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/qst/ - Quests


The King, St. Klaus IV, is dead, at the age of 114. He has Fathered No heirs. He has named No successors. His Wife, Queen Majesty Gertie II, has not been seen in the public eye for 2 months. There are rumors she has contracted Peppermint Rot, A ghastly plague, That makes bones brittle, Movement difficult, and death, certain. St. Klaus IV was a robust man, a fearless warrior, and a beloved king. His Subjects adored him, and his enemies, At worst, respected his ability to rule. He is to be given the sobriquet, The Uniter, for his deft hand in war and diplomacy.

However, with the king dead, and the Count of Jollyforst, Edwin Gumdrop, A kind, but weak elf, next in line for the throne, the Empire sits at a precipice.
Speak of secession billows through courts like a Highwinter gale.
Grilla, High-Chief-Matron of the Ogre Clans, Sallies her forces.
Grinch bandits, Sensing the weakness, plunder from merchants crossing the Plum Road.
Rogue Sorcerers Dominate isolated who-villages and Craft-Warrens
The High Krampus is calling for another crusade.
Tomten Holds Bar their doors.
Kallikantzaroi, like vultures, begin to appear, watching the goings on with unspoken malice.
All manner of monster ebb from the Snow frosted Forests
And more...

Naughtiness shall prevail, unless...
>>
>>6151529
...Unless?
>>
NAUGHTY LIST GOT FUCK ON US
>>
>>6151529
Hello, Based Department? Yeah, this Qst right here...
>>
You are a Fortune Seeker. But that word is broad, and can Stretch to almost any being. What Are You?
>You're a Human, and hardy stock as well. They tend to vary a bit in flesh tone, size, and hair color. They neither excel, nor are deficient in tasks of all manner. They dwell throughout Yule and worship various deities and follow various schools of thought.
> You're a Elf, short, slim, and spry, and full of cheer.
>Specifically, a Gingerbread elf.
You're Shorter and Squatter, and less nimble, than an average elf, but have innate talent in Pastrymancy. You have Dark tawny skin, and curly hair. You follow The sacred rules of Hospitality
>Specifically, A Workshop Elf
You're an average elf, and have pale pink skin, and blondish hair. you have dexterous fingers and a knack for on your feet thinking, but a light frame. You follow Magnum Opus, a philosophy that states that in every creature, there is a beautiful creation in their heart.
>Specifically, a Tomten.
You are much larger than a "True" elf, but you look like one, You possess strength much more potent than your still small stature would suggest, and are capable of growing facial hair. You are often grumpy, and enjoy messing with those that draw your ire. You have pale white skin and white hair. You Follow Rown, god of evenness
>Specifically, a Tree elf
You have a green thumb and can will plants to give fruit, take shapes, and ward evil, but cannot use tools of cut wood, nor digest meat. You follow tree spirits. you have silvery skin, and dark green hair.
>You are a who, humble, yet proud
You have a short stature, yet are hearty, and agile. You have skill with polearms. You have Brownish fur, and rodent like features. You follow Liss, First of merriment
>You are a Grinch, Foul, and cunning.
You have skill with metal and know discomforting illusions, but suffer from over taxation of vascular systems. You have green fur, and usually do not believe in a god or code.
>You are an Ogre, Huge and Powerful.
You are massive and strong, but with poor dexterity. You have a strict code of ethics, that may seem alien to others. You can vary as much as humans in skintone and hair color.
>You are a Straggele, Coarse and fierce.
You are fierce with blade or axe, and can enter a state of rage. you often scare those around you. You follow Strag, Grand Arbiter of Justice. You have horns, a twisted visage, and dark, matted fur.
> You are a Lwyd, Eldritch and Inscrutable.
You have prophetic powers and a large frame. You require large quantities of good food to use it in any sufficient manner. You are equine in nature, and are covered in bony plates that shield you
>Something Else (Suitably Festive, Please!)
>>
>>6151558
> You're a Elf, short, slim, and spry, and full of cheer.
>Specifically, a Gingerbread elf.
Straggele and Grinch tempt me sorely, but I cannot resist the lure of pastrymancy.
>>
>>6151558
>>You are a Grinch, Foul, and cunning.
FINALLY A GRINCH QUEST
>>
>>6151558
While I would like to play a snowmiser and collect evidence of a blue grinch...

>You're an Elf, short, slim, and spry, and full of cheer.
>Specifically, a Gingerbread elf.

Pastrymancy does sound pretty dope
>>
>>6151529

>Specifically, A Workshop Elf

Proletarielf rise up! The cheer shall belong the masses?
>>
>>6151558
>You're a Elf, short, slim, and spry, and full of cheer.
>Specifically, a Gingerbread elf.
>>
>>6151558
>MARI LWYD
Failling that, my second choice if a wassailing skelehorse doesn't catch on:
>GRINCH
>>
>>6151558
>>Specifically, A Workshop Elf
>>
>>6151558
>SPELLS added
>CONJURE STRUDLE added
>WAFER SHOT added
>FIGGY PUDDING BARRAGE added
>SUPREME PIE added

>ATTRIBUTES gained
>OVERWEIGHT gained
>SHORT gained
>NIMBLE gained

> CURRENT STATS
>JOLLINESS: 14
>NICENESS: +
>FERVOR : 9
>KNOWLEDGE: 13
>DURABILTY: 14
>NIMBLENESS: 11
>STRENGTH 12
> HIT POINTS: 16/16
>MAGIC POINTS 45/45
You are a Gingerbread Elf, Hailing from Zuckhoem. You have innate Pastrymantic abilities. You have Hazel Skin and Hair. You are 3 ft 4 inches tall, and 65 pounds.

However, a Being is not defined by it's Shape alone. All can be NICE, and all can be NAUGHTY.
What is Your Background?
>Pastryologist
You Gain 2 additional SPELLS, RECIPEBOOK and other equipment, and a boost to KNOWLEDGE, MAGIC POINTS
>Pie Thief
You gain LIGHT WEAPON SKILL, CHEESE KNIFE and other equipment, and a boost to NIMBLENESS
>Landsknecht
You gain POLEARM SKILL, HOLLYBERD and other equipment, and a boost to STRENGTH
>Priest of Al-Flour
You gain BLUNT SKILL, TENDERIZER and other equipment, and boost to FERVOR
>Liebgarde
You gain BLOCK SKILL, BUCKLERx2 and other equipment, and boost to DURABILITY
>Merchant
You Gain DIPLOMACY SKILL, CREPEE and other equipment, and boost to JOLLINESS
>Jawbreaker
You Gain MARTIAL ART SKILL, a boost to HITPOINTS, and a minor boost to STRENGTH, DURABILITY, NIMBLENESS
>>
>>6151870
>Jawbreaker
>>
>>6151870
>Landsknecht
>>
>>6151870
>Pastryologist

Might as well go all-in and become a master at the craft.
>>
>>6151870
>Pastryologist
Though I'd back Merchant in a pinch.
>>
>Pastryologist
>>
>>6151870
>Pie Thief
>>
>>6151870
>SPELLS added
>GAUFRICHOCHET added
>BOUND YULE LOG added

>STATUS added
>JOURNEYMAN OF BAKING GUILD added.

>ITEMS added
>RECIPEBOOK added
>ISIGNIA OF BAKING GUILD added
>PATTISIER GARB added
>COOKING TOOLS added
>COCOA BOMBSx2 added
>RESTORATIVE SCHNAPPSx3 added
>AURIC SHERRYx5 added
>45 FROSTGELT added

> CURRENT STATS
>JOLLINESS: 14
>NICENESS: +
>FERVOR : 9
>KNOWLEDGE: 15
>DURABILTY: 14
>NIMBLENESS: 11
>STRENGTH 12
> HIT POINTS: 16/16
>MAGIC POINTS 70/70

As a child, your parents gave you up to the Baking guild, due to your innate skill in pastrymancy, as well as the fact you nearly suffocated in marzipan in your bed. There, you learned to hone your skills under the tutelage of the Master-chefs. Once they decided you were ready, they gave you supplies and sent you on a trip abroad, to discover new and exotic recipes, and to hone your skills further.

To where did you decide to go?
>Nor, the Capitol, a place on the brink of chaos
>Kringle, The Birthplace of The former king. A hotbed of Political Struggle and Tension.
>Perdrix, A hub of Respectable Merchants, and thieves and crimelords.
>Boreal, A land of unrest, as the Straggele Dominion makes its home here.
>Prespe, a land that is all but broken away from the empire, under the control of the Sorcerers court.
>Hoarfrost, Lands to the north besieged by raiders.
>The wilderness, where monsters dwell.
>Other(write-in)

P.S. first person to roll above a 10 on a d20 gets to name the character, and if you have questions, ask, I'll try to respond in a timely manner.
>>
Rolled 12 (1d20)

>>6152503
> Fondant
> >Prespe, a land that is all but broken away from the empire, under the control of the Sorcerers court.
>>
>>6152503
>Prespe, a land that is all but broken away from the empire, under the control of the Sorcerers court.
>>
>>6152503
>The wilderness, where monsters dwell.
>>
>>6152503
>Hoarfrost
>>
>>6152503
>Kringle, The Birthplace of The former king. A hotbed of Political Struggle and Tension.
>>
:( QM?
>>
QM, you are ruining Christmas, lowering the Holly-Jolliness & Cheer. 'Tis Treason then....
>>
There are four principle differences between an Apprentice and a Journeyman in any Guild; the Journeyman receives more pay, more respect, more independence and more opportunities to travel than the Apprentice. Very few Journeymen consider the opportunities to travel the best of these four differences - you yourself are not amongst them - as these opportunities are almost always compulsory, and either the route or the destination of the travel is through or to places where there are not any Masters of that Guild. This is so that no Guildman trods on another's clog, so to speak, which is all very well and good, but it remains that there are reasons why Masters of a Guild are where they are, and further, there are reasons why they aren't where they aren't.

And there are many, many reasons why there aren't Masters of any Guild in much of Prespe.

