be using the tunnel. Not to mention, there will probably be other men to ask - such as whoever ends up selling you your conveyance.
uhhhhhhhh I don't think fine ladies should be talking to soldiers. I could be wrong, but at least the conveyance seller person is like, by definition, someone who it's definitely expected for Riding-Habit-Worn-Piece-Chlot to talk to
>>
>>5684125
>You are jumping the blade here; you are not even certain you are going to be using the tunnel. Not to mention, there will probably be other men to ask - such as whoever ends up selling you your conveyance
>>
Alright, I'll consider this closed. I should have a small update out in a few hours, maybe more.
>>
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It takes about twenty seconds for you to reach the outbound queue of the gate, and with the rain keeping people indoors, there are not many ahead of you. More than that, this line will move quickly, as tolls at the Landward Walls are only taken for entrance. You tip the picknick-parasol up slight slightly, and then raise your eyes just enough to check to make sure that you aren't going to knock into anything or anyone. It would be easier to simply lift your head up, but you are deathly afraid of your veil falling back into the envelope of Hide-Eyes and breaking the Glamor.

Small as it may be, the queue is unusually quiet, and you cannot figure out why - until you get up to the Tollman minding the outbound queue, who upon seeing you, noticeably straightens and actually sketches a quick bow as you pass under the gate. While you are embarrassed by the attention, you are also spooked by it. Certainly, you are no whobody to uncomfortable stares - or worse, when you are wearing your Spotted Cloak - but bowing, from Guards no less, that is ... you cannot imagine that you are ever going to get used to that. More than that; you don't think it wise to interact with this Tollman any further, for fear that you will just make yourself more and more indelible in his memory. As it was, you already had the sense that seeking papers for your conveyance before you even have the conveyance is jumping the blade - not to mention, you are not even certain you are going to be using the tunnel. And if you were, or you just wanted to keep the option open, then wouldn't it make more sense to ask whoever you end up buying the conveyance from?

So you keep your silence. As you pass by the inbound queue, you notice that those in line already have their talents out for the Tollman - which is a damned good idea, considering that all of your talents are stowed in your bundle, which contains a bunch of things that you don't want any Tollman or Guard seeing. You are also going to make a point of re-entering the Mount through another gatehouse - just as a precaution. As you step out of the gatehouse and the rain resumes drumming down on your parasol, you take stock of your surroundings. Here it seems that Cleanport has overtaken the Landward Walls. What you can see at the moment is residences, small shops, tenements, a -

Oh! You can see something that could be a stable, or even a barn - whatever it is, is large. And as you draw near it, you can smell horses .. well, horseshit, actually, but the point stands. You draw abreast with the establishment, and turn to get as good of a look at it as you can, constrained by your parasol and veil. It does appear to be a livery, though instead of horses, or coaches, or wheels - the typical fare of livery shingles, this one depicts a crab with a weathervane sprouting out of its ass-end.
>>
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Beyond that oddity, the establishment looks somewhere between 'seamy' and 'dilapidated' ... but you can see that there are coaches present in their barn - several, large omnibus coaches, designed to carry eight or more in their compartment, with room for their luggage or more passengers on the roof. If you were to purchase one of them, then you should have plenty of space - more than enough to keep everything incriminating or dangerous inside the compartment - but with such a large and ponderous conveyance, it will be difficult to get to get to and maintain any appreciable speed. Not to mention, if the buildings are in poor repair, then it might follow that the coaches are as well.

> Please choose ONE of the following:
> A bird in the hand is worth two in the bush - even if the bird in the hand might not have been exactly what you were looking for. You are not going to get a perfect conveyance - more than that, you don't need a perfect conveyance. Go, take a look.
> Birds in the bush are worth more than this bird in the hand. As tempting as it is to jump on the first option available, you are entrusting your life and your father's life's work to your conveyance. Don't waste time here. Look for something better.
>>
>>5684608
> Birds in the bush are worth more than this bird in the hand. As tempting as it is to jump on the first option available, you are entrusting your life and your father's life's work to your conveyance. Don't waste time here. Look for something better.

Let's not just pick the first one we see please.
>>
>>5684608
>> Birds in the bush are worth more than this bird in the hand. As tempting as it is to jump on the first option available, you are entrusting your life and your father's life's work to your conveyance. Don't waste time here. Look for something better.
>>
>>5684608
>Birds in the bush are worth more than this bird in the hand. As tempting as it is to jump on the first option available, you are entrusting your life and your father's life's work to your conveyance. Don't waste time here. Look for something better
>>
Alright, can I get a roll of 1d20? 19 and 20 mean that you find another livery or horse-seller in the next 5 minutes. 1 or 2 means that the rain gets worse.
>>
Rolled 12 (1d20)

>>5685376
>>
Rolled 14 (1d20)

>>5685376
>>
Okay, can I get two more?
>>
Rolled 10 (1d20)

>>5685457
>>
Rolled 14 (1d20)

>>5685457
>>
Okay, still have plenty of time. Also, Chlotsuintha is working her way closer to where the animal paddock she stole the piglet from is, so the odds of coming across a livery or a stock-seller are increasing.

Please, can I get two rolls of 1d20? 16, 17 18 and 19 mean that you find another livery or horse-seller in the next five minutes. 20 means that you find one immediately, and the rain stops. 1 or 2 means that the rain gets worse.
>>
Rolled 5 (1d20)

>>5685579
>>
Rolled 12 (1d20)

>>5685579
We’re just burning through our time here.
>>
Our luck is quite Black today.
>>
You guys saved a bunch of time by not bothering to stow the bundle, but still .. it is starting to slip away. Chlotsuintha passed outside of the Landward Walls at approximately twenty shy of the fourteenth, and since then has been walking in a sweeping pattern up and down main streets, steadily making her way towards where she knows stock-sellers and liveries are. It is now approximately five past the fourteenth. The cart is at risk of being 'evicted' starting at the fifteenth toll of Giotto and his brothers. The occupant of the room might be there right at the toll, or he might wander in hours later. The odds of him arriving incrementally increase as time passes.

At this moment, Chlotsuintha has several options; she can continue with her search pattern, which will continue to incrementally increase in odds that it nets another livery, she can abandon the search pattern, and walk straight down one street, reducing the likelihood that she finds a livery for one roll, but increasing it significantly and permanently for the next roll (this effect can be stacked), or she could return to the livery that she has already seen - as I don't want to track time in anything lower than five minute intervals, I'll wave my hands and call this a 'free action' for this vote.

One final consideration: from her current position, it will take fifteen minutes to reach The Hooded Heads, and also for the next few rolls but if she continues too much further, she will eventually start taking twenty minutes instead - this is the reason she didn't immediately head to the livery that she saw the night that she stole (and orphaned) the piglet.

> Please choose ONE of the following:
> Continue with the search pattern
> Temporarily abandon the search pattern
> Return to the Omnibus Livery
>>
>>5685709
> Temporarily abandon the search pattern

Big money no whammies.
>>
assuming the search pattern's gains in likelihood holds, then the next roll will succeed on one of two rolls being 14 or higher. that's roughly a 60% chance of success (7/20=.35; the chance of both rolls being below 14 is .65*.65, which is a little higher than .42; invert that and we get a bit less than 58% of one roll 14 or higher), plus a 19% chance of the rain worsening (ie every roll we make is a 19% chance of screwing ourselves over later). the roll after that will succeed on one of two being 12 or higher, again assuming the pattern holds, which is roughly 80% chance of success, and again a 19% chance of the rain worsening.

Chlot was rolling for a roughly 30% chance of success and then a 45%-ish chance of success, each time incurring a 19% chance of the rain worsening. over the last ten minutes she had about a 40% chance of winning either of those two rolls, and about the same odds of screwing the sewer plan with the rain. we exist in the 20%-ish space of neither happening, by my reckoning.

when each roll she makes has cosmic consequences for potentially getting in her own way like this then no wonder she's in the shitter.

this count is very incomplete but it's close enough-ish probably. feel free to check my math

>>5685709
> Temporarily abandon the search pattern
I'd say skip the search pattern temporarily, as the 60% chance roll does not appeal to me. I'd rather give up five minutes for +20% chance of success than risk making the rain worse. that would put us at about 20 minutes total for the search, with the 15 minute return time giving us about 45 minutes to speak with the livery's representative.

and hopefully he doesn't ask what family's crest he should put on the conveyance or anything like that because we don't have one and can't make on on the spot. we'd have to pre-prepare a fake family. what's the backstory we're gonna sell him?
>>
>>5685758
wait I just reread and we still have to make the fraying roll even if we abandon the search. we just handicap our next roll.
>>5685709
> Continue with the search pattern
screw that, if we have to take the risk anyway then we need to minimize the chances of getting another roll as much as possible
>>
>>5685709
>Continue with the search pattern
>>
>>5685761
>>5685709
> Return to the Omnibus Livery
actually screw that screw that. I don't want to take more chances. maybe the patternmaker was giving us a sign by handing us a livery, even if a poor one, right out of the gate.
>>
>>5685709
> Continue with the search pattern
>>
>>5685709
>wasting all this time when Chlot knew where a livery was

Well, there goes our shopping day- Patternmaker, how I hate our previous choices.

> Temporarily abandon the search pattern
The search pattern wasn’t working beforehand- with our Black luck, it’ll probably just make the rain worse.
>>
>>5685767
I agree that it probably was a sign, but a dilapidated and slow omnibus? After all this effort actually getting the riding dress for this charade? I might’ve taken a quick look, but I don’t expect much from it.

That said, had I known we had a 1/10 chance of success every 5 minutes, I probably would’ve taken that chance- or have voted to go straight where we knew there was a livery for certain, because no matter how you cut it, adding 5 minutes to a 15 minute time limit would’ve been more effective than wasting 15 minutes on a 10% chance every 5 minutes.
>>
>>5685788
>wasting all this time when Chlot knew where a livery was
Remember, Chlotsuintha had to be back at The Hooded Heads for the fifteenth hour. Right now, she is outside of Cleanport, and the livery that she passed by previously is outside of the Upper Boardwalk, almost on the opposite side of the city. Short of running, it wouldn't be possible to get to that livery with enough time to negotiate a sale and get back to The Hooded Heads before the start of dinner.
>>
>>5685830
At the rate we’re going, it’s not going to happen anyway- by the time we find a bloody livery, we’d either have to run back to the Hooded Heads or abandon the cart entirely.
>>
>>5685761
I should also not that the handicap is temporary- it represents the 5 mins of walking in a straight line before our chances dramatically increase. It’s far from ideal, but I bet it’ll save us more time in the long run.
>>
>>5685841
>I should also say* that…
>>
>>5684295
Pretty decent crack at it, ngl
>>
Are we waiting for a tiebreaker, or should I just bite the bullet now and ask that my vote >>5685788 be taken out of the equation?
>>
I miss counted the votes, actually, so it seems that we will be continuing with the search pattern, at least for now.

Okay, can I get two rolls of 1d20? 14, 15, 16, 17, 18 and 19 mean that you find another livery or horse seller in the next five minutes. 20 means that you find one immediately, and the rain stops. 1 or 2 means that the rain gets worse.
>>
Rolled 20 (1d20)

>>5685890
>>
>>5685891
PRAISE THE PATTERNMAKER, MAY OUR LUCK STAY WHITE!
>>
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>>5685891
>>
Wonderful roll anon! I was trying to finish the update, but I am about to fall asleep. I'll finish it once I get up.

Incidentally, if any one has any questions about the setting, or Chlotsuintha's backstory feel free to ask, I'll address them after the update.
>>
>>5685923
So Chlot remembers being in the Imperial Territories? And Chlot’s Mother used to be apart of a witch coven, right?
>>
Also unrelated, but when I saw pic related, I totally thought of Chlot and Enoch with the height differential.
>>
>>5685923
How much does Chlot know about puberty and sex?
>>
>>5686063
She has a thorough biological understanding of reproduction and the changes brought on by puberty - but her isolation and the complete absence of any women in her life after her parents separated, paired with her fathers complete refusal to discuss either topic means that she is clueless about how to properly discuss (and feel) about such things. Consider how long it took for her to clue in that Bertrada was trying to caution her, that her fictitious Master might be looking to take advantage of her. Put succinctly, she has a very child-like understanding of love and attraction (hence her embarrassment at her reactions to Ossavian) and basically no knowledge of how to conduct herself through courtship.

>>5685935
Chlotsuintha does remember living in the Empire, though many of her memories are a bit hazy, and have started to run together in the ensuing eight years. And yes, Amalasuintha was a member of a Coven. Briefly.

>>5685952
I agree, the height differential does certainly make me think about Chlotsuintha - though I can't say I recognize anyone.

So, first question - who exactly does Chlotsuintha approach here? Understanding that she is not going to be able to speak with the owner immediately, picking the right underling to approach is important. The coach house has its front door wide open, so someone, presumably a clerk, has to be minding it - though there are probably other customers in there as well. Alternatively, she figured speaking alone to someone was more important, then she could enter the liveries yard and flag down one of the stable hands that she can see from the street to ask them, but as they typically don't speak with the custom, who knows how amenable they will be to her.

> Please choose ONE of the following:
> Enter the coach house and speak to the clerk
> Enter the yard and flag down a stable-hand

I should have had this vote up last night, but I was so tired, I forgot about it when I wrote >>5685923. Sorry about that anons.
>>
>>5686135
>Enter the coach house and speak to the clerk
>>
>>5686135
>Enter the coach house and speak to the clerk

Now that we have the citizen disguise, is it expected that we can read? We might yet get a chance at a book store. Some maps and ettiquette books would be useful.
>>
>>5686135
> Enter the coach house and speak to the clerk

Obviously a lady would not set foot in the stable
>>
well thank goodness we rolled well and my bellyaching was unnecessary.
>>5686135
>> Enter the yard and flag down a stable-hand
the clerk is a harder and riskier target, with the main benefit being unweird, and we've already avoided one citizen, I see no reason not to continue doing that.
>>
>>5686135
>> Enter the coach house and speak to the clerk
>>
>>5686135
> Enter the yard and flag down a stable-hand
My interest in a stable-hand is the quality and knowledge of said horses and carriages, though I honestly don’t mind either way. Feel free to consider this only a tiebreaker vote QM.
>>
>>5686135
>Enter the yard and flag down a stable-hand
>>
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> Persuasion Test Part I: Initial Deception I
> + DC 20: Witchlet Chlotsuintha is a Born and Bred Liar, making a Rudimentary Deception like this [Very Easy]
> + DC 1 Witchlet Chlotsuintha's height corresponds to the description of a wanted criminal
> + DC 2: Witchlet Chlotsuintha has planned out much of this deception, but there are a few lighter spots in her story.
> + DC 2: Witchlet Chlotsuintha is odd looking, given her height.
> + DC 3: Witchlet Chlotsuintha is carrying a bundle of canvas, something at odds with her implied station.
> + DC 12: Witchlet Chlotsuintha is not being escorted by a male relative or husband, nor is she being attended by servants, something at odds with her implied station
> + DC 4: Witchlet Chlotsuintha is making an uncommon request for a woman - to speak with the owner of the establishment alone.
> + DC 4 Witchlet Chlotsuintha is currently Drained II, and is not thinking as quickly as she normally does.
> + DC 3 Witchlet Chlotsuintha is currently Tired I, and is prone to making mistakes that she otherwise would not.
> - DC 15: Coach House Clerk has no reason to believe that Chlotsuintha is lying to him.
> - DC 10: Witchlet Chlotsuintha looks to be Gently Bred, most male characters are more inclined to listen to her because of this (benefit doubles from - 5 DC to - 10 DC).
> - DC 3: Witchlet Chlotsuintha is dressed to match her implied station.
> - DC 10: Witchlet Chlotsuintha is presenting herself as the daughter of a Patented Subject - as such, most people who believe themselves to be her lessers are strongly inclined to believe her and do as she says
> - DC 2: ???

> DC 11: Anything lower is a failure. [Auto-pass(es) available. Re-roll(s) available. No hostile re-roll(s)]

> No Passes: A Coached Refusal. For whatever reason, the Coach House Clerk is flatly refusing to let Chlotsuintha speak with the proprietor, or even let her know where he is. She will have to take some other tact here.
> One Pass: Laidover. In spite of her best efforts, the Coach House Clerk is not being receptive to Chlotsuintha's request. More over, suspicion has started to enter into his mind. The next attempt will be slightly harder.
> Two Passes: Missed Connection. Somehow, the Coach House Clerk did not completely understand what Chlotsuintha was asking for - instead of taking her to the owner, he is bringing the owner to her. [Prompts Vote]
> Three Passes: Headway, Straight-Away! The Coach House Clerk complied quickly and professionally. With an appropriate amount of discretion, Chlotsuintha is let into the back so she may speak her peace.

> If ONE of the THREE rolls comes up as a Critical or Near Critical Failure (Roll of 1 or 2) then there is a case of mistaken identity with one of the waiting passengers - with dangerous implications.
> If ONE of the THREE rolls comes up as a Critical or Near Critical Success (Roll of 100 or 99) then there is a case of mistaken identity with the Coach House Clerk - with illuminating possibilities.
>>
Rolled 22 (1d100)

>>5686495
>>
Rolled 11 (1d100)

>>5686495
>>
Rolled 70 (1d100)

>>5686495
>>
File: Born and Bred Liar V.jpg (1.26 MB, 3052x2034)
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>>5686521
Cutting it close, aren't we anon?