It has been near four centuries since St. Klaus II finally accepted the Submission, and while only Prespe's proudest sons care enough still to rankle over the Towers that were toppled, or the Rods and Vanes that were taken as trophies from the ones left standing, even the most libertine Prespi remains in a poorly concealed furor over the Restoration. St. Klaus II turned out all Prespi squatting in Halls or on Holdings and returned them to Guildsmen, and then he reasserted the Singular Right of the Guilds, prohibiting the practice of Guild trades outside of Guild authority and auspices. So it was that skilled Prespi - no matter if they belonged to a sorcerous or simple trade - were compelled into the Halls, and assigned status. But while there were many Prespi who were recognized as Masters of their trade, Masters and even Journeymen from elsewhere were sent in, and placed over these natives. This decision was not made lightly, and only once it became clear that native Prespi would neither enforce nor follow rulings handed down ... but no one, not even the Prespi, expected the violence it brought about, where Halls became houses of charnel.

Only once it became clear that the Guilds were too scared to actually invoke the Singular Right - and St. Klaus II was too occupied with other conquests to enforce it - did the slimmest chance for something approaching peace finally appear. At the cost of an export ban on native handicraft, the Prespi were allowed to shun the Guilds, their crafts, their rulings, and the outsiders that came with them. In the ensuing four centuries, they have only softened on the last point, and typically only so long as the outsider in question is himself not a Guildsman. Likewise, Guild Halls and Holdings in Prespe are near exclusively concerned with export, either shipping raw material to Halls outside of the province, or finished products to outside markets. Occasionally, you will hear rumors of Guilds buying native handicraft, and passing it off as their own, but there has never been any proof of such malfeasance. Not that you would ever expect there to be, even if it were true ...
>>
You had tried doing everything you could to not dwell on this history or your imminent, impending destination ... and when that didn't work out, you thought instead of all of the Frostgelt you could make in Prespe, on account of the exchange rate. Though it is not particularly nice or good way of thinking, the thought did actually help ... up until two nights ago, when you disembarked the double-deck sleigh with your fellow passengers to find the inn you were going to overnight at had shrouded its lights in mourning. St. Klaus IV had died, without issue. You - and many others gathered in the inn - didn't even know who his heir was, and when told, most didn't recognize the name Edwin Gumdrop, or the County of Jollyforst. That level of ignorance certainly doesn't encourage you about the prospects for a clean, peaceable succession. But more pertinent to you, with St. Klaus IV dead, and Gumdrop I uncrowned, you cannot imagine that it has gotten any safer to be a Guildsman - or even just an outsider - in Prespe.

And it seems that you are not alone in this sort of thinking either; the moderately-sized inn that you were supposed to overnight at last night - with outside lights all shrouded as well, and dirges being played in the common room besides - was full up with guests fresh from Prespe. Eventually, room was found inside for your female fellow passengers to share, but as even the common room was full you and the rest of the malefolk had to sleep on the benches of the sleigh, packed in around the impotent little heat-stove. Some of your fellows had caught a little bit of news from those in the inn; nothing certain, and certainly nothing good. The only bit that seemed somewhat encouraging was that the King had an entire army wintering in Prespe's High Counties to keep the Kallikantzaroi and Krampi from crossing the border in force, which along with the garrison of Kingsmen and the Guildsmen in their Halls and Holds might just be enough to dissuade open revolt. That this was what was passing for good news, however … well, that certainly wasn't encouraging either.

Finding it markedly colder inside the cabin of the sleigh with the sun having gone down, you had thought about performing a cast of Bound Yule Log, but the Log would be too big to fit inside the puny stove, and if you were to summon it suspended in the air, or even just on top of the stove, you would have to worry about it wandering once you fell asleep, or something catching on it. Or it being seen. Your fellow travelers were good company, one and all, but you cannot vouch for everyone around who might lay eyes upon it. It is well-known that those with Magical ability commonly travel with all sorts of things that cannot otherwise be bought ... or stolen. Now, you are certain that in a fair fight, you would quickly cook the goose of any aspiring cutpurse, footpad or prowler.
>>
Of course, cutpurses, footpads and prowlers are not in the habit of fighting fair - so you are not in the habit of doing anything to draw their attention if it can be helped at all. But once you are on the other side of that provincial border, you will have to worry about more than sneakthieves and the like seeing your craft; your blackavized face marks you as an outsider to Prespe, and by and large, outsiders with Magical ability are Guildsmen. You have been told time and time again that so long as you don't sell Guildwork, nor offer services that compete with native Pastrymancers, you shouldn't expect anything worse than nasty looks, but you are of a nervous disposition, even on this side of the border. All this being said though, another night like that out in the sleigh, and you might find yourself risking the Log regardless … or at least trying to convince your fellow travelers to bust up one of the benches for more fuel for the fire. Still, you make a point of stumbling over to the main building of the inn, looking to buy food, rather than Magicking or even preparing it yourself, all for fear of marking yourself as a man of the Baking Guild.

After all, assuming you are not waylaid or delayed significantly, you will be crossing over into Prespe today.

And in the light of the morning, the whole situation seems more, not less, dire. For as you stand in the slushy mess of the yard, for every sleigh that leaves, one arrives to take its place – and a third passes the inn by entirely, looking to make time as well as it can be made on the worn-down road. Obviously, these sleighs are all coming from Prespe.

Were things different, you might be trying to find yourself a spot on one of them; you don't imagine that all of your fellow travelers are going to be continuing on – and not even the hardest nosed Master could fault you for bowing out. It is one thing for a Journey to take a Journeyman through a bit of danger, locales where they are not wanted and they may come to harm if they are not careful – it is another thing entirely for a Journey to dump a Journeyman into a nascent revolt of anti-Guild separatists, far from help or Hall. But … it so happens that you have personal business on the other side of the provincial border, business that needs to be attended to, revolt or no.
>>
> Please choose ONE of the following:
> A friend from your old Hall – still an apprentice there – has family in the High Counties of Prespe, who are in need of some help. Around every Darksolstice, their who-holt is beset by a string of robberies - and starting last year, increasingly bizarre murders as well. So when you were told you had your choice of Journeys – so long as they were in Prespe – you knew where you had to go.
> Your destination is the Sorcerer's Court itself, to formally recall the last Guildsman sent there, a cousin of yours. He is believed to have 'gone native'. Or perhaps he was doppelgangered, or otherwise puppeted. Regardless, you are to get him – the real him, if you can manage it - on the first sleigh back to the Master Hall. Having never known any of your family, you are keen to meet and save the man – from himself, if necessary.
> You have heard tell of a town where copies of arcane – and banned – cookbooks can be purchased. And it just so happens that you have promised several to a very unsavory group of individuals as a way to clear a frankly embarrassing amount of debt. Unfortunately, you have neither the money to buy them, nor the time to earn it, so you are going to have to pinch them. While you are at it, you are also going to have to “find” enough Frostgelt that you were actually working during this time. [Naughtiness ++]

As it was my post that named the player character, I feel some level of responsibility for the Quest. As such, I am assuming the role of QM! I am going to leave this as an overnight vote to hopefully pick up some players; the first run will begin tomorrow. Updates will probably be on the shorter side, but I will aim for a handful a day, rolling to break ties and no-votes as necessary.
>>
>>6159282
> You have heard tell of a town where copies of arcane – and banned – cookbooks can be purchased. And it just so happens that you have promised several to a very unsavory group of individuals as a way to clear a frankly embarrassing amount of debt. Unfortunately, you have neither the money to buy them, nor the time to earn it, so you are going to have to pinch them. While you are at it, you are also going to have to “find” enough Frostgelt that you were actually working during this time. [Naughtiness ++]
>>
Closed and writing.
>>
> Gained two points of Naughtiness
> Current NAUGHTINESS: X

You had never had a run like that night, never ... if only it had held out just a few rounds more. Or if you had just walked away once you started losing again. Normally you try not to dwell on it, but at the moment, feeling sorry for yourself is more appealing than feeling the early morning cold gusting around the inn's yard. So cook those dice! Cook Bluetips! And most of all cook yourself for thinking that dicing with a notorious enforcer of the Lollipop Guild was any way to spend an evening. Obviously, with the situation between your Guilds, this is not a debt that you could declare in your Hall ... which means that not only will you not be able to get assistance with the debt from your Guild, Bluetips could really ruin any future prospects you have - and embarrass your Chapter besides. At least there is an out for you; if you pay off the debt, then the whole affair becomes much more forgivable. You would still prefer if it never got out, of course ... but if he tried to squeeze you after you got his cooked book, then you would seriously consider just taking it on the chin. As for what would happen if you didn't make payment; it isn't nearly cold enough for you to want to distract yourself with that.

Luckily, further rumination on ruination is interrupted as the door to the inn opens just before you can reach it. One of your fellow passengers - and a fellow elf, though he is too tightly bundled for you to suss out which sort - Pingo, steps out and exhales in frustration. The resulting cloud completely obscures his face for a moment, and fogs his goggles over in one go. He speaks as he wipes them clean.

"Do you still intend to go to Prespe, Guildsman?"

"Aye, I do."

"Well, we are on a spit together then. Because our sleigh does not."

Pingo finishes worrying away at the thick glass with his mittens as the weight of his words grind you to grist.

"What ... what ever do you mean?"

"I mean what I said. Of our little company, it seems we are the only ones who are still pressing on. I just spoke - if you could even call it speaking - with the driver, and he insisted that he wouldn't take the sleigh over the border into 'trouble' for just one passenger. I don't imagine two passengers will make him much braver. Honestly, there really should be a Guild for drivers and grooms and roadporters, then we wouldn't have to deal with this nonsense!"
>>
> Please choose ONE of the following:
> You will suggest working together with Pingo to find a way into Prespe
> You will thank Pingo for the news, and continue on into the warmth of the inn

> Please choose ONE of the following:
> Your time would be best spent finding the driver of your sleigh and convincing him to fulfill his obligations.
> Your time would be best spent finding another driver of a sleigh heading into Prespe and arranging passage.
> Your time would be best spent working out how to cut away a sleigh and team and driving yourself into Prespe [Naughtiness +]
>>
>>6159622
> You will suggest working together with Pingo to find a way into Prespe
and
> Your time would be best spent finding another driver of a sleigh heading into Prespe and arranging passage.

It's unfortunate that the original QM vanished, probably got taken by a False Caroler. But thank you for stepping up to continue the story new QM, I'll make sure you end up in the "Good Kids List" this year.
>>
>>6159693
False Carolers are very dangerous this time of year!

Consider this closed.
>>
In both your estimation and by all accounts that have reached your pointy ears, the situation in Prespe is going to be more and more dangerous for a Guildsman by the minute. You don't know if you can be more persuasive than Pingo, but whatever you bring to bear on the driver must weigh against the safety and remunerative gratitude that could be his by taking the other passengers - cook those quitters! - back to Hothearth. You don't think you could manage it, not without much more Frostgelt ... or threats. Which ... of course, you would never, never, under any circumstances actually use your Pastrymantic powers to hurt or compel an unarmed, innocent civilian to do your bidding.

But ... they don't know that, do they?

You shake your head as if you could dislodge the thought. Shortcuts and taking competitive advantages here and there are one thing, but that, that is not you. And it never will. Pushing past all of this unpleasantness, you turn to Pingo - only to find that he has started to head over to the sleigh while your thoughts ran away with themselves. With a lingering look at the door to the inn and its promise of warmth on the other side, you rush out onto the yard, calling out.

"Ho! Pingo! A moment, please!"

The elf acknowledges you with a wave, but neither stops nor slows; clearly intent on getting to the sleigh and getting back inside, it seems this elf has more sense than you do, just standing in the snow.

"Perhaps the two of us should put our heads together, and find another driver of another sleigh heading into Prespe?"

To this, he stops just long enough to turn and nod before continuing on. The wind starts gusting a bit, and he must shout to be heard.

"Certainly, once we get our luggage out of the sleigh, lest we are robbed as well as abandoned."

Embarrassed that you didn't think of that yourself, you hustle as best you can through the snow.

> Please choose ONE of the following:
> You will suggest that the two of you look for a Prespe-bound driver inside the inn.
> You will suggest that the two of you remain in the yard, and try to flag down any Prespe-bound sleighs as they pass the inn.
> You will suggest that one of you remains in the yard to flag and the other heads inside to search.
>>
>>6159770
> You will suggest that one of you remains in the yard to flag and the other heads inside to search.
Divide and conquer.
>>
Consider this closed; the next update will be the last for the day.
>>
As you follow Pingo into the cabin of the sleigh to liberate your luggage, you conclude that you - and he as well - would be best served if one of you were to remain in the yard to watch for sleighs bound for Prespe, and the other to work through the throngs inside the inn. You start to suggest that you might head into the inn, while Pingo remains out in the yard ... when you get a rather lucid mental image of Pingo just flagging down a sleigh, making arrangements and departing while you linger obliviously in the warmth of the common room. You don't get the sense that Pingo is the sort inclined to such self-serving Naughtiness, but how much do you want to count on an elf, chance-met on the road? You could offer to stay in the yard yourself ... or you could dice for it. No harm in that, surely - there is no Frostgelt to change hands, and if you wanted to, you could use some of your trick die or your trick bowl.

> Please choose ONE of the following:
> You will tell Pingo that he should remain in the yard to keep watch.You are not sure how he will respond to such a proclamation ...
> You will tell Pingo that you will remain in the yard to keep watch; you will keep yourself warm by summoning a Bound Yule Log. [-5 Magic Points]
> You will tell Pingo that you will remain in the yard to keep watch; you will keep warm as best you can without Magical aid. [-1 Hit Points]
> You will tell Pingo that one of you should remain in the yard to keep watch, and suggest that you play a round of Three-Rolls to decide who. You will not cheat.
> You will tell Pingo that one of you should remain in the yard to keep watch, and suggest that you play a round of Three-Rolls to decide who. You will use your trick die, improving your odds of winning. [-1 Magic Points]
> You will tell Pingo that one of you should remain in the yard to keep watch, and suggest that you play a round of Three-Rolls to decide who. You will use your trick bowl, guaranteeing you the win. [Naughtiness +]
>>
Rolled 1 (1d6)

>>
> You will tell Pingo that he should remain in the yard to keep watch.You are not sure how he will respond to such a proclamation ...

Closed and writing.
>>
Disliking the cold as much as the prospect of being left behind, you are unsure of how you should knot this bow. By the time you have battened down your hatbox on top of your traveling wardrobe properly, you have come to the decision that you are not going to be able to make a decision yourself. But of course, you don't need to - not when you have your dice! Just the prospect of dicing with yourself is enough to improve your mood; though you are not sure if that is a testament to how deep your love of dice runs, or how miserable you'd be otherwise. You work out how many options are before you, then you draw a die - an honest one - with the same number of faces as paths before you. Not wanting to field awkward questions, you check to see if Pingo is distracted, and are quite pleased to see that he is now huffing and puffing with a chest near as long as he is tall. You assign each of your options to a number, then roll.

Inauspiciously, it comes up as one; the evil eye. That ... that does not bode well. And your chosen path - to tell Pingo that he should remain in the yard while you search the common room - if you had to name one of your options as the worst, it would be this one. Perhaps that is why you tied it to the roll ...

Further in the freight paddock, Pingo is making surprisingly good time extracting his luggage from the freight paddock. Benighted again by thoughts of being left behind in the common room by a spiteful former fellow traveler, you find yourself seriously considering rolling again. But even in the face of all this, you are not willing to cheat yourself. As you start hauling out your Baking Guild liveried valise from a pile of your female passenger's handbags - some lump-headed porter must have thought it was one of theirs, you clear your throat and speak.

"I was thinking ... that we should divide and conquer here."

There is a grunt from your fellow elf, or perhaps it was just the floor of the cabin groaning as the chest was being dragged. Whatever it was, it sounded close enough to agreement for you to press on.

"I'll head into the inn, and ask around for drivers. You, well, you could stay out in the yard, and watch the road."

There is neither grunt from elf nor groan from floor to answer you now. Pingo has stopped, and the only sound from him is ragged breathing. Again, his breath in the cold air obscures his face... but seeing all of this, you unexpectedly stumble onto an argument.

"If you were to remain outside, you wouldn't need to get that trunk of yours inside, would you?"

More ragged breathing, and nothing else. You are starting to think that your partnership has ended as soon as it started, then -

"We'll do it in shifts. You go in first, but we'll switch every quarter-hour."
>>
A better idea than you had. It seems that you have lucked into a partner cleverer than yourself. Though as you nod your agreement, you tell yourself that you could be clever as him, if you had only had the time he had in warmth of the inn. You get your belongings out of the sleigh, then as a show of good faith, you help Pingo with that preposterously heavy chest of his. As soon as he gets it clear of the sleigh, he stops then perches himself atop of it.

"A quarter-hour now, no longer."

With that, he trundles back up into the sleigh to retrieve the rest of his luggage. Needing no further inducement, you wave - not that he could see it with his back turned - and you beat a retreat into the heat of the inn, as fast as your legs can manage, so encumbered by the snow in the yard and the weight of your luggage. Finally getting through the door and being washed in a wall of heat is like getting kissed all over. As you haul your belongings over the stoop as quick as you can, you find yourself shivering more in the warmth than you were in the yard. You only allow yourself to stop and properly look around once the door swings close behind you. The snow room you find yourself in is fuller than you'd imagine it typically is, filled with those who were not lucky enough to find space in the common room. Still, the little hearth here is putting off quite a bit of heat, and already you feel yourself to be in much better cheer for being inside.

> Gained one point of Jolliness
> Current JOLLINESS: 15

In a corner of the room, there is a counter set aside for a Bondsman, who looks to be wrapping things up with a customer. Bondsmen don't belong to a Guild - they are hired men, not skilled - but they are certainly useful. They are the only ones who can wrap Bonding Paper, which in addition to only being unwrappable by those with permission to do so, adds quite a bit of physical integrity to whatever has been wrapped - which is why the Royal Artillery has a number of Bondsman amongst its ranks, to wrap the shot for the King's cannons. In addition to all of this sorcery, they also offer delivery and storage services ... which now that you think of it, you might want to avail yourself of. Obviously, you are not going to be going about Journeying though Prespe, you are going to get that book, enough Frostgelt to pretend that you tried to Journey for a bit before getting run off, and then you are going to get out of Prepse - that is the plan. So then, if you are not going to be openly practicing your trade, then you should give some consideration for having anything identifying you as a Baking Guildsman wrapped and stored in case you are ... searched by partisans or some sort of unpleasantness in that vein.
>>
On the other hand, who knows what you will need to get that cooked book for Bluetips. And it isn't just clothes and such that have the Guildsmark on them, you have equipment as well. Are you going to leave that behind? You suppose you could have it wrapped, and just take it with you ... but if you are stopped, they are going to want you to open it. You'd like to take more time to think it over, but with the inn as full up as it is, you don't know how much Bonding Paper he will have left.

> Please choose ONE of the following:
> Get in line, and get a quote from the Bondsman for wrapping and storing everything with a Guildsmark on it - clothes, luggage and some of your kit. With important pieces of your kit missing, Magic will cost one more point to cast than it would otherwise.
> Get in line, and get a quote from the Bondsman for wrapping everything with a Guildsmark on it - clothes, luggage and some of your kit. With important pieces of your kit wrapped and unsuable, Magic will cost one more point to cast than it would otherwise.
> Get in line, and get a quote from the Bondsman for wrapping and storing all of your clothes and luggage and just wrapping some of your kit. With important pieces of your kit wrapped and unsuable, Magic will cost one more point to cast than it would otherwise.
> Get in line, and get a quote from the Bondsman for wrapping and storing all of your clothes and luggage with a Guildsmark on it.
> You will head into the common room and look for a driver now. You may come back to the Bondsman later.
>>
>>6160300
Oh. That was a terrible choice.
Unfortunately, I can only vote around [current time], which is between me getting back from work and having to do other stuffs (not to say that you need to wait for me or anything, since I can still at least read bits of the story on working hours).
That said, good thing that our penguin named elf companion seems to be quite the reasonable fellow.

> You will head into the common room and look for a driver now. You may come back to the Bondsman later.
Penguin-kun is doing his part, we have to do ours. Plus, isn't he also a guildsman, even if a different one (forgive my memory if I'm wrong)? So maybe after we get our driver, he'll also want to wrap some of his things (and if we end up with no time to do that, then that's that).
>>
>>6160447
>>6160347
Should have linked/quotted the other post as well...
>>
Consider this closed.

>>6160447
Your point about availability is noted. Going forward, I will try to allow more time for votes.
>>
You mentally juggle your options for a moment or so, but ultimately you decide to defer any decision about your Guildsmarked gear. For a start, you should be focusing on finding a way into Prespe before you start worrying about what may or may not happen once you are in Prespe. And of course, Pingo - dear Pingo! - is out in the cold, keeping to his end of your little arrangement. You owe him more effort. So it is with as much vim and vigor as one could muster up after the night you had that you march yourself into the common room of the inn, keenly looking around for anyone amongst the throngs in the most vague approximation of a sleigh-driver.