> Persuasion Test Part II: Initial Deception II
> + DC 20: Witchlet Chlotsuintha is a Born and Bred Liar, making a Rudimentary Deception like this [Very Easy]
> + DC 1 Witchlet Chlotsuintha's height corresponds to the description of a wanted criminal
> + DC 2: Witchlet Chlotsuintha has planned out much of this deception, but there are a few lighter spots in her story.
> + DC 2: Witchlet Chlotsuintha is odd looking, given her height.
> + DC 3: Witchlet Chlotsuintha is carrying a bundle of canvas, something at odds with her implied station.
> + DC 12: Witchlet Chlotsuintha is not being escorted by a male relative or husband, nor is she being attended by servants, something at odds with her implied station
> + DC 6: Witchlet Chlotsuintha is behaving in a way that is at odds with her implied station, as a woman seeking a privy audience with a Livery operator
> + DC 4 Witchlet Chlotsuintha is currently Drained II, and is not thinking as quickly as she normally does.
> + DC 3 Witchlet Chlotsuintha is currently Tired I, and is prone to making mistakes that she otherwise would not.
> - DC 15: Livery Operator has no reason to believe that Chlotsuintha is lying to him.
> - DC 10: Witchlet Chlotsuintha looks to be Gently Bred, most male characters are more inclined to listen to her because of this (benefit doubles from - 5 DC to - 10 DC).
> - DC 3: Witchlet Chlotsuintha is dressed to match her implied station.
> - DC 8: Witchlet Chlotsuintha is presenting herself as the daughter of a Patented Subject - as such, most people who believe themselves to be her lessers are strongly inclined to believe her and do as she says
> - DC 3: ???

> DC 14: Anything lower is a failure. [Auto-pass(es) available. Re-roll(s) available. No hostile re-roll(s)]

> No Passes: Righteous in the Roadhouse. The Livery Operator is unable to accept the impropriety of this meeting.Chlotsuintha will need to take another tact - or bail on this place.
> One Pass: Questions in the Carriage House. The Livery Operator is listening to Chlotsuintha, but it is plain to see that he has serious doubts about her intentions and backstory.
> Two Passes: Roadworn down. The Livery Operator ultimately accepts Chlotsuintha's backstory as presented, though it remains to be seen if he will be ready to sell to her.
> Three Passes: Chomping at the Bit. The Livery Operator accepts Chlotsuintha's backstory quickly and easily, which will make her request all the easier for him to swallow.

> If ONE of the THREE rolls comes up as a Critical or Near Critical Failure (Roll of 1 or 2) then there is a case of mistaken identity with one of the waiting passengers - with dangerous implications.
> If ONE of the THREE rolls comes up as a Critical or Near Critical Success (Roll of 100 or 99) then there is a case of mistaken identity with the Livery Operator - with illuminating possibilities.
>>
>>5686559
My our luck be White, praise the Patternmaker!
>>
Rolled 24 (1d100)

>>5686559
>>5686608
Praise be the Patternmaker’s White luck!
>>
Rolled 39 (1d100)

>>5686559
This is probably improper, but I figure I’ll double dip just to speed this along. I hope the Patternmaker approves…
>>
Rolled 61 (1d100)

>>5686559
let's see if I recall how to roll correctly, and if this is a good idea.
>>
Rolled 12 (1d100)

>>5686559
As I go into the third dip, I find it funny that our sole 100 outta all these rolls…. was us gutting the pig and making an orphan of the piglet. Like, just…. wow… and why?

I hope our luck remains White.
>>
>>5686619
I’m in awe at your save brother. Like, fantastic timing.

Also, future Chlot pic related?
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>>5686620
I'm glad I cut you off, homie
and hey, at least we have had minimal crit fails?
>>
>>5686135
Also, the characters in the picture are from Signalis- a sci-fi horror game that’s honestly the best indy game I’ve witnessed in a while. Also, features tall women- like, insanely tall. It’s how I picture Chlot at times.
>>
>>5686623
Same homie.

And the critfail that do happen… tend to be significant. Our failure in the final hurdle of planting the smuggler at the Midden wall comes to mind.
>>
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> Persuasion Test Part III: Ask I

> + DC 30: Witchlet Chlotsuintha is a Born and Bred Liar, making a Simple Persuasion test like this [Easy]
> + DC 1 Witchlet Chlotsuintha's height corresponds to the description of a wanted criminal
> + DC 2: Witchlet Chlotsuintha has planned out much of this deception, but there are a few lighter spots in her story.
> + DC 2: Witchlet Chlotsuintha is odd looking, given her height.
> + DC 3: Witchlet Chlotsuintha is carrying a bundle of canvas, something at odds with her implied station.
> + DC 6: Witchlet Chlotsuintha is not being escorted by a male relative or husband, nor is she being attended by servants, something at odds with her implied station [halved]
> + DC 3: Witchlet Chlotsuintha is behaving in a way that is at odds with her implied station, as a woman seeking to purchase a coach, team and tack [halved]
> + DC 4 Witchlet Chlotsuintha is currently Drained II, and is not thinking as quickly as she normally does.
> + DC 3 Witchlet Chlotsuintha is currently Tired I, and is prone to making mistakes that she otherwise would not.
> + DC 2 Witchlet Chlotsuintha is trying to buy something that is not for sale
> - DC 15: Livery Operator has no reason to believe that Chlotsuintha is lying to him.
> - DC 10: Witchlet Chlotsuintha looks to be Gently Bred, most male characters are more inclined to listen to her because of this [doubled]
> - DC 3: Witchlet Chlotsuintha is dressed to match her implied station.
> - DC 5 Witchlet Chlotsuintha has built a rapport with the Livery Operator
> - DC 8: Witchlet Chlotsuintha is presenting herself as the daughter of a Patented Subject - as such, most people who believe themselves to be her lessers are strongly inclined to believe her and do as she says
> - DC 3: Witchlet Chlotsuintha has figured out an explanation for carrying the bundle of canvas.
> - DC 3: ???

> DC 9: Anything lower is a failure. [Auto-pass(es) available. Re-roll(s) available. No hostile re-roll(s)]

> No Passes: No Sale: Not only is the Livery Operator not keen on selling to Chlotsuintha, he is being to have second thoughts about her.
> One Pass: Once Fleabitten, Twice Shy. The Livery Operator hasn't ruled out selling to Chlotsuintha, but he still needs some convincing.
> Two Passes: In Lieu of Pasture, Put to Yard. The Livery Operator is willing to show Chlotsuintha the coaches on his yard, but he is not willing to sell all of them - not yet.
> Three Passes: Open Coach House. The Livery Operator is more than willing to sell anything on his yard and a team to pull it.

> If ONE of the THREE rolls comes up as a Critical or Near Critical Failure (Roll of 1 or 2) then there is a case of mistaken identity with with the Livery Operator - with dangerous implications.
> If ONE of the THREE rolls comes up as a Critical or Near Critical Success (Roll of 100 or 99) then there is a case of mistaken identity with the Livery Operator - with illuminating possibilities.
>>
Rolled 21 (1d100)

>>5686644
Trash, not to complain, but do we really need so many dice with super low DC? Feels like fishing for critfails...
>>
Rolled 54 (1d100)

>>5686644
May the Patternmaker have mercy on us, and our luck remain White…

>>5686655
Or Crit-successes, but I mainly think it just to allow for complications to arises to spice up the story.
>>
Rolled 74 (1d100)

>>5686644
I'll do one more to move things along
>>
Rolled 96 (1d100)

>>5686644
May our luck remain White, and the Patternmaker not smite us for my rash actions…

Also, how do we get rid of our Drained malus?
>>
>>5686664
It irks me so much how close we come to a crit success, ngl
>>
Well then, Chlotsuintha is in the clear. She will be able to have her choice of the 'litter' so to speak. I'll get the choices figured out and put the post up sometime tomorrow, probably in the afternoon. Maybe later though.

>>5686655
The intent was to show some progression - introducing yourself to the Clerk, to then introducing yourself to the Operator, to then propositioning the Operator. But you do raise a good point about critical failures >>5686657 and raises a good point about critical successes. Perhaps, when a test is a series of low DC rolls, I should waive the criticals. Or only have them on the first roll. I'll sleep on it - but regardless, thank you for your feedback.

>>5686664
Tired requires sleeping to reduce (or napping to prevent it worsening). Drained requires two of the following: sustenance, deep sleep, or the passage of time to reduce

>>5686621
Who knows? Chlotsuintha is already six foot four inches at fifteen (compared to a man's average height of five foot six or seven) and while that might be when a normal girl would stop growing taller, Chlotsuintha is not a normal girl. If she was to continue growing however, she might end up seriously considering trying to use the Life-Loom to seal her growth plates - as extreme height can be a symptom of exposure of the Strangeness. Also, the game does look interesting.
>>
>>5686698
Honestly, we get so little crit successes, I don’t see much harm in allowing the possibility to happen.

>Drained requires two of the following: sustenance, deep sleep, or the passage of time to reduce
Substance meaning food, or something else?

>Also, the game does look interesting.
That it is QM- a lot of love got put into it, I think it’s right up your alley. Just some friendly advice if you ever do play it- continue on to New Game +, you’ll be surprised at the result.

Also, now that the test is over for now, what does
> - DC 3: ???
imply? I’m curious.
>>
Personally I agree with the feeling that crits are too likely as is with these tests, same with further complications really, but that latter is more up to how one prefers to run it. Over those 9 rolls, a single part of an errand, there was a 30.8% chance of rolling either a positive or negative critical.
>>
>>5686709
Anon, I’ve been with this quest since the beginning, and we’ve had only one, maybe two crit successes, and maybe equal or less failures, out of likely a hundred, maybe 150 or so rolls. Granted, it’s been awhile, so my memory may not be accurate, but I would have noticed a high likelihood of crits by now if it was a remote possibility.
>>
>>5686719
There is a 4% chance of any roll being a critical in most cases. This is not in itself a problem. What I was saying is that in a single part of a single errand, talking to the clerk and to his boss about what we want to buy, there were nine rolls. Since there's a 4% chance of every roll being a critical, there's a 96% chance of it NOT being a critical. The chance of all nine rolls not being critical is 96% times itself 9 times. That equals a 69.25% chance of no critical in nine rolls or conversely, a 30.75% chance of there being a critical, good or bad, during that time. If nine rolls meant nine separate tasks, this wouldn't seem very high to me. But when a single conversation can be a large number of rolls and a single errand can add up to a lot it seems overly high to me.

And I'm not going to reread every thread to actually get the stats because it's irrelevant, but 100 * .04 = 4. That makes sense. I'm not saying the chance of criticals is somehow higher than stated for each roll. I'm saying it's high for each individual task because they're made up of a lot of rolls. This is just my opinion and how they'
re handled is entirely up to Trash, I'm just stating probabilities and my personal opinion since the topic was brought up.
>>
>>5686732
I still don’t see it as a major problem- they happen so rarely, and if they do happen it’s to insta-kill a pig because the Pattermaker wanted to give us it’s meat. So what if a conversation and an errand has a higher than normal chance at a crit? It’s still a remote chance of it accruing, and even if it does it just spices up the interaction. It’s just a non-issue dude.
>>
>>5686732
Yeah that's basically my point, with a certain number of rolls it's bound to happen at some point, and I guess with a DC<10 I guess I'd just wave it and say "you got this" instead of saying "please roll 3 dice let's see if one crits"
>>
>>5686756
I’d argue that even with a DC<10, there’s still a significant chance of us failing a pass or two- it always seems to me that even with low DC it’s still challenging to nail a test perfectly. It isn’t crit-fishing to check if there are non-critical complications in running an errand.
>>
>>5686760
on 3d100, there's a 75% chance that all three rolls will pass dc10, 64% chance for dc15, and 53% chance for dc20, ignoring the possibility of a negative critical.
>>
Still working on all of the details of the vote, though I am determined to get this up for the overnight crowd. Within the next thirty minutes, hopefully.
>>
Chlotsuintha does not have the means, nor the time to weigh and measure everything that she intends to take with her - however, she does have a general idea that she has somewhere in the neighborhood of 700 pounds (lb) of equipment, notes, housewares and recent purchases to move. If she wants to take the desks, work benches and bookshelves in the Belfry as well, then that is another 700 lb. She is far from certain about how much space everything in the Belfry is going to take up ... but she believes that everything incriminating or otherwise sensitive can be fit in less than 3 cubic yards (cY) of space, closer to 2 with some (easily reversible) disassembling.

> Please choose ONE of the following [more to follow]

> Roundabout I: the lightest coach on the yard, well suited for long stretches between stops or emergency sprints, so long as it is not over-encumbered.
> Cabin Space (CS): 3 and 1/2 cY [more if internal bench is removed]
> External Carrying Space (ECS): 1 and 1/2 cY without any impediment to speed or handling, 4 cY without any risk of losing cargo, 6 cY without additional operational wear, 8 cY without any risk of damage.
> Gross Conveyance Weight (GCW): 850 lb unloaded with driver [less if internal bench is removed], 1000 lb without any impediment to speed or handling, 2250 lb without additional operational wear (OW), 2500 lb without any risk of operational damage (OD)
> Operating Speed (OS) with 6 horse team (6HT): Under 4 miles per hour (mph) reduces OW, bonus to ECS, GCW, up to 6 mph for safe operation (SO), no additional OW, listed ECS, GCW values. 6 mph and faster increases OW. 8 mph and faster reduces ECS, GCW values. No risk of OD under 16 mph, with maximum speed (MS) of 22 mph.
> Operating Conditions (OC): Reduction in OW and risk of OD, bonus to ECS and OS on City Streets and Provincial Thoroughfares. Standard values for Conditioned Country Roads. Increase in OW and risk of OD, reductions to ECS and OS for Country Roads, Conditioned Tracks, Cleared Fields. Significant increase in OW and risk of OD, reductions to ECS and OS for Wild Tracks, Wild Fields and worse
> Attributes: Light Build. So long as this coach is not over-encumbered (2250 lb or situational equivalent) it receives a reduction to OW.
>>
> Roundabout II: a beefier cousin to Roundabout I, this one sacrifices speed for (external) volumetric capacity
> CS: 3 and 1/2 cY [more if internal bench is removed]
> ECS: 2 and 1/2 cY without any impediment to speed or handling, 5 cY without any risk of losing cargo, 7 cY without additional operational wear, 9 cY without any risk of damage.
> GCW: 925 lb unloaded with driver [less if internal bench is removed], 1250 lb without any impediment to speed or handling, 2500 lb without additional OW, 2750 lb without any risk of OD
> OS with 6HT: Under 4 mph reduces OW, bonus to ECS, GCW, up to 6 mph for (SO), no additional OW, listed ECS, GCW values. 6 mph and faster increases OW. 8 mph and faster reduces ECS, GCW values. No risk of OD under 12 mph, with MS of 18 mph.
> OC: Reduction in OW and risk of OD, bonus to ECS and OS on City Streets and Provincial Thoroughfares. Standard values for Conditioned Country Roads. Increase in OW and risk of OD, reductions to ECS and OS for Country Roads, Conditioned Tracks, Cleared Fields. Significant increase in OW and risk of OD, reductions to ECS and OS for Wild Tracks, Wild Fields and worse
> Attributes: External Racks: This coach has a frame built around it for external storage. With very little effort, it could be expanded further, increasing all values for ECS another 2 cY.

> Stagecoach I: a little on the light and slight side for a Stagecoach, it is still a step up in many ways from the Roundabouts
> CS: 4 and 1/2 cY [more if internal bench is removed]
> ECS: 4 cY without any impediment to speed or handling, 7 cY without any risk of losing cargo, 9 cY without additional operational wear, 11 cY without any risk of damage.
> GCW: 1250 lb unloaded with driver [less if internal bench is removed], 2000 lb without any impediment to speed or handling, 3000 lb without additional OW, 3250 lb without any risk of OD
> OS with 6HT: Under 4 mph reduces OW, bonus to ECS, GCW, up to 6 mph for (SO), no additional OW, listed ECS, GCW values. 6 mph and faster increases OW. 8 mph and faster reduces ECS, GCW values. No risk of OD under 10 mph, with MS of 16 mph.
> OC: Reduction in OW and risk of OD, bonus to ECS and OS on City Streets, Provincial Thoroughfares and Conditioned Country Roads. Standard Values for Country Roads, Conditioned Tracks. Increase in OW and risk of OD, reductions to ECS and OS for Cleared Fields, Wild Tracks. Significant increase in OW and risk of OD, reductions to ECS and OS for Wild Fields, Hollowed Woods, Streams and worse.
> Attributes: Adventure in Mind: With its larger than normal wheels, and its water-tight floor this coach was designed for hard use. Every time this cart takes OD, roll a 1d10. If it comes up 8 or 9, the OD becomes a point of OW instead. If it comes up 10, negate it.
>>
> Stagecoach II: Commissioned for a bank that failed before it could take delivery to it, this is more of a cross between a strongbox and war-wagon than a stagecoach
> CS: 6 cY [more if internal benches are removed]
> ECS: 4 cY without any impediment to speed or handling, 9 cY without any risk of losing cargo, 12 cY without additional operational wear, 16 cY without any risk of damage.
> GCW: 2250 lb unloaded with driver [less if internal bench is removed], 3000 lb without any impediment to speed or handling, 4250 lb without additional OW, 4500 lb without any risk of OD
> OS with 6HT: Under 2 mph reduces OW, bonus to ECS, GCW, up to 4 mph for (SO), no additional OW, listed ECS, GCW values. 4 mph and faster increases OW. 6 mph and faster reduces ECS, GCW values. No risk of OD under 8 mph, with MS of 10 mph.
> OC: Reduction in OW and risk of OD, bonus to ECS and OS on City Streets and Provincial Thoroughfares. Standard values for Conditioned Country Roads. Increase in OW and risk of OD, reductions to ECS and OS for Country Roads, Conditioned Tracks, Cleared Fields. Significant increase in OW and risk of OD, reductions to ECS and OS for Wild Tracks, Wild Fields and worse
> Attributes: Rolling Rampart. With locking and barrble doors, steel shuttered windows, gun-ports, and wooden crenelations around the drivers bench and the guards station on the rear, this is a fortress on wheels - though it is not particularly quick or inconspicuous.

> Stagecoach III: a typical full-sized and robust coach, with the atypical addition of a front-mounted winch.
> CS: 6 cY [more if internal benches are removed]
> ECS: 6 cY without any impediment to speed or handling, 10 cY without any risk of losing cargo, 14 cY without additional operational wear, 18 cY without any risk of damage.
> GCW: 1500 lb unloaded with driver [less if internal bench is removed], 2200 lb without any impediment to speed or handling, 3600 lb without additional OW, 4000 lb without any risk of OD
> OS with 6HT: Under 3 mph reduces OW, bonus to ECS, GCW, up to 5 mph for (SO), no additional OW, listed ECS, GCW values. 5 mph and faster increases OW. 7 mph and faster reduces ECS, GCW values. No risk of OD under 9 mph, with MS of 14 mph.
> OC: Reduction in OW and risk of OD, bonus to ECS and OS on City Streets, Provincial Thoroughfares and Conditioned Country Roads. Standard Values for Country Roads, Conditioned Tracks. Increase in OW and risk of OD, reductions to ECS and OS for Cleared Fields, Wild Tracks. Significant increase in OW and risk of OD, reductions to ECS and OS for Wild Fields, Hollowed Woods, Streams and worse.
> Attributes: A Good Turn Deserves Another. So long as the winch remains operational, all handling tests to un-mire this coach receive a permanent bonus of – 40 DC.
>>
> Omnibus I: Small for an Omnibus, which means large for anything else short of a Frontier Wagon
> CS: 8 cY [more if internal benches are removed]
> ECS: 8 cY without any impediment to speed or handling, 12 cY without any risk of losing cargo, 16 cY without additional operational wear, 20 cY without any risk of damage.
> GCW: 1750 lb unloaded with driver [less if internal bench is removed], 2500 lb without any impediment to speed or handling, 5250 lb without additional OW, 5500 lb without any risk of OD
> OS with 6HT: Under 2 mph reduces OW, bonus to ECS, GCW, up to 5 mph for (SO), no additional OW, listed ECS, GCW values. 5 mph and faster increases OW. 7 mph and faster reduces ECS, GCW values. No risk of OD under 9 mph, with MS of 11 mph.
> OC: Reduction in OW and risk of OD, bonus to ECS and OS on City Streets and Provincial Thoroughfares. Standard values for Conditioned Country Roads. Increase in OW and risk of OD, reductions to ECS and OS for Country Roads, Conditioned Tracks, Cleared Fields. Significant increase in OW and risk of OD, reductions to ECS and OS for Wild Tracks, Wild Fields and worse
> Attributes: Grandfathered. While this conveyance is long-in-the-tooth, it has been immaculately maintaned, as it comes with transferable, non-expiring entry permits, allowing it to be brought into any Port Authority administered city for the overnight traffic.

> Omnibus II: A typically sized Omnibus, suitable to live in as a house on wheels
> CS: 12 cY [more if internal benches are removed]
> ECS: 12 cY without any impediment to speed or handling, 14 cY without any risk of losing cargo, 18 cY without additional operational wear, 22 cY without any risk of damage.
> GCW: 2250 lb unloaded with driver [less if internal bench is removed], 3250 lb without any impediment to speed or handling, 6000 lb without additional OW, 6500 lb without any risk of OD
> OS with 6HT: Under 2 mph reduces OW, bonus to ECS, GCW, up to 4 mph for (SO), no additional OW, listed ECS, GCW values. 4 mph and faster increases OW. 6 mph and faster reduces ECS, GCW values. No risk of OD under 8 mph, with MS of 10 mph.
> OC: Reduction in OW and risk of OD, bonus to ECS and OS on City Streets and Provincial Thoroughfares. Standard values for Conditioned Country Roads. Increase in OW and risk of OD, reductions to ECS and OS for Country Roads, Conditioned Tracks, Cleared Fields. Significant increase in OW and risk of OD, reductions to ECS and OS for Wild Tracks, Wild Fields and worse
> Attributes: Homey. Someone installed a small cast-iron stove in this Omnibus as a heater for the cold of Sleep Season. With some re-configuration, this conveyance could become a cottage-on-wheels.
>>
This is the water. And this is the well.

... and this is some of the stuff that I came up with over my 'sabbatical' when I was trying to figure out the mechanics for this Quest. It is admittedly, pretty daunting to look at, but I think that once we all get in the swing of things, you will find that it works pretty well.

Now, assuming that I this didn't just scare off everyone, I'll be around in the thread for the next few hours to answer questions.
>>
>>5687468
This.
This is beautiful.
But a bit confusing.
Let me see if I have some of this right...
CS cargo space CY cubic yards.
ECS external cargo space
GCW something cargo weight general?
OW Omnibus Wear
OD Omnibus Damage
MS something speed... manuevering?
OC overland... conveyability?

I think I need an index of abbreviations.

Where to start? Um. Omnibus I, will it get us out of the city, permit-wise?

My eyes are also drawn to Stagecoach I considering Chlotsuintha will be on the run and is used to smaller conveyances with less horses. Stagecoach III also looks good what with that winch being a lifesaver if lacking man or beast power but a winch needs something to attach to like a tree... or another wagon. So, that in mind I'm not as interested in Stagecoach III as Stagecoach I or Omnibus I with its permits that I don't unstand the full value of well.

Thoughts, anons?
>>
>>5687483
Vehicles have two capacities, volumetric capacity, measured in cubic yards, cY, and weight capacity, measured in pounds lb.

Volumetric capacity is split between the space available inside the cabin of the coach, CS, and the external space available for carrying (external carrying space, ECS).

Gross conveyance weight, GCW is a measure of how heavy the coach is.

There are benchmarks for used external carrying space and gross conveyance weight, which effect the conveyance in different ways.

Looking at Roundabout I, if there is less than one and a half cubic yards stored externally, then there is no penalty to the speed of the conveyance, or to how it handles (the difficulty of handling tests required to drive the conveyance). If there is more than one and a half cubic yards stored externally, then there is a penalty to speed and to handling - this penalty is relative to how much more than one and a half cubic yards is being stored externally. If more than four cubic yards are stored externally, then a possible negative outcome of a handling test is that something - or someone, if carrying passengers - falls off the conveyance. Again, this is relative to how much more than four cubic yards is being stored externally. If it is barely any, then it is no-pass outcome. If it is a lot, then it could conceivably happen with only one pass, or in extreme cases, two. If more than six cubic yards are being stored externally, then the conveyance will suffer additional operational wear, OW. This is a measure of the gradual accumulation of damage that conveyances acquire as they are used day to day, that if not monitored and proactively dealt with, can cause serious problems at inopportune moments. If more than eight cubic yards are being stored externally, the they conveyance risks operational damage, OD. While operational wear would be a wheel losing alignment, operational damage would be the wheel falling off - though in the case of volumetric overloading, the cabin would be the most at risk - something could shift funny, and knock a lamp off, or brackets used to hold cargo could give, and send everything flying, things of that nature. Again, the risk of operational damage is relative to how much over eight cubic yards is being carried externally.
>>
>>5687483
Still looking at Roundabout I, with nothing in it but the driver, the conveyance weighs 850lbs. If the conveyance has a gross weight less than or equal to 1000 lbs, which is to say, if it is carrying 150 lbs, in addition to its own weight and the weight of the driver, then it does not suffer any negative effects to handling or speed. If it does have a gross weight greater than 1000 lbs, then there is a malus to handling tests, and a reduction in speed. The reduction and the malus, as you might expect, are relative to how much the gross conveyance weight is over 1000 lbs. If the conveyance has a gross conveyance weight under 2250 lbs, which is to say, if the conveyance is carrying 1400 lbs, in addition to its own weight and the weight of the driver, then it does not suffer additional operational wear. If it is over 2250 lbs, then it does suffer additional operational wear, and the amount of additional operational wear is relative to how much the gross conveyance weight is over 2250 lbs. If the conveyance has a gross conveyance weight under 2500 lbs, which is to say, if the conveyance is carrying 1650 lbs, in addition to its own weight and the weight of its driver, then there is no risk of operational damage. If it does have a gross conveyance weight greater than 2500 lbs, then there is a risk of operational damage, and the risk is proportional to how much the gross conveyance weight is over 2500 lbs.

Operating speed, OS, is a measure of how fast the conveyance is moving with its six horse team, abbreviated 6HT. If the conveyance is moving at or under four miles per hour (mph), then the operational wear from travel is reduced, and the benchmark values of external carrying space and gross conveyance weight are increased - that would be the one and a half cubic yards, the four cubic yards, the six cubic yards, the eight cubic yards for external carrying space and the 1000 lb, the 2250 lb and the 2500 lb for the gross conveyance weight. The amount these benchmarks increase is relative to how close the conveyance is to traveling at four miles per hour (while remaining under it) - going two and a half miles per hour nets a bigger bonus than going three miles per hour. The safe operation speed - or the SO speed - of the conveyance is six miles per hour. If the conveyance is moving between four and six miles per hour, then there is no bonus or malus applied to anything. If the conveyance is going over six miles per hour, then it is suffering additional operational wear, which is relative to how much faster than six miles per hour the conveyance is going. If the conveyance is going more than eight miles per hour, then that means that benchmark values for external carrying space and gross conveyance weight are decreased, and again the amount they are decreased is relative to how much faster than eight miles per hour the conveyance is going.
>>
Still on Roundabout I, and still discussing operating speed - there is a risk for operational damage caused by speeds over sixteen miles per hour, with the risk being proportional to how much the operational speed is over sixteen miles per hour. The conveyance has a maximum speed, MS, of 22 miles per hour. Under standard conditions, it cannot go faster than this.

Operating conditions, OC, look at how the conveyance performs on different types of surfaces. On city streets and provincial thoroughfares, or any paved roads, designed and maintained for coach traffic at speed, or their equivalents, the conveyance receives a bonus to the benchmarks for operating speed and external carrying capacity, and a reduction to operational wear and the risk of operational damage (if such a risk exists). The bonus to the benchmarks, the reduction of operational wear, and the reduction of risk of operational damage is relative to how good the surface is. On conditioned Country Roads, or any unpaved but well laid and maintained roads, or their equivalent, there are no further adjustments. On country roads, conditioned tracks - land that has been properly cleared, is level and has wheel ruts - and cleared fields, or their equivalents the conveyance receives a malus to the benchmarks for operating speed and external carrying capacity, and additional operational wear and an elevation of the risk of operational damage (if such a risk exists). The malus to the benchmarks, the increase of operational wear, and the increase of risk of operational damage is relative to how bad the surface is. Likewise, for wild tracks - land that may not have been completely cleared, may not be level and has wheel ruts - wild fields, or their equivalents, or surfaces that are even harder for the conveyance to manage, the conveyance receives a malus to the benchmarks for operating speed and external carrying capacity, and additional operational wear and an elevation of the risk of operational damage (if such a risk exists). The malus to the benchmarks, the increase of operational wear, and the increase of risk of operational damage is relative to how bad the surface is - which has to be worse than those given out for country roads, conditioned tracks and cleared fields and their equivalents.

I can only hope that once we actually get underway, all of this is going to make a lot more sense to people. And that I haven't run everyone off with all of this.
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>>5687515
I haven’t been driven away yet, just haven’t had the time to sit and ponder on this- will do soon.
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>>5687483
My thoughts are thus.

Speedyboy
Beefyboy
Sturdyboy
Chad-Strongbox
MacGyver
Sneakyboy
Homey

Will expand my thoughts soon.
>>
uhhhhhhhhhhhhhhhhhhhhhhhhhh
>>5687464
> Stagecoach III: a typical full-sized and robust coach, with the atypical addition of a front-mounted winch.

off of a general and unthoughtful 'vibe check' I'm inclined towards this one, as the winch seems like a handy feature when you're traveling alone. I think getting it unmired seems almost impossible to do alone otherwise. stagecoach 1 is the main competition in my mind, as the reduced damage is good both for longevity and for pushing it a little harder in tight spots, but it's probably short on cubic yardage?

the stagecoaches all have at least 700lbs of allowed weight before slowing down. that would allow us to take the non-furniture without impediment to speed, which is the most irreplaceable stuff, and they all have . the main decision point here is the furniture. there is no option that can carry the furniture without slowing down. taking it is maybe greedy, but furniture is expensive so I'd like it. if we choose not to take it, we have the freedom to travel faster and lighter, which puts more distance between us and any clues we've left the Inquisition. and the reductions to ECS on worse roads may rub us up against the limits if we take the furniture.

I'm of the mind to only take part of the furniture now that I've written that out, if that's an option. but we'll have to see how everything stacks up once Chlot starts moving, and make the best guesses we can. I hope she's good at tetris. my vague guess is that a single large wooden writing desk with drawers is one and a half cY, and would weigh 100 or so lbs?, which isn't very encouraging for the possibilities of taking all the furniture. cY is by far the more onerous restriction, by that guess.

the main problem about speed and operational wear is we don't really have any point of references about distance. how much wear would be incurred over the planned journey? how far is a 'typical' day of travel for, say, a messenger on a horse? (what kind of urgency would match what kind of messenger, like one allowed to fly or one given access to a pony relay?) obviously we can't know exactly how much road of each type we expect to travel ahead of time, but how far out from a city, town or village would there be conditioned roads generally? (I don't even remember where Chlot is headed.) are 'standard values' of wear so much that a conveyance is expected to be serviced every year, more, or less? are the increases in wear and damage to such a degree that traveling on the worst surfaces is to be avoided at all costs, or will a few miles of it be alright? what kinds of repairs is Chlot capable of or how frequent would the kind of help able to do those repairs be? and so on...
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>>5687575
uhhhhh
>and they all have .
that is to say, they all have at least 1k lbs between their handling reduction and their additional OW thresholds.

also, how does getting mired work? is it the result of a critical failure on a handling roll, or is it an expected and inevitable part of travel? if the latter, how often would you expect it to happen? are we supposed to assume that Chlot is a vaguely competent driver (she's not, is she...) and only needs to roll for special events, or is each day (or other unit, like every 10 miles or whatever) of traveling a test of her skills? how does inclement weather affect wear? I'd guess that bad rain or snow would basically just reduce the grade of the surface, but that seems like an ideal time to mire a coach, so is it just something that happens if Chlot is traveling at an appropriate time? but the GCW seems quite relevant to getting mired, as I'd expect a heavier vehicle to have more of such difficulty, so how does that play in?
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>>5687579
I drew this. there are probably errors because I'm looking back at the post and I'm still baffled
stagecoach 1 has a missing gap but that's my error. it's 'meh' for conditioned tracks, same as stagecoach 3. but basically there are two classes of how these things handle in different conditions.
>>
Because we have 1400 lbs, all choice have speed/handling impediments, so weight worry will placed on OW. Also, none of these are cross-country, so we will be traveling in populated, well-traveled areas. A map would’ve been handy, and maybe a plan. Also, we ain’t leaving anything behind- this is Father’s life work he scrounged and slaved over, I ain’t giving it up to make our lives little easier.

If we don’t plan on buy/taking any more weight, Speedy and Beefy offers us sprinting speed when needed, and we will be taking the benches off to give us some wiggle room on weight.

The Stagecoaches offer is more weight capacity, with decent speed and storage capacity. Chad-Strongbox is a fav, in spite of its slow and obvious nature, purely because of the protection involved and the ability to secure our incriminating goods, and driver protection (especially against the weather). Sturdy the more speedy cousin, MacGiver will get us out of tough spots easier.

The Omnibuses are slow, with a ton of carrying capacity. Definitely recommended if we plane on buying/taking more weight with us (which probably is in the cards- especially if we find Father, or capture/kill a Mitigator, since the magical living material is literally invaluable to us). Sneakyboy has clout- the ability to go into any Port Authority city without much hassle is probably useful. Homey however has the distinct advantage of more weight and carrying capacity, and a in-built furnace. Just get a sleeping bag, and this turns into a mobile home for Chlot to actually live in and not suffer the elements- which would be invaluable, ngl.

I like Chad-Strongbox and Homey very much. The Roundabouts are solid picks for speed (and not weight, which will be a problem), the other Stagecoaches are useful in while in transit, and the Omnibuses have other advantages that offset a lack a speed, such as ease of entrance into a Port Authority city and actually being a livable home in a pinch.

Any possibility of a lockbox or a hidden compartment in these coaches QM, to protect our valuables?
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>>5687499
Thank you for these clarifications.

>>5687589

Good visual.

...

I'm still deciding but my thoughts as of now are this:

I'm thinking Stagecoach I as my top pick... for now. Winch is situational and there are other ways out of being mired like throwing planks under the wheels(we could break up the bookcase and workbench for some good planks, its just furniture), getting out and pushing, and just having a lighter vehicle that's less of a problem for the horses to pull in the first place. This thing will be more forgiving of our 4chan hivemind's mistakes and Chlot can sleep comfy inside on the bench. My biggest worry is that the odd sized tires will make us easier to track but honestly if it comes to that we were probably getting caught anyways.

The Roundabout I is a solid pick for getting away and even travel in rough country but will likely be cramped to sleep in which is the big draw of an enclosed conveyance. Maybe not so bad after we sell of that bronze brazier we bought(lol lmao). Its small size will likely make it easier to unmire if unloaded, another plus. I could be persuaded in this direction.