Minutes pass, and with markedly less of both vim and vigor, you conclude your fourth circuit of the common room. From approaching those who looked more or less like they could be drivers - as well as simply asking a few guests of the house who were standing or sitting alone if they knew where any drivers or road-porters might be - you have managed to turn up just three. Two of which are heading back up the road towards Hothearth, and one who isn't heading anywhere; in the overcapacity stables, his sleigh's Bush-Antler gelding got itself in a duel and ended up lame. Apparently it is to be served for dinner tonight, a mouth-watering prospect ... but of course, as much as you love venison, you cannot possibly accept staying here another night. The sooner you are on the road, the sooner you are in Prespe. And the sooner you are in Prespe, the sooner you are out of Prespe.

To that end, there are other rooms - smaller ones - on this floor of the inn. You figure you still have some time left before the quarter-hour has been entirely spent; perhaps you should find your way there and work them? If not, you could keep trying your luck in this room, cast a wider net ... or you could speak to the Bondsman now, if you were interested. You also suppose if you were feeling particularly self-sacrificing, you could head out to the yard early, and relieve Pingo now.

> Please choose ONE of the following:
> Head further into the inn, looking for drivers
> Remain in the common room, looking for drivers
> Return to the snowroom, and get in line for the Bondsman
> Return to the yard, and relieve Pingo of his watch
>>
>>6160447
Assuming I don't get any other votes overnight, I intend to leave this one open long enough for you to vote on it.

To answer your question about Pingo; he has not identified himself as belonging to any Guild.
>>
>>6160791
> Return to the yard, and relieve Pingo of his watch
Keep our only ally on-side for now...
>>
>>6160811
>>6160791
Actually, forget that. I just realized I misread, and we still have time before Pingo expects us. if we have time:
> Return to the snowroom, and get in line for the Bondsman
Bond our most obvious stuff, like the livery on our luggage. In dong so, it sounds like we might also render our main baggage immune to searching and theft?
>>
>>6160791
>Head further into the inn, looking for drivers
Well, since the vote is still open, guess I'll cast mine as well, tho it'll only cause a tie, so I guess the die will decide.
>>
Rolled 2 (1d2)

>>6160812 on roll of one
>>6161146 on roll of two

Regardless, closed and writing.
>>
Sorry, fell asleep on you all. The update is a short one, but I won't have any time to finish it in the next few hours. Look for it Soon™
>>
>>6161650
Don't worry New QM, we're all tired, almost every week, on the night leading to my day off, I end up passing out halfway eating something while watching some random video (and yet I refuse to accept that my nocturnal days are over. . . at least for now).
>>
You wrestle the options before you back and forth the best you can, but when nothing comes out on top, you once again decide to give it over to chance. After working yourself and your luggage into a quiet - or at least, quieter - corner of the room, you go fish out a Frostgelt from your valise. Looking it over, you note with some surprise that it has not remade itself yet; it is the death-mask of St. Klaus III set inside the wreath of holly. On the reverse, the bust of St. Klaus IV stares back at you, as he has done your entire life. This cannot possibly be an oversight by the Numinarimancers of the Royal Mint; either the King isn't dead - which is unfortunately unlikely, seeing how many people from all over Prespe have heard and decided to act on the same news - or that the Royal Mint is openly refusing to acknowledge this Edwin Gumdrop character as the King's successor. You find yourself wondering if there will even be an Empire to return to, only belatedly rembering that Prepse - despite its bellyaching - is in fact part of the Empire.

Looking to move past such thoughts, you set an option to each side of the coin, and without further preamble you flip the cooked thing. It shows the death-mask - again, not particularly auspicious - which means that you will be remaining in the inn for a little bit longer - which you do consider auspicious, or at least desirable. Gathering up all of your belongings again, you once again work your way through the clumps and lumps of custom in the common room, starting and stopping and sidestepping your way into what appears to be a dinning room, typically set aside for the more affluent, but under the circumstances, opened up to the hoi polloi.You spend a few more minutes working the room, but you don't turn up any drivers, or anyone who knows any drivers heading into Prespe. Not quite done with the place, but feeling that you must be nearing- if not already past - the quarter-hour given to you by Pingo, you decide to head back out to the yard. Better to be empty-handed on time than ... well, empty-handed and late.

Of course, that resolution is almost immediately challenged. As you extricate yourself from the common room and pass into the snow room, you cannot help but notice that there is now no line for the Bondsman. Noticing your attention, he smiles at you. You put a question to him.

"Do you have much of your Paper left?"

"No, not much left at all."

Muttering oaths under your breath, you put another question to him.

"I have something of an obligation right now ... do you suppose you will still have Bonding Paper in a quarter of an hour?"

"I ... I might? Custom has been pretty brisk though, what with how packed everything is. A couple of tall orders, I could be cleaned out. That said, we do offer shipping and storing of unwrapped articles as well, if that can suit your needs."
>>
Having spent the past handful of years cooped up inside a Hall of the Baking Guild, you actually didn't know that. But you also don't know if the simple route is going to be sufficient. Or if you even have time to be considering this.

> Please choose ONE of the following:
> Make arrangements with the Bondsman right now.
> Head out into the Yard now, possibly make arrangements later.

From the makers of Soon™, it is Eventually™!
>>
>>6161870
> Make arrangements with the Bondsman right now.
Damnit.
>>
>>6161870
> Head out into the Yard now, possibly make arrangements later.
The emphasis on the Bondsman option tells me that failing to do that will be very bad, however, we have a deal to uphold.
Plus, bringing doom is on brand for me.
>>
Rolled 2 (1d2)

>>6162448 on roll of one
>>6162482 on roll of two
>>
>>6162605
Dang.
>>
Finding yourself once more stuck between two options of seemingly equal merit - or lack thereof - and with little time to suss and sound them out, you drop all pretense of introspection to fish out that Frostgelt, so that your thinking may be done for you. With the Bondsman looking on in curiosity, you set an option to each side of the coin and flip the cooked thing. Again the result is the inauspicious death-mask - which means that you will be heading straight out to the yard. In parting, you speak thusly to the Bondsman -

"Unwrapped shipping and storage might satisfy. Moreover, with my obligation it seems that it might have to. For now, good morning."

"Goodmorning, then."

You tramp - with a bit of heat in your step - to the door of the snow room, and go to push open the door. You manage to open the door only a few inches before a gust of wind buffets the door and slams it back in your face, quite nearly scaring you to death. With a bit of struggle on account of the wind - which while not as hard has yet to cease blowing - you eventually pry the door open enough to win yourself and your luggage through. Then it is another trek through the yard as you look for Pingo. Minutes later, you find the madelf - he has forgone the yard, and instead elected to situate himself right next to the road, lying on top of his chest, with the sign of the inn positioned as a windbreak that he peers underneath for Prespe-bound sleighs. Though there is more than some sense in set up, he has certainly made a spectacle of himself - were that there any in the yard or on the road to catch sight of him. Even the stable, earlier a frenzy, seems to stand still and quiet now.

It is hard to tell, as he is wearing goggles, but you get the distinct impression that he is glaring at you. As soon as you unencumber yourself of your luggage, you spread your arms wide in a conciliatory gesture and start to apologize. He has no time for it though. Nor the time for speech. He clambers up off of his chest and starts to trek immediately back into the inn, with neither the first nor last word. Even so -

"My good elf, it took some time to find you!"

There is no response as Pingo lurches through the mess of the yard, slowly but steadily shrinking into the distance. You realize it is now snowing, though you are unsure of when it started. Cook it all! You are liable to get sick out here, even keeping off of the snow and using with the sign as a windbreak.
>>
> Please choose ONE of the following:
> You will keep yourself warm by summoning a Bound Yule Log. [-5 Magic Points]
> You will keep warm as best you can without Magical aid. [-1 Hit Points]
> You will keep watch from the relative comfort of your former sleigh, leaving Pingo's chest where it is. You won't take your eyes off of it, and no one is about to steal it anyway.
> You will keep watch from the relative comfort of your former sleigh, taking the time to haul Pingo's chest back onto it - though you might have a hard time of it on your own. [Roll 1d6, -1 Hit Points on roll of one]
>>
>>6162672
> You will keep yourself warm by summoning a Bound Yule Log. [-5 Magic Points]
Excuse the unavailability yesterday.
Also, how will MP work here? How long will it take to recover? Or will it not recover over time at all?
>>
>>6162672
> You will keep yourself warm by summoning a Bound Yule Log. [-5 Magic Points]
>>
Closed and writing.

>>6163726
No problems, a day off now and then is nice, so long as I'm not leaving anyone in the lurch. As to your question about MP, there will be opportunities or items to recover it, but many of these will come with their own costs.
>>
>>6163816
MP doesn't recover naturally over time, then?
>>
>>6163821
Once you are below half of the pool, you will get at least one point back every day. More if you are closer to empty or are resting well, eating well and are in good health (having fifteen or more health points). Past 35 points, you can only gain from opportunities or items. Also, I don't imagine that the Quest is going to take place over many days, Fondant has good reason to get his grubby little mittens on those books (and some additional Frostgelt, if possible) and get out of Prespe as soon as possible.

Still working on the overnight update. It is shorter, but rather pivotal.
>>
> You perform Bound Yule Log
> Current MP: 65 of 70

Unwilling to deal or bear with any more cold than you absolutely have to, you resolve immediately to cast Bound Yule Log. Grimacing, you tug off your left mitten and lay your left hand directly on the nearest of the wooden posts for the inn's sign and focus your thoughts. As soon as you can think it, the body of the Log fades in, imposed over the wood of the sign post. As you watch, it deliberately shifts and folds itself in drips and drabs off of and away from the post until enough of it has materialized that it can just phase the remainder through in one big push. Once free and clear from the post of the sign, the Log floats to a safe distance away from anything flammable. As you summoned the Log from an upright post, the Log itself is upright, which looks rather funny once it takes light. The heat that it puts out is no laughing matter, however. Feels like you are right in front of the ovens again. A comforting thought.