Upon further thought, the grandfathered vehicle is likely KNOWN for its former occupant and will probably be about as subtle as a pink cadillac as an escape vehicle.

Omnibus II will likely sink like the Titanic in mud. It's definitely a FUN option and tempting only for that reason.

Stagecoach III with the winch is a solid choice, I just fear we won't have anything to wich onto when we need to get unstuck. The winch could be useful in other ways like descending into holes or pulling a door off a hinge.

Stagecoach II will stick out more than all the others. Its gigaheavy and will be likely hardest to get unmired. If we had a couple of lackeys and a cover story it could be viable but we don't. The concept is really cool though. Remember something like this for dnd 3.5... halfling war wagon or somesuch.

Roundabout II is great if we go full travelling merchant but we aren't.

I'll probably decide tomorrow. Its in the early am here now.
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>>5687626
>if we go full travelling merchant but we aren't
We might- would be honest living, lus it give Chlot an excuse to actually converse with people and sharpen her charisma and negotiating skills.
>>
Also, another thought to consider- are we trying to get isolated from the get-go? Or are we planning on switching carriages/vehicles in the next city or three? It’s something to consider.
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>>5687465
So I'm still wrapping my head around all that crunch and I'm inclined to just follow other anons recommendations, but I just want to point out that this:

> Attributes: Grandfathered. While this conveyance is long-in-the-tooth, it has been immaculately maintaned, as it comes with transferable, non-expiring entry permits, allowing it to be brought into any Port Authority administered city for the overnight traffic.

Could be extremely useful. From what I gather the rain has stopped for now so it's not as urgent as before but being able to enter any city without hassle would be a huge boon!
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>>5687633
If the grandfathered vehicle gets us out of the city without a hitch, we could then switch over. Downside, how much you want to bet it belonged to the Grand Inquisitor?
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>>5687636
Without a huge hassle, yes- it definitely shouldn’t be discounted.

>>5687637
I wouldn’t say without a hitch- but it will be significantly easier I bet, if only to equalize it’s competition.

>Downside, how much you want to bet it belonged to the Grand Inquisitor?
Oh, anon…. those would clearly be the Roundabouts. Besides I already have my bet on a connection to the Grand Inquisitor in this thread. ;^)
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>>5687637
Riding in style in a pimpin' gypsy wagon
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>>5687464
>Stagecoach III
I'm just gonna go simple and big
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>>5687505
So the gross conveyance weight increases at low speeds, is true at mid speeds, and decreases at high speeds.

Is this to model inertia?
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The roundabouts feel a tight on weight given how much we have and Stagecoach II is... uh, a bit conspicuous. That leaves Stagecoach I, Stagecoach III, and boath Omnibuses. If going for a Stagecoach I think III is better, so ruling out I there. That leaves the winch, the one with the permits, and homey one. I think I prefer the one with pre-existing permits although, if things go to complete shit, there might be a risk of that permit somehow tracking us if we use it.
> Omnibus I: Small for an Omnibus, which means large for anything else short of a Frontier Wagon
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>>5687465
I've also made up my mind for
> Omnibus I: Small for an Omnibus, which means large for anything else short of a Frontier Wagon
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>>5687462
In the end, I believe
>Stagecoach I
will serve us best with its versatile design and being forgiving of mistakes has the best chance of surviving our hivemine and Chlotsuintha's luck.
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>>5687636
To clarify, that is entering any Port Authority administered city during times approved for private conveyances, which is typically during night. Not all cities in the Principalities are administered by the Port Authority; only the ones that are part of the Imperial Demense, which is a patchwork of holdings up and down the coast. The interior - with few exceptions - is either held hereditarily by Prince-Potentates, granted for either lifetime terms by Prince-Viceroys (by the Emperor), or granted on a single year basis to Prince-Governors, Legate-Governors, Propraetors, Prince-Propraetors, Proconsuls and Prince-Proconsuls (all by the Senate). Also, restrictions on private conveyances are only allowed in city-size municipalities (note that it is allowed, not required. There are places that have no such restrictions). Anything smaller, and traffic cannot be restricted without cause.

>>5687637
Chlotsuintha is certain that the Master Abbot did not own Omnibus I, nor did any individual Inquisitor, or the Inquisition as an institution for that matter. If it was privately owned by a Full Brother or owned by the Inquisition, it would not need permitting with the Port Authority - or anyone else for that matter. The Immediacy of the individual Full Brother or the rights granted to the Inquisition by the Bull of the Great Hunt would supersede the authority of any permitting authority (with the possible exception of whoever runs permitting in the Eternal City)

>>5687717
Sort of. The intent was to model how things become progressively more difficult to work with as they get heavier.

On the off-chance that this information about the grandfathering changes anyone's mind, I'll leave this up a little longer.
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>>5687465
> Stagecoach III
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>>5687941
My mind isn't changed but I appreciate the explanation. Neat to think some rich dude rolling up and down the coast used this for years.
>>
Fell asleep on everyone - my apologies. Now, lets see what the votes are.

>>5687575
Stagecoach III

>>5687600
> Any possibility of a lockbox or a hidden compartment in these coaches QM, to protect our valuables?
Just seeing this now. No. Stagecoach II is unique in that it has locking doors. At some point, it might have had a strongbox, but it doesn't now.

>>5687713
Stagecoach III

>>5687796
Omnibus I

>>5687820
Omnibus I

>>5687822
Stagecoach I

>>5687973
Stagecoach III

>>5687666
Was this supposed to be a vote for Omnibus I? Because if it was, then we have a tie. Otherwise, we have a clear 3-2-1 split. I'm not ready to write at them moment, so I am going to close the vote for Stagecoach III - unless in the next hour or so >>5687666 comes back an clarifies that this was intended as a vote.
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>>5687666
>>5687820
I'm the same anon on different IDs, so it's one vote for O1, but not 2
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>>5688437
Okay, thanks for clearing that up. Consider the vote definitively closed for Stagecoach III. I have started on the writing, but it is going to take some time to write all of this up - and I don't want to do the rolls for the bartering and haggling yet, as that would just give me even more to write through. I'll keep you all appraised of my progress - I intend to post the completed update all at once.
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>>5688638
Just outta curiosity, what would’ve been the specs for the other horse-drawn vehicles?
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>>5688783
No, anon! You'll send Trash into another autism spiral!
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>>5688896
>No, anon! You'll send Trash into another autism spiral!

But who knows what Trash would come up with, maybe some sort of marine biologist game where we design our own submarine from modular scavenged colony ship parts to rescue stranded, partially-wrecked sleeper ships and establish civilization on a 95% water covered alien planet teeming with hostile wildlife and possibly other things hiding in the ruins of a fallen civilization beneath the waves?

Or not... I dunno.
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>>5688964
>maybe some sort of marine biologist game where we design our own submarine from modular scavenged colony ship parts to rescue stranded, partially-wrecked sleeper ships and establish civilization on a 95% water covered alien planet teeming with hostile wildlife and possibly other things hiding in the ruins of a fallen civilization beneath the waves?
We'd never finish building the boat (although not for a lack of trying).
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>>5688979
Finish building the boat? We’re going to drown ourselves from failing a unclogging test of a toilet on a nuclear submarine before we ever get our boat seaworthy.

Also, speaking of future plans, we should probably hit up another city for more funds before jumping ship into the wilderness. And maybe ask the proprietor about more information on Tinlance.
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Update on the update: Making good progress on the update, but I won't be able to finish it tonight.

>>5688783
>>5688896
Generally speaking? Wagons are roughly equivalent to Coaches, Carriages and Carts are faster than Coaches, but in addition to not having anywhere as much capacity, they wouldn't have been as suited to rougher surfaces. Frontier Wagons are glacially slow - like, lead the oxen by walking alongside them slow.

>>5688964
Well, I am definitely stealing that.

>>5688979
>>5689006
Heh heh heh. Somebody queue up that Brie Larson clip of her saying 'is that a personal attack or something?' In all seriousness though, I get it - I am an egregiously slow QM. I'd like to think that the pace has picked up a little bit, but we are already at page 8 so it doesn't look like Chlotsuintha is going to be leaving the Mount this thread, at least not at the rate I am going right now. I'll keep on keeping on though.

That said, if any of you are in the thread at the moment, there is something that we could do. I was always impressed how QMs were able to implement Cee-lo and other dice gambling games, so I wanted to see if I could one-up them, and figure out a way to do card games. I think I might have. Actually, I figured out two ways - one with the board's dice function and an online randomizer, and one with just the online randomizer. The dice version allows players to participate - but it requires a lot of rolls, and a bit of time for me to collate everything before reporting out the identity of every face-up card. The version with just a randomizer is a lot more streamlined, though it doesn't offer as much participation for you all - I would simply be telling you what the visible cards were. However, both of these systems - unless I missed something - would keep the order of cards consistent between shuffles, so technically, any game that is played with cards could be modeled. Which is certainly an exciting prospect!

I am curious though, which of the two methods would you guys prefer?

> Please choose ONE of the following:
> Randomizer than Dice-Roll Method
> Double Randomizer Method.
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>>5689499
I’m willing to try both out mate
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>>5689515
Alright, great. First, lets try the double randomizer version, simply because it expedites things a bit on my end ...

Okay, I got a deck shuffled. Do you know how to play blackjack?
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>>5689540
Nope- give me the shorthand brother
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>>5689554
Okay, well, it is real simple. You are dealt two cards, face up. 2 - 10 are worth their face value. Face cards, which are the jack, queen and king are worth 10 each. Aces are worth 1 or 11, player's choice. The purpose of the game is to get as close to 21 points as possible without going over, which is called busting out. The player can request additional cards (hitting), to raise the value of their hand, or if they think that they are close enough to 21 to win, then they can keep their hand as is (standing or stopping). If you get 21 on your first two cards, that is called a blackjack, and it beats a hand that reached 21 by drawing. Players typically make separate bets against the dealer, who goes after all of the players, so he has an advantage, though he has to have a hand equal or higher to 17. He also keeps one of his cards face down.

There are all sort of rules for betting, but the basics are that the bet is only made after you are dealt your first two cards. The primary exception to this is the double down. After hitting, you can double your bet and take one more card - but that ends your turn. If you are dealt two cards with the same value, you can split them into two hands and play them separately. You can also surrender if you don't feel that you are going to be able to win, but you pay half of the standard bet for the privilege.

---------------------------------------------------

So I have the deck of card simulated.

(You) are dealt the Six of Hearts and the Seven of Clubs

[Dealer] deals himself the Ace of Diamonds and another face-down card.

Your hand is worth 13, while weakest possible hand the dealer could be holding right now is also a 13 (an ace, played at 11, and a two)

> Please choose ONE of the following:
> Hit (Standard Bet, Take One Card)
> Double-Down (Double Bet, Take One Card, End Turn)
> Surrender (Half Bet, End Turn)
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>>5689563
There was a typo in my write-up, you can open with a double-down, you don't need to hit first. Also, I should have included an option to Stand, which would also cost the Standard Bet. But under the current circumstances, that would probably be the worst possible option ...
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>>5689563
Alright, Hit m-
>>
You are dealt the Seven of Hearts. Your hand is now worth 20.

> Please choose ONE of the following:
> Hit (Take One Card)
> Double-Down (Double Bet, Take One Card, End Turn)
> Stand (End Turn)
>>
>>5689580
> Stand (End Turn)
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>>5689580
Knew I should’ve doubled!
> Stand (End Turn)
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Okay.

The dealer reveals his face down card as the King of Diamonds, meaning that he has a blackjack. He wins, you lose the staked bet.

Well, that didn't go particularly well as far as you actually winning, but at least everything went swimmingly as far as the modeled cards are concerned.
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>>5689591
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>>5689592
It might feel like that, but honestly, that is what the scramble came up with. This the entire deck, modeled out.

Anyway, it is getting late. And now that I have tried running this, I can honestly say the Double Randomizer is going to be so much easier to run then trying to shuffle a modeled deck with dice rolls. So consider this a successful play test, and help yourself to another lucky tenth-talent.

I will add in passing, that I also cooked up an in-setting variant of blackjack called Blue-Knaves, played with a 62 card deck. So, look for that later in the quest. Right now though, I am going to go to bed.
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>>5689499
I'm glad you liked the idea and I gotta say I'm feeling great about this stagecoach.
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>>5689649
Eh, I’m not so enthused with the Stagecoach- we only have 200lbs of extra weight to play around with, and slower speeds as well. At least with the Roundabouts we’d be significantly faster than our competition- 16 to 22 mph is great compared to 9 to 14.
>>
How’s the update coming along QM?
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>>5689680
on my third look through, Roundabout 2 was looking pretty tempting, since the frame would bring its eCYage up to par with Stagecoach 1, but I felt like it was kind of late in voting to switch, I wasn't super sure about it being a better choice anyway, I didn't want to guess on the lower end for space, and ultimately I thought that the slightly better handling on Stagecoaches 1 and 3 would be enough to make up at least some of the difference
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>>5690403
Good. I intend to have it up tonight, come Hell or high water.
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For a moment, you linger uncertainly, looking at the Omnibuses sitting in the yard of the livery. But as much as you would like to be finished and done with this errand, you also know that a bird or a 'bus in the hand is only worth more than two in the bush if all birds or 'buses are equal. And the grasp of your immediate reaction cannot be slaked; surely, if the appearance and condition of his buildings is of such little concern to the owner, then how could it be different for his conveyances? Besides, the last time you stepped into a seamy establishment, it became a whole production just to get yourself out. The specter of the effectively windowless room in the Harpoonist's Perch and the indignities of its proprietor settle you - you will not be getting involved with this place.

Of course, that means you are going to have to find another livery - which might be easier said than done, considering the time constraints that you are under at the moment. You believe that most of the liveries are either going to be near the stock-sellers, located outside of the Upper Boardwalk, on the far side of the Mount, or where the Thoroughfares fan out, leading up and down the coast, or inland ... which is not exactly on the far side of the Mount, but it is still quite a way away. You would have headed there immediately ... if you had only the time to walk there. You might still have enough time to get there and get back to The Hooded Heads, but that doesn't account for actually finding a livery that is willing to sell something that you are willing to buy and closing the deal. Instead, you are going to pin your hopes on the prospect that there should be a few liveries by the Gatehouses, perched just a stone's throw from the Landward Walls. It makes sense - custom comes out of the gates, so there is some benefit to perching nearby - and if nothing else, this future derelict establishment with the Omnibuses shows that this idea of yours has some bones to it.

So now both the rain and your feet are pattering away. Instead of marching down the perimeter beltway towards the Upper Boardwalk, you adopt a bit of a search pattern, going up streets, then over, then back to the beltway, all to make sure that you don't accidentally just brush past a livery with your head locked in place out of fear of your veil breaching the envelope of your Hide-Eyes Glyph. Through this method, you are able to get a pretty good view of everything - but you are chewing through some particularly precious minutes, and you haven't seen another livery. Hell, you haven't even seen anything that would suggest that there are liveries outside of this stretch of the Landward Walls, besides the one you passed by and on. Compounding your frustrations, your left arm has long since passed the point of simply 'aching'. It is hurting at this point. You'd consider shifting the bundle off of your left arm, but you are too concerned that it might open up if you were try such a maneuver.
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But as you are beginning to seriously consider abandoning your search pattern and making as much haste as you can in this dress towards the Upper Boardwalk, the rain tapers off, rather abruptly. You come to a stop, and after a silent prayer of thanks and moment to check the puddles on the streets to confirm that no more is falling, you start the process of delicately shifting yourself into a position where you can look at the sky without risking your veil falling into the envelope of Hide-Eyes. Before you can get into position, however, your gaze falls upon a second livery - a larger, better maintained establishment, two streets up from the beltway.

You are struck dumb at the sight of the Livery. One stroke of white luck could be called happenstance, the idle permutations of the Firmament – but two? Perhaps, but only if you discount what transpired last night. You are humbled, grateful and scared of course … but confused as well. After all you have done – and not done – to still be shown Favor like this, it … you really don't have time to dwell on it now, but you have to hope that this is His way of ensuring that your Trial or Trials are not insurmountable. The alternative … your mouth had already gone dry and your stomach had already gone clammy, but the prospect of the alternative … unable, or at least unwilling to dwell on it, you pray. Under your breath, but out loud – which from your understanding of the Forms and the Firmament should be more pleasing to the Patternmaker. Of course, you don't know what the Priests say on this . You don't know what they say on many things, considering how thoroughly your father neglected any and all religious instruction.

Even so, you pray. To thank the Patternmaker, for what you can only assume is an Intervention from Without in stopping the rain so you may still use the sewers tonight, as well as delivering you to this particular spot where you could see the livery. But you also pray for opportunity. You pray for the opportunity to properly seek remission for your sins. The opportunity to fulfill the Oath that you made in the inky darkness of your room last night. And the opportunity to offer more prayers and offerings that may be pleasing to Him. When the last word had fallen from your lips, you turn your attention to more material matters, and make as much haste as you dare to the livery, having done all you can for your Soul and your Thread at the moment. When you alight onto the establishment's yard, you can see that the shingle hanging on the coach-house depicts a carriage in profile, with a paddle-wheel – the sort used by watermills – in place of a typical road-wheel.
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As you hike up your dress for the walk up to the open front door, you briefly reflect on all of the bizarre shingles that you have seen this afternoon, before you get yourself focused on the task at hand. You can hear idle chatter from the far corner of the yard which is out of sight around the back of the coach-house, as well as from inside. Would it make more sense to speak to whoever was running the floor of the establishment, or to a hired-man? Well … there seems to be custom in the house at the moment, and speaking to the hired-men would presumably keep you out of the sight of the floor. That is an appealing proposition, to be sure, but is that what someone who would be wearing a dress – or rather, a 'worn piece' – like this would do? You doubt it. Still, you have to weigh that against who knows how many additional witnesses.