With that, you go prone on the chest like Pingo was, and begin your watch. You cannot say that it is comfortable. Tolerable would even be a stretch. But you are not at risk for getting sick or run down ... though you imagine that if some of your former fellow passengers who suffered in the cabin of the sleigh last night were to see you now, they might take it poorly. More concerning is that Pingo might take it poorly as well, though he honestly seems to be quite forbearing. It does occur to you, however, that he might be miffed that you only thought to cast the Log once you were waiting outside, living him to weather the cold unaided. Maybe you could play it off, suggest that it took a deal of time and effort to get the cast right. Would he be taken in by that? Well, it would depend on how much he knows about Magic, and you really don't have much of read on his knowledge. Quite honestly, you don't really have much of a read on Pingo at all. Hopefully, you will get opportunities to rectify that soon. With any luck, he will just be happy for heat once the shift changes again. You wonder what is going to happen once the two of you have scoured the inn clean of drivers. Are you still going to be taking shifts? With the Log, it is much more bearable - but the common room, crowded as it is, is more bearable still.

You are so caught up in your thoughts that when you first see the approaching sleigh - heading towards the provincial border - you don't even register its significance.
>>
Once you do, and you are done berating yourself for an overcooked fool, your first thought is of your Bound Yule Log. What will the driver - and passengers, for that matter - make of it? The sleigh is Prespe-bound. Odds are good that the driver and some of the passengers are Prespi themselves. And as most outsiders with Abilities in or bound to Prespe are Guildsmen ... you are worried that you might be rejected out of hand. Or that they take your Frostgelt, but instead of taking you for a ride, they "take you for a ride". It is only once you lift yourself up off of the chest to more closely regard the flame that you realize you are still wearing Guildsmarked clothes and carrying Guildsmarked luggage and equipment. You don't know if this is a case of good bad luck or bad good luck, but you never expected to lay eyes on a Prespe bound sleigh on your first "shift", before you had a chance to speak with the Bondsman again. Panic now sharpening what the cold had dulled, you start to consider options and outcomes.

Assuming that they stop for you - and that once perceiving that you are a Guildsman, they remain stopped for you - you would probably be able to get a good look at the passengers, and a very good look at the driver. If the driver isn't Prespi and only a few of the passengers are, then you imagine you would be safe enough. And you wouldn't be alone either; Pingo would be with you. For some of it at least. Still, there is a great deal of danger that can worm itself into the abscess between "safe" and "safe enough". And considering what you are going to get up to once you enter Prespe, perhaps it is wise that you don't enter it as a Guildsman. Of course, that would mean letting this sleigh go, and lying to Pingo. That ... well, it certainly would be Naughty, but no one would come to any harm because of it. Surely, there will be other sleighs. You don't know how long they will be, but for a surety, they will come. Time is valuable now, to be sure ... but you wouldn't want to rush into your grave, either.

> Please choose ONE of the following:
> You will flag down the sleigh as planned
> You will allow the sleigh to pass [Naughtiness +]
>>
>>6163990
> You will flag down the sleigh as planned
What happens, happens.

Also, Merry Christmas new QM, and anyone reading.
>>
>>6163990
> You will flag down the sleigh as planned
Shame about the timing, but we gotta get this show on the road.

>>6164400
Merry Kringlemas!
>>
Closed and writing and Merry Christmas!
>>
You are in no position to get high-nosed here. As for the sake of your safety - and your debt to Bluetips - you need to get out of Prespe as soon as possible. To manage that, you are going to need to get into Prespe as soon as possible. Stiffly, you get to your feet and scramble off of the chest - remembering belatedly how high the snow drifts here have become. Struck sick with the thought of only making it to the road as the sleigh passes by - or worse, as it is too close to safely stop - you push through with the width and breadth of your strength, flapping your arms around as best you can while encumbered by your luggage and shouting 'hold' and 'ho there' and 'stop' as if you were Moon-struck. The sleigh - a single deck, two-team - looms larger than you would like as you win through the gritty snow ruts of the road, but it is not large enough to dissuade you from your purpose here. Feet free from the drifts, you avail yourself of them, and begin jumping as well.

The sleigh presses forward, at speed. Within moments, it passes by the spur into the yard, clearly not intending to stop. In spite of this intent, however, you can see that the driver has noticed you, and shorty you begin to be able to make out the driver shouting and gesticulating towards you. You cannot make out a lick of what is being said over the ruckus of the team and bell-heavy tack, but from the tone you imagine that there are quite a few curses involved. Undaunted, you remain where you are, though you allow yourself a quick glance to the side. You are no driver - not even a rider, to tell it true - but if you were to judge, you would say that there is not enough road where you to stand for him to swerve around you safely, at least with the snow packed and rutted as it is today. So then, as long as you keep your nerve, the die is cast. He will either have to rein in, or run you down. You can only hope that he doesn't have the stomach for the latter.

The sleigh presses forward still. Still at speed. You stare the thing down, now not even bothering with the shouting or the waving or the jumping. As it draws closer and closer, you feel a numbness waxing through you. Remarkably detached from it all, you wonder when you are going to start panicking. Perhaps you are just too tired to think properly. Perhaps you are more scared of getting popped by the Lollipop Guild then run down by some random sleigh. Whatever the cause for this bravery - or perhaps, more accurately, a lack of self-preservation - you will just have to guess at, for it seems that your nerve was stronger than the drivers stomach. With little of either time and distance to spare, he reins in and begins giving you a piece of his mind.

"You overcooked gristle! Didn't your trollop of a mother ever teach you to not play in the roads?"

"I'm looking to take passage to Erzsebet. The sleigh I arranged to travel on is no longer heading into Prespse."
>>
The driver is still steaming, but at least he is no longer bandying oaths at you. And you cannot help but notice that he is as blackavised as you are, reliably marking him as an outsider to Prepse. With what might be a touch less heat, he speaks again.

"We are heading no further into the interior than Pestbuda. Not that it would matter, for with what I would charge you, I doubt you are carrying enough to afford it, and I do not accept Guild paper, either."

When you do not immediately object, a hard smile - unobscurable, even with the scarf he wears over his mouth - bedecks his face. He names his price.

"Twenty Frostgelt."

With a quote five times the going rate for the fare, you consider trying to haggle him down - or perhaps bandying some oaths of your own at the driver. As it is, you have forty-five Frostgelt to get you in and out of Prespe, and cover incidentals. This is nearly half of everything that you have, and there will still be half a days journey more - which would need to be paid for. Against that, you have the sense that he is not going to be keen to take a counter - and the notion that amongst your possessions you have a few things that you could sell, once at Pestbuda. There is no ambiguity here; if you want onto this sleigh, then this is what you must pay. However -

"I am not alone. There is another traveler here, stranded by our intended sleigh."

"Where-here is that, pray tell?"

"In the inn."

"And I suppose you just expect me to wait here, blocking the road, while you go fetch him? For nothing more than the fun of it?"

"I -"

"Make it forty then. Twenty for the fare, twenty more for the waiting. Payable immediately."

"That is ridiculous!"

"The request is what is ridiculous. If I don't make time on account of this, I'll have fares to refund for this lot, and I stand to lose out on jobs in the future too. Forty, right now, or I do what I should have done a minute ago and press on."

You are feeling numb again, though you surmise that it is for different reasons. This is tantamount to extortion ... but can you could on another driver on another sleigh being any more generous? And that is setting aside however long it would take to flag down another sleigh. There is also the concern that if you were to pay up he might take that forty Frostgelt and leave as soon as you were out of sight - or even just out of the way. But again, what could be done about that?

> Please choose ONE of the following:
> "Forty then. We will not be long."
> "Apologies, then. And safe travels."
> "Just twenty for the fare, then." [Naughtiness +++]
>>
>>6165804
> "Apologies, then. And safe travels."

Too much funds, we can't trust this guy, and we need to bring Pingo.
>>
>>6165804
> "Forty then. We will not be long."
>>
>>6165804
> "Apologies, then. And safe travels."

Weren't there any other votes, I would suggest try for a compromise, of us paying after getting Penguin-kun. And as a pessimist, I would normally never place any bets on getting another sleigh after letting the first one go... however, this one won't even take us to our actual destination, and will only leave us with 5 Frostgelts to top it off. I don't know if we'll be able to get a better deal if we wait more, but this is just too bad.
Also, speaking of Pingo, I guess we should have asked how much he's willing to pay for the sleigh journey, since it's perfectly possible that he isn't as willing to be extorted as we may be.

So overall, I guess I'll let us try our luck with the next sleigh, if there'll be another.
>>
Closed and writing!
>>
Again, your first impulse is to haggle, to try to squeeze something more reasonable out of what is on offer. But there is simply too much weighing against it. Already, there is the sense that even if you were to pay the chiseller his forty Frostgelt immediately, he might just press on as soon as you were clear of the rut - so it is not only that you doubt you could get a compromise out of the bastard, but you would trust him even less to keep to a compromised agreement than one on his own terms. Then there is Pingo, the other half of this balance - or perhaps, the other third. Er, the other other third. Regardless, you don't know if Pingo would be willing to fork over that much for fare to Pestbuda. More to the point, you don't even know if Pingo is carrying that much Frostgelt. What manner of pot would you be in, if you were to pay for this cooked sleigh to wait while you fetched Pingo, only to find that he couldn't afford passage - and as you would be down to your last five Frostgelt, you wouldn't even be able to front him, were you feeling so munificent.

Ah, cook this!

"Apologies, then. And safe travels."

The response from the driver is as inarticulate as it is furious. Had he not a schedule to keep, you imagine that he might very well clamber down off his bench and try to give you what for. Of course, you'd be perfectly willing to humor the bastard. He'd be cooked, figuratively - and depending on the spells you chose, perhaps physically as well. Unfortunately, he seeks his satisfaction by urging his team forward suddenly and without warning - unless it was jumbled in amongst all of the shouted oaths and insults he offered you. You mange to get yourself clear with at least a few moments to spare, but even so - if he hadn't had passengers abroad, you'd be seriously contemplating dumping your Bound Yule Log into the cabin of his sleigh ... as opposed to just contemplating it as a vindictive daydream.

Feeling defeated, you head back to your post by the sign. Drawing closer to Log and chest, you realize that to avoid such a situation again, you would be served well by fetching Pingo from inside the inn. With the Log, you could be ... well, if not comfortable, then at least not abjectly miserable. Of course, to do that, you would be leaving the chest unattended, right next to a very eye-catching spell. Looking around the yard, things are not quite as desolate as they were minutes ago. Once more there is movement in and around the stables, and as you watch, you see someone - you cannot rightly say if they are guest or a servant of the house - passing through the mess of the yard, presumably from the inn towards one of the outbuildings. You cannot imagine that there is much risk that Pingo's chest would be made off with or otherwise molested, but you cannot say it would be impossible, nor even as unlikely as it might have been mere minutes ago.
>>
So you settle down on the chest and wait. As it is, there cannot be much left to the quarter hour. Pingo will be by shortly, and once the two of you are together, then this will all be much easier - assuming you can get him to overlook you neglecting to perform Bound Yule Log for him when he took the first watch.

You pass time trying to muster and marshal arguments - or rather, excuses and little white lies - as to why you didn't. You are interrupted twice by sleighs from Prespe heading towards Hothearth, and once more by the departure of a sleigh from the inn, also bound away from the provincial border. To your surprise - and budding concern - you are not interrutpted by Pingo returning to relieve you. By your best estimation, enough time has passed that had the schedule been kept to, Pingo should have been towards the end of his second watch out here. You had been telling yourself that Pingo simply lost track of time, but as each minute slipped by that rung more and more hollow; he was so on top of everything, you cannot quite swallow that he would just loose track of this much time. Now were you thinking that perhaps this was his way to take your tardiness to account ... but again, that doesn't quite square with what you know of the elf, little as you may.

> Please choose ONE of the following:
> You will remain where you are. Someone needs to watch the roads - and Pingo's chest, besides.
> You will head inside. If no Prespe-bound drivers have been turned up in the inn by now, there must not be any to be found. Pingo should be brought outside, and the two of you should watch together. And there was the Bondsman, too ...

> If you chose HEAD INSIDE, please choose ONE of the following:
> Douse the Bound Yule Log, so that no additional attention is drawn to Pingo's chest in your absence.
> Leave the Bound Yule Log burning, so that you do not need to cast it again once you return with Pingo.
>>
>>6166570
> You will head inside. If no Prespe-bound drivers have been turned up in the inn by now, there must not be any to be found. Pingo should be brought outside, and the two of you should watch together. And there was the Bondsman, too ...

> Douse the Bound Yule Log, so that no additional attention is drawn to Pingo's chest in your absence.
>>
>>6166570
Supporting >>6167013.

We did our best to uphold our part of the deal, if the other part isn't doing the same, then naturally, deal is off.
But in the spirit of crimas, we shall at least give the benefit of the doubt and investigate what he's up to.
>>
Closed and writing.
>>
Quite honestly, you don't know what to make of this. But if your choices are to remain in ignorance, in relative discomfort and cold, or to head inside and figure out just what has cooked things up, then that doesn't feel like much of a choice, especially considering that you have definitely been out longer. You rise to your feet, planting them carefully on the slightly curved lid of Pingo's chest to find yourself at eye level with the Log, still floating, still vertical. If you were to give Pingo the benefit of the doubt, and assume that he actually has some good reason for not relieving you, then he would have a right to be sore about you leaving his chest unattended in the yard. Likewise, he'd have a right to be sore about you hogging the Log. Well ... one point of contention is better than two. You snuff the false-fire of the Log, then allow it to fold and phase itself back into the upright of the inn's signpost.

Even as the log disappears, a kiss of its warmth remains around you. Enough so that you imagine that if you were to bring forth another Bound Yule Log from the same post, you'd imagine that it wouldn't take as much out of you. That takes some of the sting out of the prospect of having to come back out here and contemplate getting another Log going. Some, but not all. Snow continues to accumulate around you, and once you have started to negotiate your way through the yard, you find yourself hoping against reason - or what passes for reason in your currently ill-kept brain - that Pingo did manage to find a driver, and that you will not need to continue your watch. Drawing nearer the door, there is a commotion on the road - and your heart somehow manages to simultaneously rise into your throat and sink into your stomach. But luckily - if you can even call it luck - what you heard was just another sleigh from Prespe. Torn between sighing or groaning, you instead settle on grunting as you wrestle the door to the snowroom open. Head a-swivel, you stride towards the door to the common room proper, only to be stopped by the Bondsman voice.

"If you are still keen, I'll have just enough Bonding Paper left for a small job once I'm - ah, I'm sorry. Sir, I should have asked first. Once we are done with this, is there anything else you wanted Bonded?"

The Bondsman's only custom - a man, judging by the height and nothing else, for he is obscured completely by his hooded coat - nods in the negative. The Bondsman turns his attention back to you, not immediately speaking, just regarding you as you regard him. Before you can even start to weigh up whether or not you should take him up on his offer now or later, a voice new to you imposes itself.

"I'm sorry, did you say you were almost out of Bonding Paper?"
>>
Cook it all! An interloper, lounging by the snowroom hearth, pops up from his bench and starts towards the counter. It seems that your hand is going to be forced here, in spite of your best efforts. If you don't get into line right now, you cannot count on getting anything Bonded. That doesn't mean you can't still have some of your effects stored or shipped ... but if you store them, then they can't help you in your bid to clear your debt, and if you ship them to your destination, then you are just punting the pot down the road.

> Please choose ONE of the following:
> Just get in line and get this over with. Whatever time it takes, whatever it costs, it will be worth it.
> This is something that just doesn't seem meant to be. Go find Pingo, that's more important.
>>
>>6167689
> Just get in line and get this over with. Whatever time it takes, whatever it costs, it will be worth it.

Now is the time. I wouldn't say "whatever it costs", but let's go.
Also, while dealing with the Bondsman, keep an eye out to see if we happen to see Pingo.
>>
>>6167689
> Just get in line and get this over with. Whatever time it takes, whatever it costs, it will be worth it.
>>
Closed and writing and a Happy New Year to everyone!
>>
Immediately, you hustle into line behind the man, ignoring the huffing and humphing from the interloper behind you. The Bondsman smiles, then turns his attention back to his work - as you turn yours to the portion of the common room that you can see from your rather disadvantaged position by the counter. If you were any to say, you would judge that most of the guests here are elves of one stripe or another, and Pingo is not dressed remarkably in any particular way. You don't imagine that you will see him, but with nothing else gainful to do at the moment, you try your best, craning and peering through the doors.

Your are still looking when the Bondsman clears his throat to get your attention. His preceding custom - the bundled up man - is nowhere to be seen. Embarrassedly wondering how long you were just standing there, you jolt forward to the counter, where in short order, the Bondsman is explaining what he has on offer and is quoting prices.

> Please choose ONE of the following:
> You will arrange to store the entire Marked lot here. This includes important pieces of kit, without which you will incur increased cost (+1 MP) on all cast Magics. [2 Frostgelt]
> You will arrange to store the Marked clothes and luggage here, and have the Marked bits of kit wrapped in Bonding Paper. So long as they are wrapped, you will incur increased cost (+1) on all cast Magics. [7 Frostgelt]
> You will arrange to ship the entire Marked lot to Erzsebet. This includes important pieces of kit, without which you will incur increased cost (+1 MP) on all cast Magics. [6 Frostgelt]
> You will arrange to ship the Marked clothes and luggage to Erzsebet and have the Marked bits of kit wrapped in Bonding Paper. So long as they are wrapped, you will incur increased cost (+1) on all cast Magics. [11 Frostgelt]

> Please choose ONE of the following:
> Whatever you so choose, you will accept the quoted price immediately, concluding your detour here.
> Whatever you so choose, you will try to haggle down the quoted price. This will take time and might not work.
> Whatever you so choose, you will suggest making a game of it. This will take time and while you might get your shipping and/or wrapping done for less (or free), you might end up paying more than you would otherwise. You won't cheat.
> Whatever you so choose, you will suggest making a game of it. This will take time but you should get your shipping and wrapping done for less (or free) as you will use your trick die, giving you much better odds. [-1 Magic Point]
> Whatever you so choose, you will suggest making a game of it. This will take time but you will get your shipping and wrapping done for less (or free) as you will use your trick bowl, guaranteeing the win. [+ Naughtiness]
>>
>>6168454
Wait, so can we wrap up our luggage and keep it with us, just with iconography hidden? That was my understanding. Otherwise...


> You will arrange to ship the Marked clothes and luggage to Erzsebet and have the Marked bits of kit wrapped in Bonding Paper. So long as they are wrapped, you will incur increased cost (+1) on all cast Magics. [11 Frostgelt]


> Whatever you so choose, you will suggest making a game of it. This will take time but you will get your shipping and wrapping done for less (or free) as you will use your trick bowl, guaranteeing the win. [+ Naughtiness]
>>
>>6169312
Unfortunately, there is no longer enough of the paper to wrap everything that bears a Guildmark. Only the essentials - being parts of Fondant's kit that he would use for Pastrymancy - may be wrapped.

Anyway, closed and writing.
>>
Curse my bad memory. Totally forgot to vote yesterday, and now we are one step closer to the bad end.
Oh well.
>>
After the miserable night - and morning besides - that you had, you feel that you could stand a quick bit of dicing to iron yourself out. Of course, with your trick bowl, it wouldn't even really be gambling ... but you know from experience that there are times when cheating and winning can feel even better than gambling and winning. In your straights, this might just be one. Moreover, you ought to be more concerned about outcomes and less about how things feel ...

> Gained one points of Naughtiness
> Current NAUGHTINESS: XX

Besides, you can play a fair round or two, or even use the bowl to give the Bondsman a win, if you feel that he is getting too suspicious of your luck. There is absolutely no risk here - you have used this bowl when playing against others with ability far beyond your own, and none of them ever picked up on the bowl being gimmicked. You even went as far as to get the bowl appraised and graded by an Artificer, and even with them looking for Magic, they told you - with a touch of heat, if you recall - that you had just wasted their time and your money. After the fact, you had wondered if it had been wise not telling him it was a dicing bowl; as if he had known, he might have had an idea of what to look for and how to look for it ... but these are concerns for much higher stakes matches, against a better class of opponent. This is just a Bondsman, working a counter at some sleepy provincial inn - not even in a town, or a crossroads, just off of the road. Assuming a genuine-looking smile, you say -

"I have some equipment and odds and ends I would like shipped to Erzsebet. The sundries and such are fine as they are, but the kit ... I'd like to get that wrapped."

You dig out the articles in question, and show them to the Bondsman. His quote is enough to make you wince - eleven Frostgelt and at least three days, meaning you will be at least one day without your kit once you get to your destination - but this is not bald-faced extortion like that cooked driver tried to draw you into. This is the price of wrapping and shipping, which you cannot gainsay. However ...

"I can pay eleven, certainly. I could cover more than four times that, even ... but as I am heading into a bit of uncertainty, what with the presumed state of Prespe at the moment, perhaps you would give me a sporting chance to save some coin - if it meant a chance for you to earn more as well?"