You go back and forth on it a bit, but as you approach the open door, you decide to head in, figuring that you can rely on your 'worn piece' to protect you from being recognized as the responsible party for the Euthyphro knock-down. You take a quick but deep breath to fortify yourself, and then you step into the threshold, turn about and close your parasol, then bring yourself about face once more.

The typical common room of a coach-house is the common room of a public house writ small, and this establishment is no exception. In the room, lit well both by window and lamp, you can see a stair leading to the second story, where the overnight rooms must be, and you can see a door that leads into the kitchen. There is some custom present, waiting on bench, at board. One or two of them have food and drink in front of them, the rest have contented themselves with just drink. No one is eating or drinking at the moment, however. Instead, they are all looking at you. While a part of you is just as scared and intimidated as you were when you first walked into the Harpoonist's Perch, you are able to find a bit of steel from somewhere, and you stride out into the room … making sure that you keep clear of the tables this time. You head straight over to the clerk, overseeing the room from his perch behind a high counter off to the side. Behind him are posters that depict cities and sites of interest, with their names written out underneath them in Reichtounge and Immortal – an unusual touch. There is also a narrow doorway behind the counter, through which you can see a narrow hallway, illuminated by light filtering through the thick glass panes of the windows.
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Seeing you, the clerk straightens up, and you straighten up as well as you address him in your best approximation of a wealthy Subject – while remaining quiet enough that none of the custom behind you could even hope to hear anything.

“Hail and well-met. Is the Master of this house on the premises?”

Clearly a bit at a loss, the man purses his lips for a moment, nervously plays with his hands for another moment, then replies in hushed tones as quiet as your own -

“Y...yes. The own – well, the Master of the House is in fact here today.”

“Good – that's good. If he has a minute or so, I'd like very much to speak with him … on, uh, behalf of my father, about a proposition.”

“Proposition?”

“To purchase a coach and team from him. Outright. And completely.”

You don't know too many terms of trade and finance, so you bite your tongue before you make a fool of yourself. Suffice to say, it seems that you are really taking in more by giving out less, because already the clerk is nodding along, as if he gets unescorted women in here every day, looking to buy coaches off of the yard. He cranes his neck a bit, looking out at the room behind him, and you can only hope that he is trying to figure if he can leave his 'post' for a minute or so to ask the Master. Then -

“I … certainly. But may I ask who is calling upon him?”

Shit. A name. You should have had a name ready. You grasp at straws for a second, almost say 'Aldoin' before you think better of it, then instead spit out the second name that comes to mind.

“Dremen. Just … madame Dremen.”

“Of course, madame. I will see if he is available.”

He withdraws without any further hesitation, and heads through the door behind his counter, down the hall. You watch him until he passes from out of sight. All the while, you are wondering about the name 'Dremen'. This is the second time in … probably as many hours that you have used that name. Did you weave it from whole-cloth, or are you remembering it from – Ah! The captain! The captain of the Ludimagister, the ship that bore you and father to Scrimshaw Mount. Just a month or so ago, you were trying and failing to recall his name. Funny that – only once you are leaving the Mount, do you finally remember the name of the man who brought you here.

Perhaps funny is too strong of a word. To tell the truth, you don't know what to think of that – and more pressingly, you don't know what to think of you going around using his name. On one hand, you don't think yourself likely to run into any of his family, or another family that has the name. And your only connection to him was that you were one of six score passengers he brought over to the Principalities in a voyage eight years ago. On the other hand, you see no reason to tempt things by invoking a name that actually belongs to someone.
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Before you can completely make up your mind on the matter however, the clerk returns.

“If you will come with me, the, er, Master of the house will see you straight-away.”

The doorway and the hallway beyond it are a bit of a struggle, but you manage to get through – though by the end of it, your left arm feels fit to fall right off from all of the jostling and shuffling. In spite of this, you are able to keep yourself composed as you are led into a small but fastidiously kept office and introduced to the livery owner - or as you have referred to him, the Master of the house - a keen-eyed middle-aged man, with the patented name of Nasturtium. He offers you a seat, which you slide into cautiously. Once it is clear that your dress has not taken any damage, you relax just enough to take a breath before plowing on.

“Thank you for taking the time to speak with me, Goodman Nasturtium.”

You are taking a bit of a gamble with your address of him here, but you have no reason to believe that he has any titles to his name – and as he isn't objecting you'd say that you haven't offered any unintended offense. You continue -

“Would I be correct in assuming that your man out front explained my purpose here?”

“Yes, he did. Your father is looking to purchase a coach and team.”

“Yes. He'd be here himself, were he not recovering from a rough crossing.”

“He just arrived in Outremer?”

Oh, you can see where this one is going. You'll have the nip this in the bud and fast.

“Yes, along with me and two of father's menservants. To tell the truth, they all took ill.”

“Well, then it is my hope that they have a speedy recovery. You seem well though.”

“Er, yes. I'm larger than them, after all.”

What … what are you even saying, you fraying idiot? Nasturtium seem as confused as you are by that asinine, senseless statement … but luckily has the good grace not to question your stupidity. Man alive, you need sleep. Whatever respite that nap at Cassandra's bought you is wearing thin already.

“No doubt some of his illness is borne out of stress. You see, father has come to the Principalities to act the Executor of his late uncle's will. Actually … well, suffice to say, in addition to certain matters and affairs that still need to be settled, father expects that there will be probate proceedings, in several different provinces. Which means different courts and possibly different sets of laws. It is shaping up to be a real mess, to be quite frank.”

You know even less of the language of law than the language of trade … except for the bits of law that pertain to inheritance. You have learned quite a bit, standing in procession at funerals and attending to the various Sextons of the Mount.

“Oh, that sounds terrible. “
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“Yes, quite. As it stands that we are going to be up and down and all over the Principalities for the foreseeable future. So father figured that it simply would be easier to buy and keep a coach than to constantly having to transfer between different lines.”

“Under the circumstances, I would as too, though … well, would I be correct in assuming that you have Transit Papers for your menservants?”

“I ... I, uh, cannot say that I have seen them, but I also cannot imagine that father neglected something like that.”

“Well so long as you are not hiring out the coach, or taking on cargo or mail for delivery, then you shouldn't need any other licensure – so long as you stay on the Thoroughfares. Once you get off those, you are subject to provincial and local laws and fares. To tell it true, there are places where the Tollmen are worse than Highwaymen.”

That is not something that you wanted to hear, but even so, you are glad that you did.

“So there is no permitting required to drive on the Thoroughfares? I admit I know little of such matters.”

“Oh, no permit required.”

Ah, good.

“So long as you can produce a copy of your Family Patent.”

Ah, shit.

“But that and the Transit Papers for your menservants should be enough to take you through the Thoroughfares. Provincial and private roads, as I mentioned are another story, but there isn't a provincial capital that the Thoroughfares can't get you to … eventually.”

Well, that would be a bit encouraging, if you had a Family Patent – or at least some inkling of an idea of how to get your hands on one.

“And I should add, that some of those provincial and private roads can be dangerous.”

“Dangerous as in poor repair?”

“Yes … and dangerous as in blighted by bandits and wreckers. To be sure, stretches of the Thoroughfares are, shall we say, rough around the edges – especially further into the interior, towards the frontier. Though I cannot imagine that you will be heading that far inland.”

You had figured as much, but you still hate to hear it from an authority on the matter. Still, saying that won't do at all.

“Oh, I shouldn't imagine that we'd have to.”

“Still though, I would recommend your father hire a guard – a Thief-Taker's Guildhall is always a good bet for someone reliable. “

“I will pass that – wait, so you will sell?”

“Oh, certainly. When would your father be looking to take possession?”

Relief is surging through you at the moment – but you cannot let yourself get swept up in it, as Goodman Nasturtium has posed a rather tricky question. When will you take possession of your cart? Before you have started 'moving house' through the sewers, or after? And when the Hell is that going to be, exactly? There is so much that you want to and need to do tonight ... well, first things first.

> Please choose ONE of the following:
> Take possession before 'moving house'.
> Take possession after 'moving house'.
>>
>>5691229
>> Take possession after 'moving house'.
After learning about permits can we take the omnibus
>>
>>5691229
>> Take possession before 'moving house'.

Strike while the iron is hot.
>>
>>5691229
> Take possession before 'moving house'.
>>
>>5691229
How is the transfer supposed to go again QM? Like, we get our stuff into the sewers… then what? Will the cart be in the sewers, or is there already a predetermined spot for it? I’m just going to politely ignore the whole ‘getting to the sewer’ part as I don’t want to raise my blood pressure too much yet.
>>
Rolled 1 (1d2)

>>5691229
1 - Before
2 - After
>>
>>5691439
That is what this vote is to determine really. At some point, Chlotsuintha is going to need to go to the Belfry, decide what stays and what goes, load up the winch-lift, and then get the stuffs onto ground level. From there, she needs to haul it to the Not-Temple's Ablution Baths, through which she can access a spur of the sealed off old sewer using her Lifting Oil. After that, she will have to make her way into the working portions of the sewer, and then to the moat outside of the 'wet' section of the Landward Walls.

Taking possession before 'moving house' means that Chlotsuintha can pick a specific time to pick up the coach and team. The complication is finding somewhere to put the coach and team for however long it takes to get everything out of the Belfry and into the moat. Taking possession after 'moving house' means that Chlotsuintha can go straight from the moat to picking up the coach and right back to the moat. The complication is figuring out how long it is going to take to 'move house', then keeping to that schedule.

As for the cart, it is its own complication to be sure, however, there is nothing stopping you from asking the Goodman here if you can store some of your shopping in the coach before you take delivery of it. Doing so would mean that you didn't have to haul it into the Midden just to haul it out of there ... but it would admittedly be a bit unusual, keeping purchases in a cart in coach, unattended on a livery yard for a few hours.
>>
>>5691229
>> Take possession after 'moving house'.
>>5691243
I don't think entry permits would help here. they just get us into (some) cities. they don't allow that omnibus to travel on the best roads. I could be wrong, but they seem very separate things
>>
So the vote is settled, but before you can figure at time to take possession of the coach, you need to figure out what you are going to be doing tonight, once Chlotsuintha gets her handcart squared away. She may be able to do two or three things in addition to leaving the Mount - maybe more if they happen to be close together. Picking more means that she will be staying through Titheday.

> Please choose AS MANY of the following as you please:
> Chlotsuintha will return to the South Burying Ground to plant the Decoy Graven Ball in Aldoin's grave.
> Chlotsuintha will return to the site of the house across from the South Burying Ground to see if she can glean anything.
> Chlotsuintha will return to Oiler's Wharf to see if she can glean anything about the tragedy ... or the Mitigators.
> Chlotsuintha will return to Aldoin's house to see if she can glean anything about his death or any 'connections' he might have had.
> Chlotsuintha will return to the Harpoonist's Perch to see if she missed anything related to the men who made the Strange footfalls.
> Chlotsuintha will return to the Blue Boy to see if she can glean anything about the Tartessian Merchant Eupator.
> Chlotsuintha will return to the public house that she found Strange handprints outside of and see if she can glean anything there about the men who made the Strange footfalls.
> Chlotsuintha will return to the Euthyphro and see what she can glean about her captain, Pharnaces.
> Chlotsuintha will attempt to find the Plucky Poulaines - an illegal gambling den father mentioned on occasion, to see if she can glean anything there about his movements.
> Chlotsuintha will attempt to find the cockpit that the Inquisition seized after finding Constructs made from human remains on the premises, to see if she can glean anything there.
> Chlotsuintha will attempt to find the Tartessian Embassy to see if she can glean anything about the efforts being made to capture her, as well as Eupator and Pharnaces.
> Chlotsuintha will attempt to trace the Strange footfalls back to their origin, to glean whatever she can about the men who made them.
> Chlotsuintha will attempt to sneak onto the University campus to see if she can glean anything about the University student who lived in the apartment across from the South Burying Ground.
> Chlotsuintha will attempt to sneak into the Belly to see if she can glean anything about the Guard and any efforts being made to capture her.
> Chlotsuintha will attempt to sneak into a Chapterhouse to see if she can glean anything about the Inquisition and their investigations on the Mount.
> Chlotsuintha will attempt to sneak into a Temple so she may pray before an Eternal Starlight, and perhaps make an offering ... no Confessions though.
> Chlotsuintha will attempt to knock-down a Guard Outpost for armament and munitions.
> Chlotsuintha will attempt to knock-down a Port Authority administrative house for blank Family Patent papers.
> Write-ins subject to QM approval
>>
>>5691669
>Chlotsuintha will return to the South Burying Ground to plant the Decoy Graven Ball in Aldoin's grave.
> Chlotsuintha will attempt to knock-down a Port Authority administrative house for blank Family Patent papers.
> Chlotsuintha will return to the site of the house across from the South Burying Ground to see if she can glean anything.
>>
>>5691669
Priority
> Chlotsuintha will return to the South Burying Ground to plant the Decoy Graven Ball in Aldoin's grave.
Smart
>Chlotsuintha will return to Aldoin's house to see if she can glean anything about his death or any 'connections' he might have had.
Best bet at finding Father.
>Chlotsuintha will attempt to knock-down a Port Authority administrative house for blank Family Patent papers.

Speaking frankly, I’d love to get all these mysteries sorted out… but my guess is, it ain’t gonna happen unless the Patternmaker give us a sign (or blessing) to solve them. Shame- I was going to go back through the archives just to refresh my memory and try to piece it all together.
>>
>>5691669
>Chlotsuintha will return to the South Burying Ground to plant the Decoy Graven Ball in Aldoin's grave.
> Chlotsuintha will attempt to knock-down a Port Authority administrative house for blank Family Patent papers.
> Chlotsuintha will attempt to sneak into a Temple so she may pray before an Eternal Starlight, and perhaps make an offering ... no Confessions though.

I feel like praying can actually be very useful in this setting
>>
>>5691640
I know, I’m just trying to understand our exit plan here.

>>5691666
Uhhh, dude? City-to-city travel would involve the best roads- and I would love to knock over a bank or two to keep our funds very flush before we attempt to head into the interior (or become a witch-pirate, which sounds really based ngl).

>>5691669
I’ve been thinking hard on this lads- the Patternmaker woven our Red Thread into these plot threads for a purpose. For what purpose, I do not know, but after thinking on it, I believe expending another day here working on the Patternmaker’s design is worth disobeying Father’s orders. All work done on Titheday is in the service of the Pattermaker, correct? So I propose that we make the best of that day in his service.
> Chlotsuintha will return to the site of the house across from the South Burying Ground to see if she can glean anything.
> Chlotsuintha will return to Oiler's Wharf to see if she can glean anything about the tragedy ... or the Mitigators.
> Chlotsuintha will attempt to find the Plucky Poulaines - an illegal gambling den father mentioned on occasion, to see if she can glean anything there about his movements.
> Chlotsuintha will attempt to find the cockpit that the Inquisition seized after finding Constructs made from human remains on the premises, to see if she can glean anything there.
> Chlotsuintha will attempt to find the Tartessian Embassy to see if she can glean anything about the efforts being made to capture her, as well as Eupator and Pharnaces.
> Chlotsuintha will attempt to trace the Strange footfalls back to their origin, to glean whatever she can about the men who made them.
> Chlotsuintha will attempt to sneak onto the University campus to see if she can glean anything about the University student who lived in the apartment across from the South Burying Ground.
> Chlotsuintha will attempt to sneak into a Chapterhouse to see if she can glean anything about the Inquisition and their investigations on the Mount.
> Chlotsuintha will attempt to sneak into a Temple so she may pray before an Eternal Starlight, and perhaps make an offering ... no Confessions though.

I don’t expect to get through everything… but I do hope to do enough to hopefully make a difference that day.

Please, add this vote on to >>5691946. And while I would love to knock down a Guardhouse for armament and munitions (and make use of our local knowledge bonuses as best able), I feel that maybe that be best reserved for a non-Titheday mission, I anons are up for it.
>>
>>5691669
>Chlotsuintha will return to Aldoin's house to see if she can glean anything about his death or any 'connections' he might have had.
>> Chlotsuintha will attempt to find the Plucky Poulaines - an illegal gambling den father mentioned on occasion, to see if she can glean anything there about his movements.
>> Chlotsuintha will attempt to knock-down a Port Authority administrative house for blank Family Patent papers.
>>
Thinking about missed threads leading to a heavier trail, I’ve been thinking about the Smil situation. Assuming not!Smil wasn’t an Inquisition agent, would that make him one of Father’s contacts, or a rival?

Also, would that Construct the Inquisition found truly be Fathers? A month is plenty of time for him to become aware of this problem- the incriminated man fled before capture, would that not get back to Father before his recent job? Could not!Smil be said incriminated man, trying to warn him too late?

There is also the case of the Strange Duo- most likely Men-at-Arms of a foreign coven, that preceded to get Strange around the time of Father’s disappearance and Aldoin‘s death. Where they in cahoots? Rivals? Newly introduced?

Was Aldoin‘s death Strangeball related, or was it simply ‘natural causes’, and the accumulation Strangeness just released from his death?

Then there is the University Student, his construct, and the Stangegulls. How do they fit into all of this?

We were tangled in these threads for a purpose people, and I believe we must see some of it through.
>>
>>5691666
>>5691666
>>5692047
To clear this up - Omnibus I had grandfathered entry permits to Port Authority administrated cities, allowing the conveyance to enter cities during their period of 'free traffic', which is typically overnight. This is separate from the transit papers that a 'base' Subject would need to travel on an Imperial Thoroughfare between cities, or the copy of their Family Patent that a Patented Subject could use in lieu of them.

Alright, lets tally this vote.

>>5691673
South Burying Ground, Cleansed Site, and Administrative House

>>5691946
South Burying Ground, Aldoin's House, and Administrative House

>>5692033
South Burying Ground, Temple, and Administrative House

>>5692049
Aldoin's House, (search for) Plucky Poulaines, and Administrative House

So, the proposed itinerary is that Chlotsuintha goes to the South Burying Ground to bury the Decoy, takes a quick glance over the Cleansed Site to see if any clues have been left behind, goes to an Administrative House to steal blank Family Patent papers, and then heads to Aldoin's house to investigate what transpired there. If there is time, she will attempt to sneak into a Temple before heading back to the Midden and beginning the exfiltration.

However, >>5692047 proposes staying through Titheday. And because it makes sense to take delivery of the Coach when you are going to use it, I suppose I have to ask now - should Chlotsuintha look to leave the Mount tonight or tomorrow night?

> Please choose ONE of the following:
> Chlotsuintha will leave the Mount tonight - stick with proposed itinerary
> Chlotsuintha will leave the Mount tomorrow night - prompts vote for new itinerary
>>
>>5692386
> Chlotsuintha will leave the Mount tomorrow night - prompts vote for new itinerary

The Patternmaker Witnesses. Especially after what we witnessed, we shouldn’t dismiss the threads he put in our path. Beside, we’ve yet to lay any groundwork for the birds’ disappearance- I would at least want some inference that we were abducted by witches rather than being witches ourselves.
>>
>>5692123
Expanding on this, Smil only go here a fortnight ago- two weeks from the Inquisition becoming aware of the Construct and suspicious of the South Sexton. It could all be coincidence- but with the Patternmaker watching us so closely, I think not. What if he was the Inquisition plant originally, and not!Smil killed him to take his place and learn about the Bats (Chlot and Father)? A tantalizing thread of fate.
>>
>>5692423
Just before I head off into work-

We did have to make amends with Vaclav, and if we wait until the morning at least, we will get fresh information on what the Inquisition is thinking about.
>>
Too many decisions AAAAAAAAAAAAAAAAAAAAAAAAA
>>
>>5692386
> Chlotsuintha will leave the Mount tonight - stick with proposed itinerary

No no no no no. Anons. Father has given instructions to scram on this day LATEST so this is what we'll do. My gut tells me the whole mount will go Fukushima really fucking soon!
>>
>>5692386
>> Chlotsuintha will leave the Mount tonight - stick with proposed itinerary
some things are just beyond you!
>>
>>5692386
> Chlotsuintha will leave the Mount tonight - stick with proposed itinerary
>>
>>5692386
> Chlotsuintha will leave the Mount tonight - stick with proposed itinerary

We were already pushing it today. Father had a reason for his timeline.
>>
>>5692497
That already happened dude- we need to at least create a plausible alternative to our disappearance that the Inquisition will fuck around with for a bit.

>>5692570
I’d argue that the Patternmaker takes priority. Besides, we can keep our shit in the cart while we devote Titheday to the Patternmaker.
>>
>>5692497
I agree. What we've seen so far is nothing compared to what will happen probably come midnight. We need to GTFO.
>>
>>5692497
>>5692761
Alright, I’ll bite- why do you think this mount will go the way of Pompeii?
>>
I mean, y’all know that we need to meet the Inquisition Agent in the morning to keep the Inquisition off our backs a bit longer, right lads?
>>
>>5692783
Weren't we gonna fake our death or something? It's been so long ago and it's all so convoluted it's hard to keep my schemes straight!
>>
>>5692765

Constructs, Witches running about committing arson, Mitigators being brought in, and honestly just a gut feeling that say "danger" and my gut is has an excellent track record.

When a Witch dies, all the Strangeness in themselves is released. What if a Witch decided to weaponize that by kidnapping other Witches and turning them into Strangeness bombs?
>>
>>5692800
That was when we had an actual corpse to use as a prop- besides, that only solves half our problem, the other half being our ‘sick’ father. Frankly, meeting up with the Midden agent is in our best interest- not only will it keep them off our backs for a couple more days instead of triggering an alarm, we can probably gleam some more information outta the Inquisition while feeding them misinformation that’ll keep them chasing their own tails.

>It's been so long ago and it's all so convoluted it's hard to keep my schemes straight!
I feel ya- I’m planning on rereading the previous threads and taking note just I can keep everything clear in my own head.
>>
>>5692804
The Constructs are the Seagulls, the arson by Witches are unlikely with Mitigators afoot (ngl I thought about Chlot doing that, at least metaphorically, but I can’t square that with Chlot’s morality), the Mitigators are themselves being sat on with their Tenders running fucking errands (with white luck they’ll keep on the university student), and while tonight won’t be a walk in the park, it’s hardly going to be another Chernobyl situation.

>What if a Witch decided to weaponize that by kidnapping other Witches and turning them into Strangeness bombs?
Horribly inefficient- not only do you not get any new coven members or babies, but you can’t even use the magical organs and other materials from the corpse as well- you’re better off engraving a pipebomb than you are wasting precious resources like that.
>>
>>5692812
Graven ball, murder by magic, strange doves, firebomb, refinery fire... All these events are connected and are pointing at a witches coven that is at best utterly reckless and at worst homicidally insane. On the other hand we have the inquisition which is collecting resources to meet this threat. I prefer to be 100 miles away before these factions start clashing in earnest.
>>
>>5692829
The only real connection of these events is us- the Refinery was literally an act from God, not something of mere mortal hands. The strange gulls are probably a local university student’s doing; the firebomb to destroy the evidence are two foreign Men-at-Arms, badly injured; the Graven Ball probably wasn’t even a murder weapon- Aldoin was probably fucking around with magic and died naturally or on accident, and the Strangeness released by his death supercharged the Graven Ball into Third-Degree. There is no coven of witches running amok- besides Chlot and Father, you have one, possibly two other witchlets, that just seem to be fucking around with birds and balls- the only witch in this town we can prove is homicidal is us ffs.

Add in the fact that the Inquisition feels the need to send Mitigator Tenders out on fraying errands instead of with their charges and that they themselves felt is was seriously unnecessary to come here- they have even less of a clue of what’s actually going on than we do, and we’re more at risk of them over fixating on a missing leaper than we are of getting caught up in a magical war.
>>
>>5692829
Like, think for a moment- they’re focusing their investigation on the Southern Sexton, of which of testimony is a key component. If we were to stay till morning and give them our written testimony, it would not only take them awhile to realize we disappear, but they probably wouldn’t investigate as deeply with our written testimony, keeping their focus on the South Sexton investigation/trial and the Refinery clean up until the strange gullshit hits the fan. By delaying a day, we may end up throwing them from investigation Chlot by a significant margin of time- I think that is worth the risk.
>>
>>5692804
Also, if we’re going on gut feeling, we should take a look at the worn-down livery- I think that was a plot thread put there by the Patternmaker, and I think we are obligated to at least check it out once before we head back.
>>
>>5692386
>Chlotsuintha will leave the Mount tonight - stick with proposed itinerary
I just want to leave this shithole behind
>>
>>
Well, in addition to a lot of good discussion, it seems like there is a consensus here. If something happens, and anons want to revisit this vote, we can, but for now Chlotsuintha will plan on leaving the Mount tonight. I'll just finish cooking dinner, then I will resume running.
>>
>>5692829
The only other explanation is that the Inquisition is behind it all to increase their budget and political power but that's... like Loose Change level of conspiratoiding.
>>
Alright, so now that we have settled on the tentative itinerary for tonight we need to return to the previous vote - when does Chlotsuintha take possession of the Coach, after she gets everything into the sewers, or before she starts the move?

From >>5691640: Taking possession before 'moving house' means that Chlotsuintha can pick a specific time to pick up the coach and team. The complication is finding somewhere to put the coach and team for however long it takes to get everything out of the Belfry and into the moat. Taking possession after 'moving house' means that Chlotsuintha can go straight from the moat to picking up the coach and right back to the moat. The complication is figuring out how long it is going to take to 'move house', keeping to that schedule - and also getting into a state that she could pick up the coach in (she is going to be mucking through the sewers for hours, after all)

To keep things simpler on my end, please re-vote. I'll close this in a few hours, and then get up the next update before I go to bed (hopefully).

> Please choose ONE of the following:
> Take possession before 'moving house'.
> Take possession after 'moving house'.
>>
>>5693301
> Take possession before 'moving house'.

How hard could finding parking even be?

What could go wrong?

It'll be easy.
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>>5693301
>Take possession before 'moving house'.
>>
>>5693301
> Take possession after 'moving house'.

I voted differently before but actually this seems easier
>>
>>5693301
>> Take possession after 'moving house'.
>>
>>5693301
> Take possession before 'moving house'.
Last time we had a schedule it got derailed almost immediately- we were supposed to hit up three fraying stores today, not fraying one!

Besides, we can use the coach to change our clothes if need be. Also- we are cleaning up before we leave the Mount- Chlot ain’t gonna smell like a sewer and ruin the smell of the coach ffs.
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"Well ..."

Damn it all, you should have had this figured out before you asked. At the moment, you are leaning towards taking delivery before you start mucking your way through the sewers, then immediately turning around and taking your conveyance to another livery, one that is closer to the 'wet' segment of the Landward Walls and is open to privately owned carriages and coaches and whatnot. So once you have everything at the sewer inlet, you could simply fetch the coach, get it as close as possible, then haul everything into it as fast as you can. It certainly seems to be the better of your options - the other being taking delivery after you have gotten everything through the sewer - but now your issue is that you need to make a guess as to when you will be ready to start your escape. And that means you need to settle on what you are going to be doing before that.

And Pattern's Peace, is there ever a lot of things that you could - should - be doing tonight. But there are two that are simply non-negotiable. Planting the Decoy Graven Ball in Aldoin's grave, and then heading over to his house. It is only a matter of time before the Inquisition detects Strangeness in the Midden, and from there the trail leads to his coffin, where the Coroners left the real Graven Ball. And when the Inquisition inevitably exhumes the coffin, which doesn't have a ball, and worse, bears evidence of a Mysterious Remediation, that trail is going to lead straight to you - the only one who was unattended with the coffin after it left the Morgue. Getting out of ahead of that is unequivocally a matter of life and death. And as for Aldoin's house, well, clearly something Mysterious happened there - and the loose timeframe, established by the state of the Strangeness remaining on the premises lines up with your father and his job. That said, even if you knew for certain that it had nothing to do with him, you would be curious ... perhaps not curious enough to actual head over there, but ... regardless, you cannot rule out that your father is responsible for the state of Aldoin's house - or his death, for that matter - so you simply have to go. As you see it, this is your best and possibly last chance for a lead on his whereabouts. Or at least an indication that he is ... alright.

Beyond that ... well, if you are going to the South Burying Ground, then you might as well swing by the spot where the house you saw the Hooked Gulls congregating once stood. You don't know if you would be able to find anything there after the Inquisition worked the place over, but if you are going to be over there, then it might just be worth it to take a quick peep around the premises. You might see something they didn't. It also sounds like you are going to need a Family Patent to take the Thoroughfares, which ... well, you have never forged anything before, but - oh, wait, no that isn't true! You 'forged' the Graven Ball!
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Of course, no one in the Inquisition knows what the real Graven Ball looks like, while Tollmen and guards have to know what a copy of a Family Patent should look like ... but still, perhaps you are not going to be as far out of your depth on this as you thought. So long as you can find a real Family Patent to base your forgery off of, you don't see why you couldn't pull this off without too much fuss. Now, besides that ... Mercy, there are so many things that you could do tonight. Things that you had planned on doing - like investigating the public house that you found the Strange handprint outside of. Or things that might be sensible - like trying to get a sense of what the Inquisition is doing by poking around Oiler's Wharf, or even trying to infiltrate one of the their Chapterhouses. But ... those sorts of investigations aren't just dangerous and presumably time-intensive, there is no guarantee that committing your time and energy to those sort of endeavors is going to pay off. You know there has to be evidence of some sort inside of Aldoin's house, but you don't know if there is going to be anything in the public house. Likewise, even though breaking into a Port Authority administrative house is going to be dangerous, it is assuaged by the knowledge that there is going to be blank Family Patent papers somewhere inside. Unfortunately, you simply cannot be certain that prowling down at Oiler's Wharf or up in a Chapterhouse is going to net you any sort of usable intelligence - or do anything besides put you in mortal danger.

So unless something changes the arithmetic here, or you end up staying another day, you are going to have to play things close to the chest. You just have pray that Aldoin's house gives you some lead towards father's whereabouts, because if it doesn't ... well, that doesn't bear dwelling on, does it? Though on the topic of prayer, perhaps, with everything that has happened - and everything lying ahead of you - this might be a good time to get yourself to a Temple and pray before a Eternal Starlight. So ... if you want to leave enough time to do all of this, and take delivery before you start 'moving house', then ...

"This may be a bit of an imposition, but father is bent - absolutely bent - on leaving the Mount today, even with his ... shaken disposition. So then, would it be possible to take delivery, say ... sometime between the last hour and midnight? Perhaps a hair later?"

"Midnight! Pattern's Peace, does he intend to quit the Mount like a thief in the night?"

Oh shit, you didn't imagine this going over this poorly.

"I'm - I'm sorry, but father has gotten it in his head that we have lingered here overlong. He has insisted on this point."

"How ... how does he intend of making everything ready for his undertaking?"

Starting to grasp at straws, you blurt out -

"I .. I am certain I am up to the call and charge my father has placed on me."
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"Oh, oh no - I never meant to intend that you weren't Madame Dremen, I just ... I'm sorry. It is just very, very irregular. There are certain routes that coaches and carriages cannot help but arrive that late - but departing? No, it ... well, if this the sort of timetable your father wishes to keep, now I can truly see why he is intent on owning and operating his own conveyance."

That is an awful lot of words, with a conspicuous absence of a yes or no. The Master of the coach-house must see the askance in your eyes, however, for the next thing off of his tongue and out of his mouth is -

"I suppose I can leave word for the night shift. Now, I suppose after all of this talk on the matter, I should actually sell you a conveyance."

> Barter Test

> + DC 50: Witchlet Chlotsuintha is Blockheaded about Barter, making a Single Sale like this [More than Moderate].
> + DC 1 Witchlet Chlotsuintha's height corresponds to the description of a wanted criminal
> + DC 2: Witchlet Chlotsuintha is odd looking, given her height.
> + DC 4 Witchlet Chlotsuintha is currently Drained II, and is not thinking as quickly as she normally does.
> + DC 3 Witchlet Chlotsuintha is currently Tired I, and is prone to making mistakes that she otherwise would not.
> - DC 15: Witchlet Chlotsuintha’s haggling is buoyed by her complete success at convincing the Livery Operator of her story.
> - DC 10: Witchlet Chlotsuintha looks to be Gently Bred [Doubled]
> - DC 2: ???

> DC 33. Anything lower is a failure. [Auto-passes and re-rolls available. No hostile re-roll(s)]

> No Passes: Spendthrift. You really are not cut out to be a merchant. You don't lower his quoted price at all, and pay 4,400 eT for Stagecoach III, the equivalent of 22,000 USD
> One Pass: Sticker Shock! This could have gone a bit better. You manage to lower his price a little, and pay 4000 eT for Stagecoach III, the equivalent of 20,000 USD
>Two Passes: Cash and Carry. This was not a terrible showing. You manage to lower his price, and pay 3600 eT for Stagecoach III, the equivalent of 18,000 USD
>Three Passes: Talented Talker. This was a strong showing. You manage to slice his price, and pay 3000 eT for Stagecoach III, the equivalent of 15,000 USD

>If ONE of the THREE rolls comes up as a Critical or Near Critical Failure (Roll of 1 or 2) then you pay full price and the Livery Operator Nasturtium doesn't have enough change.
>If ONE of the THREE rolls comes up as a Critical or Near Critical Success (Roll of 100 or 99) then you pay the most reduced price for Stagecoach III and you get a high-performance team.

>Standard rules in effect - so if you want to use the auto-pass, then you need to speak up before a Critical or Near Critical is rolled.

I thought I got this up last night. My apologies, everyone!
>>
Rolled 33 (1d100)

>>5694397
*Slaps roof of carriage*
>>
Rolled 93 (1d100)

>>5694397
Rolling again since everyone else seems to be asleep
>>
Rolled 14 (1d100)

>>5694397
And one more if you'll take it
>>
Rolled 61 (1d100)

>>5694397
>>
>>5694510
Yeah better take that one lol
>>
A final set of questions; do you want to store the cart inside the coach or not, and if you do want to, do you want to ask to do it, or would you like to sneak it in instead?

> Please choose ONE of the following:
> Store cart here
> Do not store cart here

> Please choose ONE of the following:
> Ask to store cart
> Do not ask to store cart
>>
>>5694687
>> Store cart here
> Ask to store cart
>>
>>5694687
> Store cart here
> Ask to store cart
>>
>>5694687
> Do not store cart here
> Do not ask to store cart
Unless it’s secured I don’t want it- plus switching dresses like we’re Superman is gonna be a hassle.
>>
>>5694687
> Store cart here
> Ask to store cart
>>
>>5694929
I’m serious- it’s going to waste a lotta time when we can just keep an eye out for another public house on the way back to store our shit in our maids uniform.