"Ah, I was wondering where you were going with that spiel; I saw you flipping that coin, I should have figured. Your order does it for my Bonding Paper, arranging shipping and storing can be done with slips for a time. And it has been a while since I had a good game of Big-Small."
>>
Cook it! Your bowl only does Three-Rolls. But you do know how to play Big-Small, and your trick dice would work well enough. They wouldn't be the near guarantee that they would be if you were playing Three-Rolls, but it would be better than playing fair. Alternatively, you could just insist on playing Three-Rolls ... but once you start doing well, won't that look really suspicious?

> Please choose ONE of the following:
> Insist on playing Three-Rolls [Suspicion will be gained much quicker]
> Accept playing Big-Small, insist on using your dice [Suspicion will be gained quicker]
> Accept playing Big-Small, allowing the Bondsman to produce his own dice if he has them. If not, you will offer yours [Suspicion will not be gained quicker]
> Accept playing Big-Small, allowing the Bondsman to produce his own dice if he has them. If not, you will wait until he produces genuine dice [Suspicion will not be gained quicker, - Naughtiness for playing fair]
>>
>>6170452
> Accept playing Big-Small, allowing the Bondsman to produce his own dice if he has them. If not, you will offer yours [Suspicion will not be gained quicker]
>>
Ah, whatever. With your trick die, Big-Small will work well enough. That said -

"How exactly do you propose we play?"

"Why don't we call the eleven Frostgelt that you owe for the wrapping and the shipping the ante, and another eleven Frostgelt from you as your pond. We keep it friendly; you bet one Frostgelt at a time, and you play until you have dried your pond or won back your ante - unless you want to place down another pond, eleven deep."

"Hold on ... I cannot say that I know the rates off of the top of my head, but I imagine that I could win much more than my ante back in just one hand."

"Oh, no. No, this is to be a friendly match. If either of us bust, then it is over."

You have to stifle a snort. As your ante is to be his pool, you stand to lose twenty-two Frostgelt while he can only lose out on eleven Frostgelt worth of wrapping and shipping. Some friend he is. Still, with your trick die, the game is yours to win. He continues on -

"So then, the rates; Small-Big pays plumb, as does One of Three. Even-Odd pays plumb too, except when it comes up three-of-a-kind, which is treated as bust. Two of Three pays two-for-one. Eight or thirteen pay eight-for-one, nine or twelve pay seven-for-one, ten or eleven pay six-for-one. One-Faced pays - "

"One-Faced?"

"A pair of the same faces. If you bet on One-Faced fours, and rolled at least two fours, you'd win. Pays eleven-for-one. Likewise, there is Two-faced, which is a pair of different faces. Say you bet on a Two-Faced two and four, and you rolled at least one two and one four, you would win. That pays six-for-one. Then seven or fourteen, which pay twelve-for-one, six or fifteen, which pay eighteen-for-one and Three of Three, which pays twelve-for-one; if you made any of these, you would win the game immediately ... unless, of course, you had lost enough from your pond. But betting on four, five, sixteen, seventeen, Any-Port-in-a-Storm - which wins when the dice all come up as the same number - and Port-of-Call - which wins when you guess a number and all of the dice up as it - would win you the game even if you were down to your last Frostgelt. We won't bother with the hops."
>>
If anything, this all serves to make you more confident; the Bondsman intends to get the better of you by playing as the house ... as opposed to cheating, like you will be doing. As an added bonus, the Bondman explaining the rules and rates has caught the eyes and ears of quite a few of the unfortunates stuck in the snowroom. With attention on the game, the Bondsman will have a harder time refusing to uphold his end of the agreement even if he thinks you cheated him - unless of course, he can prove it to a the crowd. Which you know he cannot; your Dipole Dice are not easily sussed out by those with Magical ability. While they may come under suspicion if you were to overuse their near-perfect ability to swap its faces so that they almost always land on four, five or six, unless they were taken from you and physically destroyed - which you wouldn't allow, obviously - there will be no definitive evidence of any gimmicking. And with only three faces in play instead of six, the odds of making some of the most valuable bets are much, much higher than they should be otherwise. You smile at him broadly - you don't need to try to make it look genuine anymore - and smiling back, he asks -

"Well, then. Are you interested?"

"I'd say I am. To be clear though, Three of Three is when you bet on three different numbers coming up in a roll, and Port-of-Call is when you bet on one number coming up three times in a roll, correct?"

"Yes, you have it! Splendid, then. So that is eleven for the ante, and another eleven for the pool."

You fish out twenty-two Frostgelt as the Bondsman rummages through the drawers on the opposite side of his counter. A few onlookers from around the room shuffle over to get a better look, someone nearby turns their chair towards you. Buoyed by the sense that the crowd - if you can call the causal attention of three or four people that - is for you, on your side, you feel doubly good - until you belatedly realize that he is looking for dice. You have to fight the urge to offer your own immediately, as it would be too suspicious for you to just offer them up immediately. Instead, you hold your tongue as long as you can bear, and only once enough time has passed - and neither dice nor explanation is forthcoming - do you put a question to the Bondsman.

"Is ... everything alright?"

"Yes, it ... I just can't find my dice. And with all of the custom here, I imagine the inn's collection of dice is engaged at the moment. You wouldn't happen to have some, would you?"

"I do, actually."

"Well then, we might as well use those. It is just a friendly game after all."

Something about the way he said that is almost enough to give you pause - but when there is dicing to be done, there is not much that can dissuade you. Still, perhaps the Bondsman is a bit more suspicious that you would have initially thought. Maybe you should play this first round honestly.
>>
Or maybe you should get yourself to a phrenologist, and get yourself examined. If you use your Dipole Dice, and bet Any-Port-in-a-Storm, your odds would be ... oh, three by three is nine, by three again is twenty-seven. And with three possible braces of a kind, that means a one-in-nine chance of winning the game on the very first roll. Of course, considering that you just need to win eleven Frostgelt to put an end to this, you could be better served by looking at a bet with better odds and a lower payout, considering that ... ah, you have never been that good with the misering and pinching.

> Please choose ONE of the following:
> On the off-chance that this is some sort of test, play the first round honestly.
> Avail yourself of every advantage that you can. Cheat! [-1 Magic Point]

> Please choose ONE of the following:
> Bet Small [4-10, 1:1]
> Bet Big [11-17, 1:1]
> Bet Even [evens, excluding those made by three of a kind, 1:1]
> Bet Odd [odds, excluding those made by three of a kind, 1:1]
> Bet One of Three (specify number) [at least one specified number, 1:1]
> Bet Two of Three (specify two different numbers) [at least one both specified numbers, 2:1]
> Bet Three of Three (specify three different numbers) [one of all specified numbers, 12:1]
> Bet Four [sum to 4, 62:1]
> Bet Five [sum to 5, 31:1]
> Bet Six [sum to 6; 18:1]
> Bet Seven [sum to 7, 12:1]
> Bet Eight [sum to 8, 8:1]
> Bet Nine [sum to 9, 7:1]
> Bet Ten [sum to 10, 6:1]
> Bet Eleven [sum to 11, 6;1]
> Bet Twelve [sum to 12, 7:1]
> Bet Thirteen [sum to 13, 8:1]
> Bet Fourteen [sum to 14, 12:1]
> Bet Fifteen [sum to 15, 18:1]
> Bet Sixteen [sum to 16, 31:1
> Bet Seventeen [sum to 17, 62:1]
> Bet One-Face (specify number) [at least two of the specified number, 11:1]
> Bet Two-Face (specify numbers)[at least one of both specified numbers, 6:1]
> Bet Any-Port-in-a-Storm [any triplet, 31:1]
> Bet Port-of-Call (specify number) [specified triplet, 180:1]
>>
>>6170554
> Avail yourself of every advantage that you can. Cheat! [-1 Magic Point]
> Bet Sixteen [sum to 16, 31:1
We already have the appearance, reputation and history of a compulsive, overconfident gambler. Going big won't seem that suspicious, and then we just need to be "lucky" once and, wow!
>>
Rolled 4 (1d50)

Okay, so on a roll of one, the Dipole Dice's gimmick fails, and they operate like normal dice.
>>
Perhaps a bit close for comfort, but the Dipole Dice work as intended this roll.

May I have a roll of 3d3? A roll of one corresponds to a roll of four, a roll of two corresponds to a roll of five and a roll of three corresponds to a roll of six.
>>
Rolled 2, 1, 3 = 6 (3d3)

>>6170652
>>
> Current MP: 64 of 70
> Five more rolls of Dipole Dice until more MP is needed

Oh, cook it all, you cannot afford to get sentimental here. Twenty-two Frostgelt, just shy of half of your little hoard is in play here. If your pond goes dry ... you might be able to afford passage into Erzsebet, but you very well might not be able to afford passage out, especially with all of the demand. This ... this could be a matter of life and death! Honestly! Just how crazed must you be, to even consider playing fair in a situation like this. You fetch the dice, giving them a good rub back and forth in your little brown hands as you get them out on the table. Once you feel the subtle shift indicating that the gimmick is working, you very deliberately set them down, right in front of the Bondsman, so that he may check them over. Withdrawing your hand as casually as you can, you turn your attention to the coins you have brought out for this gamble. You push together eleven of them into a small pile to be your ante, and then you stack ten of the remaining eleven together to be your pond. The lone remaining coin you push towards the Bondsman as well, who seeing all of this finally stops looking for his dice, and pulls your ante - his pond - to him. All that remains between you is your bet - and the three die, which the Bondsman glances at, but does not touch.

> Lose Twenty-Two Frostgelt
> Bondsman's Pond: Eleven Frostgelt
> Bondsman's Suspicion: None
> Your Pond: Ten Frostgelt
> Your Bet: One Frostgelt

Instead, he regards you silently, as does the crowd - now five strong - standing around the counter, behind you. Beyond them, you get the sense that others in the room are looking over here as well. You wish you had a pipe, or failing that, a seat ... but perhaps it is for the best that this isn't going to be a comfortable session. Yes, this shouldn't be comfortable, shouldn't be fun. It shouldn't be anything short of an assault. Now, assuming that the Dipole Dice are working properly ... sixteen. There should be, what, ah ... six combinations that sum up to sixteen. Six winning combinations out of twenty-seven possible. That works out to be a two-in-nine chance. Two-in-nine! Unless you are overlooking something, you cannot imagine that you could do better than that. You might very well be, though, considering the night you had ...