It’s 15 minutes there and back roughly, so that’s already half an hour- take in the hassle of finding a spot to change clothes (twice) as well as the additional hassle of taking off the clothes and repacking then (also twice), that’s gonna be roughly another half-hour gone. We’re better off keeping an eye out for another public house on the way back to store our shit for the night in my opinion.
>>
Can we just leave the cart in the sewer that we sneak through or do people go through there sometimes?
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>>5695169
I prefer to keep the shit smell on all our stuff to a minimum
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>>5695174
I'm much the same, but if it involves finding a good place to change back and running around all over... I'd rather just have the cart smell bad and call it a day.
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>>5695169
>>5695176
Remember- going back to the Midden tunnel will just eat away at our very limited time as opposed to another close-by public house. I’d also rather we put it under lock and key- not only would it be more secure, it’d be faster than lugging all of our shit to the sewers- and it comes with the added benefit of keeping the shit-smell off our stuff. Plus, we still need to find a fraying parking spot while we move house.

Besides, we’d need to leave our Worn Piece somewhere close by anyways- if we come rolling up in our dirty threadbare infiltration clothes, they’ll have a lot of questions. Hell, we’ll need to figure out how we’re washing up afterwards anyway- it may be smart to pre-position some kegs of water, some soap and a towel near the exit, just to clean up afterwards. Maybe a tarp to cover our equipment, not just from eyes but also the sewer shit?
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>>5695220
But we need to unload everything into the sewers anyways. Wouldn't it make more sense to go back and unload everything rather than wasting time looking for another place that will watch the cart and having to head back there later? I agree on the point about cleaning though... assuming anywhere is still open that we can get those supplies from. If we want to do that ahead of time we should do it fast.
Everything we have left on our schedule later besides picking our vehicle back up doesn't mind us being a bit gross anyways. We can just clean before retrieving it.
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>>5695221
We’re going to have to come back for the carriage anyway- we can grab the cart then. We save more time finding a public house and remaining in the area to shop or explore, and after using the horsepower to move the stuff rather that wasting more time, energy, and opportunity trying to drag the cart by hand. Not only are we significantly slower than 5-9 MPH, the cart will be harder to handle than the carriages, and with any luck may lessen our Tired and Drained maluses instead of increasing the strain. This has the least opportunity cost involved- assuming the Patternmaker didn’t decide to bless us with an opportunity had we decided to to bite the Midden bullet.
>>
>>5694687
> Do not store cart here
> Do not ask to store cart
>>
>>5694687
> Do not store cart here
> Do not ask to store cart
Asking is boneheaded, as Chlot does not have a servant handy, so she'd have to do what no self-respecting woman of her purported station would. We already have enough complication without adding another two or three legs of transit. No, better to just change after this, get our cart, stash it, and start our coverup and escape.
>>
>>5694825
changing to
> Do not store cart here
> Do not ask to store cart
Meant to swap earlier but internet died
I'd still rather not store it in another public house though, that's more trouble than it's worth. We're going to have to go back to the Midden regardless, we should just take the cart with us if possible.
>>
>>5695220
Upside of tge rain is the tunnels should be... cleaner.
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>>5694687
Consider my vote changed to
> Store cart here
> Ask to store cart
From
>>5694929

The only reason I didn’t want to store it in the carriage is because it took away what limited shopping time we may have had. While making an unusual request- and having our stuff unattended- is bad, wasting more time to store our stuff in Midden is even worse. If anons aren’t going to choose another public house, and are unwilling to give us another day to resupply, then I want to make the best of what little time we have left, and that means not spending the next two hours hauling our shit back to Midden.
>>
Didn't mean to leave this up so long, but I fell asleep after coming home yesterday.

>>5694825
Canceled Vote

>>5694839
Store Here I
Ask to Store I

>>5694929
Canceled Vote

>>5695161
Store Here II
Ask to Store II

>>5695253
Store Here II Don't Store Here I
Ask to Store II Don't Ask to Store I

>>5695742
Store Here II Don't Store Here II
Ask to Store II Don't Ask to Store II

>>5695749
Store Here II Don't Store Here III
Ask to Store II Don't Ask to Store III

>>5695823
Store Here III Don't Store Here III
Ask to Store III Don't Ask to Store III

Hmm ... a three to three tie. I'll leave this up for another hour or so - until I am ready to write. If there isn't a tiebreaker and no one changes their vote,

>>5695169
To clarify, that isn't a sewer, that is a tunnel that father made by stringing a bunch of buried basements together in a dried up, half-filled in well. A sewer will be much wetter and much less clean.
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>>5695921
Store here and Ask
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>>5695921
I’m sorry for raising such a stink over this, I just want to be as expedient as reasonably possible, which either means we find another public house or we bite the bullet and ask. While I do understand anons’s frustrations and desire to simply get it over with, our most precious resource at this moment is time, and if anons are unwilling to stay a bit longer to resupply, that means that going to the Midden tunnel is the wrong play.
>>
Well, I left this up longer than I intended to - but at least we got our tie-breaker. Consider this closed.

The next vote; how will Chlotsuintha retrieve the hand-cart? Some of these options will take more time than others, some may involve rolling, some may involve more or less risk than others.

> Please choose ONE of the following:
> Chlotsuintha will remain in her 'worn piece'/riding habit/riding dress and attempt to break into the room with the cart through the window, bypassing the eccentric Master of The Hooded Heads
> Chlotsuintha will take the time to change into one of her domestic dresses and attempt to break into the room with the cart through the window, bypassing the eccentric Master of The Hooded Heads
> Chlotsuintha will remain in her 'worn piece'/riding habit/riding dress and attempt to break into the room with the cart through the window, then change in the room into the domestic dress, bypassing the eccentric Master of The Hooded Heads
> Chlotsuintha will remain in her 'worn piece'/riding habit/riding dress and attempt to break into the room with the cart through the door with an Ice Lockpick, bypassing the eccentric Master of The Hooded Heads
> Chlotsuintha will take the time to change into one of her domestic dresses and attempt to break into the room with the cart through the the door with an Ice Lockpick, bypassing the eccentric Master of The Hooded Heads
> Chlotsuintha will remain in her 'worn piece'/riding habit/riding dress and attempt to break into the room with the cart through the door with an Ice Lockpick, then change in the room into the domestic dress, bypassing the eccentric Master of The Hooded Heads
> Chlotsuintha will present herself before the Master of the Hooded Heads in her 'worn piece'/riding habit/riding dress to retake possession of her cart.
> Chlotsuintha will take the time to change into one of her domestic dresses before presenting herself before the Master of The Hooded Heads to retake possession of her cart
>>
>>5696128
>> Chlotsuintha will take the time to change into one of her domestic dresses before presenting herself before the Master of The Hooded Heads to retake possession of her cart
>>
>>5696128
> Chlotsuintha will take the time to change into one of her domestic dresses before presenting herself before the Master of The Hooded Heads to retake possession of her cart

This might have worked better split into 2 votes
>>
>>5696128
> Chlotsuintha will present herself before the Master of the Hooded Heads in her 'worn piece'/riding habit/riding dress to retake possession of her cart.
Not an ideal choice I’ve chosen, I will admit. Can’t really make up my mind, too many variables in play. I do like the Master of The Hooded Heads, and that probably weighed more into my decision than it should. I would’ve chosen the domestic dress has it not been for the hassle of it all, but probably wouldn’t mind as much.

Frankly, as much as getting Chlot into such shenanigans tickles my funnybone, I can’t help but view the break in options as suboptimal- and quite honestly I’m still trying to wrap my brain around the implications if we do go down that route.

>>5696176
Probably- though I bet the QM did it this way to save on time, what with thread being on it’s last legs and all. Oh, the irony.
>>
>>5696128
>Chlotsuintha will remain in her 'worn piece'/riding habit/riding dress and attempt to break into the room with the cart through the door with an Ice Lockpick, bypassing the eccentric Master of The Hooded Heads
>>
>>5696128
>> Chlotsuintha will take the time to change into one of her domestic dresses before presenting herself before the Master of The Hooded Heads to retake possession of her cart

Other than swapping out troubles, seems like a good idea.
>>
>>5695998
this is retarded, we either have to break our cover story on one end or the other, which is unfathomable, or we need to change twice. which is a time sink. you are self-defeating.
>>5696128
>> Chlotsuintha will take the time to change into one of her domestic dresses before presenting herself before the Master of The Hooded Heads to retake possession of her cart
>>
>>5696566
It isn’t self-defeating- even if we change dress, this will still be vastly faster than going back to Midden. Plus, breaking our story only matters if we plan on permanently staying in the Mount, which we ain’t doing even if Chlot decides to stay a day or to extra to really stock up on supplies. Ergo, prioritizing our time and focusing on supplying ourselves for the future takes precedence over maintaining a cover story with men we ain’t going to see ever again.
>>
Been having a bunch of issue with my internet - hopefully I am past it, but my IP address might have changed. Fingers crossed that it didn't.

Anyway, consider this vote closed - Chlotsuintha will change into the domestic dress before asking the Master of The Hooded Heads for her cart back.
>>
Good, the IP address is still the same. Unfortunately, I am too tired to write at the moment - so here is a quick vote for the overnight.

> Please choose ONE of the following:
> Chlotsuintha will name the horses in her newly purchased team
> Chlotsuintha will not name the horses in her newly purchased team

For those of you who chose to name the team, vote for the 'theme' for the whole team which will determine the names of the individual horses. Note, you will not need to address horses by their name to interact with them.

> Please choose ONE of the following:
> The 'theme' of the team is games of chance
> The 'theme' of the team is weapons
> The 'theme' of the team is flora
> The 'theme' of the team is deep-sea fauna
> The 'theme of the team is numbers
> The 'theme' of the team is planets and stars
> The 'theme' of the team is people Chlotsuintha has wronged
> The 'theme' of the team is historical statesmen
> The 'theme' of the team is historical generals
> The 'theme' of the team is historical Witches
> The 'theme' of the team is [write-in, subject to QM approval]
>>
>>5697142
> Chlotsuintha will name the horses in her newly purchased team

> The 'theme' of the team is deep-sea fauna
>>
>>5697142
>> Chlotsuintha will not name the horses in her newly purchased team
pets get names. horses that we might eat or turn into working material are not pets.
>>
>>5697142
> Chlotsuintha will name the horses in her newly purchased team
> The 'theme' of the team is historical Witches
>>
>>5697142
> Chlotsuintha will name the horses in her newly purchased team
>> The 'theme of the team is numbers

Just so that we have some way to differentiate them.
>>
>>5697142
> Chlotsuintha will name the horses in her newly purchased team
> The 'theme' of the team is weapons
>>
>>5697142
> Chlotsuintha will name the horses in her newly purchased team
Can’t wait to get attached to them only for them to be either abandoned, killed, or used.

I’m generally intrigued by all the ‘themes’ desu (except numbers)- games of chance is oddly fitting in this quest, for both Chlot and the horses- who’ll get the short straw next? Weapons and flora are interesting- deep sea flora fascinates me most out of that subgroup, I hope that’ll be exotic. Planet and stars may be appropriate- to honor the Patternmaker’s design. The people wronged are a bit of a downer- though illuminating about Chlot past. Historical statesmen and generals are intriguing. Historical Witches are practically begging to be chosen though.

I’ll sleep on it.
>>
>>5697142
>>5697253
Welp, narrowed it down to five- games of chance, deep sea flora, planets and stars, people Chlot wronged, and Witches. I like the games of chance because it’s a great in-quest and IC joke that we’re all playing a game of chance with the hand we were dealt- Chlot being a witchlet, and the horses drawing the short straw of being ours. The rest are all lore related interests that caught my eye- though I probably would enjoy the statemen/general wars as well.
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>>5697179
Supporting "Horse 1" to "Horse 8".
>>
>>5697142
>Chlotsuintha will name the horses in her newly purchased team
> The 'theme' of the team is planets and stars
>>
>>5697142
Put me down for historical Witches or planet and stars QM.

>>5697179
>>5697314
You guys do know that this is a chance to learn more about the setting right?
>>
>>5697502
Dude no offense but stop making big arguments over every little thing please. I just feel Clot is the type of person who would go Horse 1-8 instead of calling them Princess Penelope or Jumping Dolphin.
>>
>>5697565
>>
Alright, lets see:
>>5697161 Deep Sea Fauna
>>5697177 No Names
>>5697178 Historical Witches
>>5697179 Numbers
>>5697229 Weapons
>>5697314 Numbers
>>5697502 Planets and Stars
>>5697502 Historical Witches/Planets and Stars

Well, regardless to which way >>5697502 breaks, we still have a tie between either of those choices or just doing numbers. I'll start writing the update, which I hopefully will get out sometime tomorrow. This vote, however, is still open.
>>
>>5697831
I'll swotch from deep sea fauna to Planets and stars to break the tie.
>>
Goodman Nasturtium leads you out of his office by a side door, down a short hallway and then outside to his yard. On the threshold, you awkwardly hike your dress up a bit - only a bit, as you don't want him to see that you are wearing men's boots - then you follow after him. For a moment, you wonder if you are liable to give offense with this conduct, as it might be taken that you see the establishment as unclean - which of course, has implications on his Thread and Soul - but at the moment, he has eyes only for his fleet of carriages and coaches. After looking them over, he turns to you.

"Now then, you father wanted a coach, correct?"

"Yes."

As an afterthought, to affirm your deception, you swallow to clear your throat, then add -

"He was quite firm on that point, actually - though I know there are different sorts of coaches."

"Yes, madame, there certainly are."

He quickly explains the difference between Omnibuses, Stagecoaches and Roundabouts, then shows you the available coaches. After considering all of them, you narrow your things down to the largest of the Stagecoaches and the smallest of the Omnibuses. The 'bus has a set of grandfathered, non-expiring entry permits for any Port Authority administered city, for the 'free traffic' period. You could see that coming in useful at some point... but the the Port Authority only administers Imperial cities and towns in coastal and coast adjacent provinces, while your current plan - such that it is - calls for an escape into the Frontier, well away from the coast. On the other hand, the stage has a front mounted winch, a large cousin to the one that father rigged up in the Belfry. And you can definitively see that coming in handy on the 'rougher' roads that Nasturtium mentioned. Ultimately, that is what settles you on the stage - assuming that it can stand up to a closer inspection. Of course, you cannot properly look the thing over like you might have done with a Hearse, setting aside that you would risk ruining your dress if you got down low enough to look underneath at the struts and dancers or checking the grease on the axle, you would be undermining the perception of a proper daughter doing her best in an awkward situation thrust upon her. You are even hesitant to ask pointed questions about the condition and history of the stage, for fear that you may come off as 'knowing too much', so in the end, you have to satisfy yourself by looking it over until your eyes actually start to sting a bit from the strain. At least, you hope it is from the strain of staring, and not the strain of Hide-Eyes. You cannot feel the Glyph as you could earlier, but you weren't wearing a corset at the time, either ... well, there is nothing much you can do at the moment, is there?
>>
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Trying to do something else beside fret, you move on to the horses for the stage's team. There are more than three dozen to choose from, though the yoke and harness for the stage will only accommodate six. As far as you can see, all of the animals look to be healthy and well cared for, but they are mongrels - or perhaps just breeds that you cannot recognize. Either way, you will have no indication to the abilities of any of - oh, hold on! Right in the back stall, there is a horse that bears all of the markings of a rather well-regarded breed. There is going to be no two ways about this - you are going to get that horse on your team. More than that, if you were ever in a situation where you had to leave the coach behind somewhere, and ride on ahead - this is the horse that you would take.

> Please choose ONE of the following:
> You have your eyes on a Coeruleus Courser, of about thirteen hands. While you don't imagine that you will be stumbling into a desert any time soon, you are very keen on this stallion's agility and speed.
> You have your eyes on a Tarraconense, of about fifteen hands. This mare might not be the tallest horse in the stable, but you could easily believe that she is the strongest! She must have incredible endurance and power.
> You have your eyes on a Cimaroon Post Horse, of about thirteen hands. Beyond just the exceptional health and resilience to injury and disease these animals have, they also have an ambling gate, well suited to trail riding.

>>5698209 Alright, that vote is now closed.
>>
>>5698219
> You have your eyes on a Coeruleus Courser, of about thirteen hands. While you don't imagine that you will be stumbling into a desert any time soon, you are very keen on this stallion's agility and speed.

Speed is the way to go, this horse is our escape capsule.
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>>5698219
> You have your eyes on a Tarraconense, of about fifteen hands. This mare might not be the tallest horse in the stable, but you could easily believe that she is the strongest! She must have incredible endurance and power.
A big, strong horse for a big, strong girl.
>>
>>5698219
>> You have your eyes on a Tarraconense, of about fifteen hands. This mare might not be the tallest horse in the stable, but you could easily believe that she is the strongest! She must have incredible endurance and power.
>>
>>5698219
>> You have your eyes on a Cimaroon Post Horse, of about thirteen hands. Beyond just the exceptional health and resilience to injury and disease these animals have, they also have an ambling gate, well suited to trail riding.

Our offroading horse for when the trail is no longer an option.
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>>5698219
>> You have your eyes on a Cimaroon Post Horse, of about thirteen hands. Beyond just the exceptional health and resilience to injury and disease these animals have, they also have an ambling gate, well suited to trail riding.
>>
>>5698219
>> You have your eyes on a Coeruleus Courser, of about thirteen hands. While you don't imagine that you will be stumbling into a desert any time soon, you are very keen on this stallion's agility and speed.
>>
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Well, I should have closed this vote before I started writing the update ... oops. I guess I will have to leave it up overnight for a tiebreaker. At least with most of the update written, I should be able to squeeze in two votes tomorrow - assuming we don't fall off of the board.
>>
>>5698711
Lol. Three way tie. Perfectly balanced, as quest choices could be.
>>
>>5698731
So heres my reasoning:
>Quick horse
The idea is to focus on the fact that this will be our riding horse, if the inquisition gets onto our heels we might find ourselves in a situation where we have to abandon our stuff and run for our live and this horse gives the best chances for that. Also once we reach our destination it will be the best horse (speed+AGI is usually what people look for when buying a horse)
>Strong horse
Also an interesting choice because it adds value to the team by adding some extra HP (lol). You can put her to the front and she'll give the other horseys a boost in difficult situations.
>Climby horse
Useless in my opinion, if we wanted to traverse mountain passes we should've gone for mules and a smaller carriage. What use is it if one out of 6 horses is a somewhat good climber when your vehicle is too big for mountain passes anyway?
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>>5698409
>>5698219
I'll change from the Cimaroon to the a Tarraconense. Kind of an "all in" move for the wagon, I suppose.
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>>5698745
>What use is it if one out of 6 horses is a somewhat good climber when your vehicle is too big for mountain passes anyway?
I do assume that we’ll switch vehicles when we make our final dash to the frontier. Besides, we don’t really know anything about the local geography- we’re probably stuck in a mountainous region, considering this town is considering a Mount.
>>
Alright, consider this closed. I'll finish the update as soon as I can.
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Truly, this mare - a Tarraconense - is so well muscled it looks as if she had wandered off of a plinth. Clearly perceiving your attention, the mare hefts her head to get a good look at you – she wickers, then goes still, steadily returning your gaze. You have to wonder if she would even feel your weight, if you were to actually mount and ride her. How many leagues could a creature like this manage in a day? Hopefully it will not come to pass that you have to abandon or part with your stage and the rest of the team, but if it were to happen ... well, you would be very well served by this horse. Interestingly enough, the mare has yet to take her eyes off of you – though you don't get the sense that this animal is nervous or on edge. She is just … watching. In the end, it is you who breaks eye contact first – you have to find five other horses for your team, after all.

Unfortunately, compared to the Tarraconense the rest of the stable is middling, and it takes you a bit of doing - and worse, time - to suss out the other five best. Ultimately though, you get what you consider to be the 'pick of the litter' – and judging from the reaction of their owner, you'd hazard that he'd be in concurrence with your assessment. So with the horses and the conveyance picked out, Goodman Nasturtium leads you off of the yard and back into his office to actually do the haggling. As he does, it occurs to you to ask him if any of the horses that you picked out have names. When he answers in the negative, you decide on a whim to name them. While part of your Chirurgeon training involved operating on and caring for animals, you have never actually owned or paid for animals before, and you want to treat your property properly. And it seems to you that the first part of treating your animals right is naming them ... and even if anything were to happen to them, or ... you were even put in a situation where you had to butcher one of them, well ... those Middenguard you bludgeoned to death all had names, and that certainly didn't stop -

Fraying Hell, you cannot be thinking like this! Not now. Not ever. You do what you can to clear your mind of ... distractions, and spend the rest of the time that it takes to get back into the office thinking up names for your team. By the time that you slide into the seat on the other side of Goodman Nasturtium's desk - just as cautiously as the first time - you settle on naming them after heavenly bodies. Perhaps some of the Behenian fixed stars, or the planets of antiquity. The star Alchameth, seems like as good of a namesake as any for her. To the pagans who named the star, it was known as the Heart of the Dancing Horse, but to the Astronomers of Reformed Priests of the Pattern, it is the Wandering Watcher – moving in lockstep at the base of the Lodestar's Seat.
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The sound of movement on the other side of the desk snaps you out of any further naming for the moment. The goodman has procured a decanter from his desk, and is currently pouring its contents into two small steel goblets. He finishes the pour, but does not return the decanter to whence it came, instead setting it to the side on his desk as he passes you one of the cups. Perhaps you look confused, because Goodman Nasturtium smiles and explains that -

"I always make it a point to do serious business over aquavitae, and selling a coach and team is as serious as business gets around here."

Aquavitae? You are familiar with it from your chirurgeon's training, but it never occurred to you that anyone would drink it for pleasure. Maybe it is made the same way, but palatable and less potent. Either way, you are not going to blow this now by refusing a drink offered in good faith. You take one up in your hand, careful to hold it in a way that hopefully doesn't draw attention to just how long your fingers are. Immediately, you can smell the alcohol - and unlike with wine or ale, that is all you can smell. It could very well be less potent then the sort you have used before, but by all indications this is some really strong stuff. More worrisome than that is that you are completely out of your depth here. Is he going to make a toast? Are you expected to toast him?

Your answers come soon enough. Without prelude or preamble, he simply takes a healthful sip from his cup. Not wanting to be rude you take up yours as well - before you remember that you are wearing a veil. Trying to brush past your embarrassment, you very deliberately lift and shift the veil just enough to get your lips free without endangering the envelope of the Hide-Eyes Glyph. You take a tiny sip - and while you manage to keep the envelope inviolate, you fail to stop yourself from spluttering and coughing as it goes down. It seems that you were half right - it is aquavitae made less potent. But it is merely more palatable - still far afield from what you would consider actually worth drinking. To his credit, Goodman Nasturtium is very apologetic for offering something so harsh and unsuitable for a woman. He offers to send for wine instead, but you assure him that it is not necessary. You don't get the sense that he was trying or meant anything by offering you aquavitae - presumably he was looking for a reason to have a drink himself.

But what if he wasn't? What if there was - oh, you need to come off it. Why the Hell would this man want to poison you? Anyway, considering how little of the stuff actually got down you cannot imagine that even if there was something in the drink you have taken in enough of it to be dangerous - especially considering your size. Honestly, you go from blindly trusting to blindly paranoid at the drop of a hat - you need to be cautious, but you need to also keep things in perspective. More than that, you need to actually buy the stage and team.
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As understanding and accommodating as Goodman Nasturtium has been, you want to get out of here - and he wants to put that little embarrassment behind him, so the two of you plunge into negotiations over a price. As you might have guessed, you are well and truly out of your class when it comes to haggling here, but you put up what you think to be a good effort, and ultimately get him to what you consider a good price on the coach - though as you end up paying a bit more than you would have liked on the team and tack, you are not able to consider this a resounding success. Oh well. You can at least consider this a learning experience, and as father always said - one way or another, you always end up paying for your education.

Once the price has been settled on, you stand up, turn around, and place your bundle in the chair - deliberately blocking it from Nasturtium's view. You then pull out five - five! - hundred-talents without showing him anything incriminating and then place them on his desk, one right after the other. As you do, you reflect how just three days ago, you were over the moon on account of thirty-five eighth talents, which was then the most money you had ever had. And now you barely feel anything handing over the equivalent of four thousand eighth-talents. Part of that was simply that you have a lot more back in the Belfry ... but you suspect that it might also have to do with how hard you worked for those thirty-five eighth-talents - five of which were father's - compared to just how easy it was to knock-down the Euthyphro.

> Lose five hundred-talents

He leans over his desk a bit, picks up one at random and looks it over for barely more than a second, then gathers them all up. Then he sits back down and pulls a key out of his pocket, and opens a drawer. You can hear the click of a lock, then he drops the coins in and withdraws four twelve-talents and a single two-talent, which he gives to you.

> Gain four twelve-talents and one two-talent

“Alright, that is it. I'll sketch up a bill of sale for your father, and then I will just need to find the Patent for the coach.”

Oh no.

“Find? It – it isn't here?”

“Oh, no madame – not like that. It is just upstairs, stored away somewhere. I'm pretty sure I know where.”

Pretty sure? It is all you can do to not take your head in your hands. But the goodman continues on -

“I try to keep papers out of the office, if possible – keeps things clean. Anyway, while you wait, why don't you take your dinner here, completely gratis. There will be seats at our famed wheel-table, and I promise you, there will be no more aquavitae!”

He laughs, and even as upset as you are about this unexpected delay, you cannot help but to chuckle along. But you fear you have already spent too much time here – and you still need to account for getting out of your 'worn piece' and into the domestic dress you were wearing.
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“I'm very sorry, but there are still things that I need to do before the hours of closing pass – and then father ...”

You trail off a bit. You thought you heard someone approaching the door behind you, but you are not sure now. Seemingly oblivious to this, the goodman makes a soft sigh of disappointment, but then rebounds -

“Then perhaps - “

He is interrupted by knocking at the door.

“My apologies, but he wouldn't impose unless it wasn't important.”

You just nod at that – before remembering that nodding is dangerous if you are wearing a veil. Luckily, your glamor remains on and your host turns his undivided attention to the door.

“Come in.”

The clerk from the counter opens the door and steps in – and you can plainly see that something is bothering him.

“A Bailiff just came by -”

That is enough to make the room spin – but before you can fall into complete panic, the counter-clerk continues -

“ He said that Crabgate Coachery had a stage held up yesterday. The news just came in. Two Highwaymen killed the driver and one of the passengers, robbed the coach, stole the horses – and made off with a female passenger, apparently the wife of the passenger they - “

Perhaps belatedly coming to the conclusion that this is not a conversation that is suitable for your ears, the clerk clams up. At the moment though, the Bailiff is the sum total of your thoughts. And lucky for you, you are not the only one thinking of them. The goodman asks -

“Is he still here?”

To which the counter-clerk shakes his head in the negative. Relief washes over you, but only for a second, before you start to seriously worry about the safety of the roads. But again, you and the goodman are of one mind.

“Well … we are going to have to rework the schedule – make sure that all of our coaches have a porter along for the ride, just in case. And we better hire guards for any routes near this unpleasantness, though I cannot imagine they'd try for anything on a Thoroughfare. Still - “

“No, sir, that's the thing. They did! This was on the Fourth Lateral, just a few leagues out of Bleakbasin.”

“What! Bleakbasin? That is barely a day's journey away!”

The goodman clutches at the decanter, and pours himself another cup of aquavitae.

“How – how many of our coaches are on the Fourth, right now?”

“Six by my count, sir.”

“Maker's Mercy.”

Maker's Mercy indeed. You had been expecting to be safe on the roads at least until you were well into the interior provinces. Well, there is little that you can do about it now, you suppose ...
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“Listen, I need you to send your boy to the Thief-Taker's Guildhouse. I'm not putting so much as a hand-cart on any road unless it has a Taker and an armed porter – at least until they catch these ba – er, these ruffians. I better go out and break the news to all the custom. Oh … and once your boy is off, I need you to go upstairs and find the Patent to that coach with the winch, then write a bill of sale for it, a team and tack.”

You don't even know what time it is, but you cannot imagine that there are too many minutes left before the seventeenth toll. Do you dare to leave this place without a Patent and bill of sale, or are you going to have to wait?

> Please choose ONE of the following:
> You have to have a conveyance to leave the Mount – so you are going to wait until you are holding the Patent and the bill of sale for the stage. If that means waiting so long that you lose your hand-cart, then that is simply the price you pay.
> You are going to trust the goodman at his word. Besides, a bill of sale will not be worth the paper that it is written on until you can prove you are 'Madame Dremen' by producing a fake Family – oh, fraying Hell, that means you are going to have to use the Madame Dremen on your forged Family Patent, whether you like it or not, otherwise you will never be able to prove you own the stage. And even if you did have a bill of sale and a family patent – if he or any of his people were intent on cheating you, it would be dangerous and time-taking to challenge it.

> Please choose ONE of the following – if you decided to wait:
> If you are going to be here, then you might as well take the free dinner that the goodman offered. It is going to be a long, shitty night, and sooner or later you are going to need to eat anyway.
> You have had too many bad experiences at public houses to just sit down and eat – and not only would you draw attention, you have already declined the offer.

> Please choose ONE of the following – if you decided to leave:
> You are going to leave – but not before taking the opportunity to change in the water closet. You will save time and effort finding a spot out in the city, though you will run the risk of being seen by someone who has already seen you in your 'worn piece'.
> You are going to leave – without changing. You are going to need to come back here in a matter of hours, and you cannot think of any way to explain away your change of clothes if you were caught. You cannot take that risk – even if that means risking the cart.

I think this is going to be the last update for the thread, considering how long it took me to write all of this up.
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> Thread Archived: https://suptg.thisisnotatrueending.com/qstarchive/2023/5661862/
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Rolled 2 (1d2)

>>5699026
1- You have to have a conveyance to leave the Mount – so you are going to wait until you are holding the Patent and the bill of sale for the stage. If that means waiting so long that you lose your hand-cart, then that is simply the price you pay.
2- You are going to trust the goodman at his word. Besides, a bill of sale will not be worth the paper that it is written on until you can prove you are 'Madame Dremen' by producing a fake Family – oh, fraying Hell, that means you are going to have to use the Madame Dremen on your forged Family Patent, whether you like it or not, otherwise you will never be able to prove you own the stage. And even if you did have a bill of sale and a family patent – if he or any of his people were intent on cheating you, it would be dangerous and time-taking to challenge it.
I don’t have enough time to really think on it, so I’ll let the dice decide for now. Hopefully I’ll be able to post before the vote closes if my mind is made up.

> If you are going to be here, then you might as well take the free dinner that the goodman offered. It is going to be a long, shitty night, and sooner or later you are going to need to eat anyway.
Food will help with the Drained modifier, we need some information on what’s going on in the Mount, and I consider what happened in the Blue Boy as a sign from the Patternmaker that he put us between this foreign traders feud for a purpose.

> You are going to leave – without changing. You are going to need to come back here in a matter of hours, and you cannot think of any way to explain away your change of clothes if you were caught. You cannot take that risk – even if that means risking the cart.
We can change in the worn-down livery’s water closet if we want.
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>>5699026
> You are going to trust the goodman at his word. Besides, a bill of sale will not be worth the paper that it is written on until you can prove you are 'Madame Dremen' by producing a fake Family – oh, fraying Hell, that means you are going to have to use the Madame Dremen on your forged Family Patent, whether you like it or not, otherwise you will never be able to prove you own the stage. And even if you did have a bill of sale and a family patent – if he or any of his people were intent on cheating you, it would be dangerous and time-taking to challenge it.

> If you are going to be here, then you might as well take the free dinner that the goodman offered. It is going to be a long, shitty night, and sooner or later you are going to need to eat anyway.

> You are going to leave – but not before taking the opportunity to change in the water closet. You will save time and effort finding a spot out in the city, though you will run the risk of being seen by someone who has already seen you in your 'worn piece'.
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>>5699216
>>5699026
+1 to this course of actions, we do know the basics of dining ettiquitte like start with the outermost utensils and work our way in or however its done here, right?
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>>5699423
>>5699216
Looking back on the prompt I gave I can see that I wasn't very clear on this, but the vote to 'trust the goodman at his word' is a vote to leave without the bill of sale and the Patent, which precludes staying here for dinner. Sorry for the confusion on this point.

Unless you recast your votes, I will count them as for leaving immediately without changing (and without staying for dinner).

>>5699423
Chlotsuintha knows some of the fundamentals of dining etiquette. Enough that she can pass herself off as belonging her without too much difficultly, simply by mirroring those around her. However, any table and setting fancier than an 'open board' of a public house or a coach house and you would be required to roll for a deception test to pass yourself off as belonging there - and the fancier the table and setting, the harder the test would be.
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>>5699503
I’d say wait a bit- I’d rather get everyone’s opinion on the matter, considering the seriousness of it all.

I will say though that I should’ve put more value into keeping the cart secure from any time constraints- it’s apparent now that we can’t really keep to any type of short term schedule, and I will be vote avoid any more short-term scheduling shenanigans.

Any chance we could employ an etiquette teacher when we’re a significant distance away?

Also
>I'm not putting so much as a hand-cart on any road unless it has a Taker and an armed porter – at least until they catch these ba – er, these ruffians
I assume that includes us, right? Will this become relevant before or after we move house into our carriage?
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>>5699513
> I’d say wait a bit- I’d rather get everyone’s opinion on the matter, considering the seriousness of it all.
That is a fair point, I suppose. Consider the ruling in >>5699503 about votes >>5699216 and >>5699423 aborgated. I won't count them unless they come back and pick one choice.
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>>5699578
You should also clarify about the stakes and the challenges presented. A reminder that our cart is at risk of being unguarded and taken advantage of, and the suspicious items we have stashed in there, would probably clarify the risks of staying. Meanwhile, stating plainly that if we do leave, we’d have to steal and forge the family documents in order to ‘prove’ that we do indeed own the carriage- and even that runs the risk of someone potentially cheating us, even with both documents in our possession.

It’s largely a matter of priorities- do we prioritize our hand cart, and all the stuff and the suspicious items within, or the carriage?
>>
Frankly, there is a potential third way- with it’s own problems, to be sure, but it would vastly simplify our situation, and we can probably swing it with the Goodman. I’m sorta hesitant to explain it, since I thought the Hooded Heads would be a rather… interesting affair narratively, if not logistically, but if this is purely a logistical affair as opposed to a gripping development, then I wouldn’t mind explaining the idea, I just don’t want to ruin what the QM has planned- assuming it’s narrative in nature, and not a simple logistical challenge like getting out of the Harpoonist's Perch was in the beginning of this thread.
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In light of some excellent points raised, I think I am going to re-hold this vote in the new thread with a bit more explanation attached. I intend to have it up later tonight.
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>>5699026
> You have to have a conveyance to leave the Mount – so you are going to wait until you are holding the Patent and the bill of sale for the stage. If that means waiting so long that you lose your hand-cart, then that is simply the price you pay.

> If you are going to be here, then you might as well take the free dinner that the goodman offered. It is going to be a long, shitty night, and sooner or later you are going to need to eat anyway.
>>
New Thread:
>>5700233



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