"Sixteen!"
>>
Your call elicits murmurs behind you, and a confused look from the Bondsman. You are not sure why, with the way this gamble is structured, he surely must be expecting some extravagantly long shots to be taken. Even if the game were to drag on, you don't imagine that you would be making very many moderate bets ... even if you didn't have the advantage of the Dipole Dice. You take up the dice from where they sit atop the counter, give them a good shake - in such a way that all can see that you aren't messing with them, aren't palming or switching anything - and roll them. As they clatter onto the counter-top, you are taken up by a familiar rush, a heat in your chest, a pleasant aching. If you are any to judge, it seems that the gimmick is going to work; all well and good. Now, just bring it home! Sixteen! Sixteen! Two-in-nine! Sixteen!

But when the dice stop, they show a five, four and a six. Fifteen. There are gasps behind you, and it is all you can do to keep yourself from hitting the counter in frustration. Were you playing Three-Rolls, as you had intended to, you would have just gotten the second strongest roll possible, only beatable by the one triplet. For his part, the Bondsman still looks confused ... but his eyes have noticeably narrowed, and he is looking back and forth between you and the dice. With neither word nor warning, he resumes going through his drawers, presumably still looking for his dice. You get the sense that you might have made a mistake ... but for the life of you, you cannot say where. It kills you to reverse yourself like this, but perhaps you should play honestly, at least until you figure out what you did - or didn't do - that has clearly raised his suspicion.
>>
> Please choose ONE of the following:
> You will play the second round honestly, for fear of being denounced if not caught as a cheat.
> You will trust the subtly of your Dipole Dice and continue to cheat. You will have four more rolls before more magic is needed to utilize them.

> Please write-in suggestions as to what has tipped the Bondsman off to that possibility that you are cheating him, and if applicable, how to assuage them.

> Please choose ONE of the following:
> Bet Small [4-10, 1:1]
> Bet Big [11-17, 1:1]
> Bet Even [evens, excluding those made by three of a kind, 1:1]
> Bet Odd [odds, excluding those made by three of a kind, 1:1]
> Bet One of Three (specify number) [at least one specified number, 1:1]
> Bet Two of Three (specify two different numbers) [at least one both specified numbers, 2:1]
> Bet Three of Three (specify three different numbers) [one of all specified numbers, 12:1]
> Bet Four [sum to 4, 62:1]
> Bet Five [sum to 5, 31:1]
> Bet Six [sum to 6; 18:1]
> Bet Seven [sum to 7, 12:1]
> Bet Eight [sum to 8, 8:1]
> Bet Nine [sum to 9, 7:1]
> Bet Ten [sum to 10, 6:1]
> Bet Eleven [sum to 11, 6;1]
> Bet Twelve [sum to 12, 7:1]
> Bet Thirteen [sum to 13, 8:1]
> Bet Fourteen [sum to 14, 12:1]
> Bet Fifteen [sum to 15, 18:1]
> Bet Sixteen [sum to 16, 31:1
> Bet Seventeen [sum to 17, 62:1]
> Bet One-Face (specify number) [at least two of the specified number, 11:1]
> Bet Two-Face (specify numbers)[at least one of both specified numbers, 6:1]
> Bet Any-Port-in-a-Storm [any triplet, 31:1]
> Bet Port-of-Call (specify number) [specified triplet, 180:1]
>>
Closed and writing.
>>
Rolled 1, 1, 4 = 6 (3d6)

Unable to dislodge or otherwise set-aside the thought that somehow, in somesuch way, you have just cooked this entire bout, you conclude that the smartest, best thing to do now would be to play straight, at least until you can figure out what tipped the Bondsman off. It simply wouldn't do to win the game only to be denounced as a cheater in front of this crowd; you can see - belatedly, of course - how that sort of reputation might wind up undermining your prospects for getting passage into Prespse. Abruptly, the Bondsman stops his rooting around and takes his winnings, still in silence. So prompted, you take the top coin off of your stack, and push it towards him. He hasn't resumed his search through the drawers, but he is certainly looking as if he wished he had his own dice.

> Bondsman's Pond: Twelve Frostgelt
> Bondsman's Suspicion: One of ???
> Your Pond: Nine Frostgelt
> Your Bet: One Frostgelt

You stare at the dice on the counter before you, but your eyes are empty - your focus elsewhere. What tipped him off here? Cook it all, you should be able to put this together. But in your state, unless the answer just comes to you, you are going to need more time - and you cannot tarry any longer here, lest you make him all the more suspect. As you finally take up the die, you reconsider your decision against cheating for the briefest possible moments ... but if there is one thing you have learned, is it that cheating is best done - really, should only be done - when you know that the cheat will work as intended, and that you know that it will go unnoticed. The latter is out, obviously ... and considering that these Dipole Dice are gimmicked for Three-Rolls not Big-Low, you could argue that you never even had the former - not properly, not entirely. Nestled in your hand, the dice shake and bounce about as your window for using the gimmick winnows and winnows. Once more you reconsider, but you push through it, and begin to properly roll the dice, entirely forgoing the opportunity.

> Current MP: 64 of 70
> Five more rolls of Dipole Dice until more MP is needed

You will play for time, keeping it straight. At least until you can figure out where you went wrong. As for the actual bet ... cook it, you might as well just keep it where it was. Odds are you aren't going to make it, no one accusing a loser of cheating, right?

"Again, sixteen!"

There are murmurs behind you - more if you are any to judge, but you will not look back, not look away - and in a flash the dice are free, the heat is back and your head is a hive, abuzz, alight! Gambling like this, when your purse is already so impoverished ... cook it all, this is a right proper rush!
>>
When your dice finish clattering, you are one Frostgelt deeper in poverty ... but judging from the face of the Bondsman, you are not so deep in suspicion as you once were. He looks more confused than anything else; but even as you rejoice when he elects to bet into his pond immediately, instead of resuming his search, you are confronted by your ignorance. Whatever tipped him off?


> Please choose ONE of the following:
> You will play the second round honestly, for fear of being denounced if not caught as a cheat.
> You will trust the subtly of your Dipole Dice and continue to cheat. You will have five more rolls before more magic is needed to utilize them.

> Please feel free to write-in suggestions as to what has tipped the Bondsman off to that possibility that you are cheating him, and if applicable, how to assuage them.

> Please choose ONE of the following:
> Bet Small [4-10, 1:1]
> Bet Big [11-17, 1:1]
> Bet Even [evens, excluding those made by three of a kind, 1:1]
> Bet Odd [odds, excluding those made by three of a kind, 1:1]
> Bet One of Three (specify number) [at least one specified number, 1:1]
> Bet Two of Three (specify two different numbers) [at least one both specified numbers, 2:1]
> Bet Three of Three (specify three different numbers) [one of all specified numbers, 12:1]
> Bet Four [sum to 4, 62:1]
> Bet Five [sum to 5, 31:1]
> Bet Six [sum to 6; 18:1]
> Bet Seven [sum to 7, 12:1]
> Bet Eight [sum to 8, 8:1]
> Bet Nine [sum to 9, 7:1]
> Bet Ten [sum to 10, 6:1]
> Bet Eleven [sum to 11, 6;1]
> Bet Twelve [sum to 12, 7:1]
> Bet Thirteen [sum to 13, 8:1]
> Bet Fourteen [sum to 14, 12:1]
> Bet Fifteen [sum to 15, 18:1]
> Bet Sixteen [sum to 16, 31:1
> Bet Seventeen [sum to 17, 62:1]
> Bet One-Face (specify number) [at least two of the specified number, 11:1]
> Bet Two-Face (specify numbers)[at least one of both specified numbers, 6:1]
> Bet Any-Port-in-a-Storm [any triplet, 31:1]
> Bet Port-of-Call (specify number) [specified triplet, 180:1]
>>
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I'll leave this up for about three hours or so - which by my estimation is when this Quest gets most of its activity. If there aren't any votes by that period, I will close the vote again.
>>
Closed and writing.
>>
Could you be overthinking this? Could this be nothing more than a sore loser nearly losing? You made a strong roll right out of the gate, and you were just shy of winning too. Was this, paired with the fact that you provided your own dice enough to explain the whole host of suspicion that played over his face? Does he have anything to actually weigh against you, anything more than doubts? If that is the extent of it, and he were to appeal to the crowd, or the management with nothing more than feelings, then you could dismiss them - and him - out of hand. But if he had an argument, an actual argument ... you might seriously be in trouble if he tried to denounce you. In the worst possible case, you would have to fight your way free from a mob - which even if you managed would mean fleeing the inn, which in turn would make it harder to find passage into Prespe. And that is setting aside any possibility of you getting hurt, or how much material or ability you would expend it winning yourself free. More than that, your gut is telling - shouting at you, really - that there is more to this. So until you know what set him off - or know for sure that nothing did more than just the prospect of losing on the first roll - you cannot risk cheating again. As you place another Frostgelt between the two of you, you catch yourself biting your tongue, as if it would start cursing him out on its own.

> Bondsman's Pond: Thirteen Frostgelt
> Bondsman's Suspicion: Not None of ???
> Your Pond: Eight Frostgelt
> Your Bet: One Frostgelt

Still, the prospect of giving away another free round rankles. You mustn't dwell on that though, you need to spend this time trying to figure him out, not to curse him out. For the third time, you take up the three die - and for the second time, you do not call upon their gimmick. As you give them a good shake, you find yourself staring at the Bondsman - who is in turn is staring at your hand, clearly looking for some slight, some shenanigans. Not wanting to linger, you let the dice roll up and down the breadth of your palm as you shake them up, stirring yourself up in the process.

> Current MP: 64 of 70
> Five more rolls of Dipole Dice until more MP is needed

"One last time, sixteen!"

You cannot tell if there are more murmurs behind you, or the same number simply louder, but you cannot look back, you cannot look anywhere but down as you let the dice fly free from your hand!
>>
Rolled 5, 1, 1 = 7 (3d6)

The dice come to a clattering stop.
>>
And once more, you are finding yourself one more Frostgelt deeper in poverty. A bitter pill ... with a strange aftertaste; for the Bondsman's face does not look a wit suspect or confused. Instead, he looks to be the picture of a man relieved - by what, though, you cannot yet rightly say. At least you feel better about your prospects of cheating. As you ask yourself if you are going to make the same bet once more with straight dice - to truly put the matter to bed before resuming your cheating - you realize in the heat of the moment you said 'one last time, sixteen'. Unsure of why, but struck by the notion that your mouth has been made privy to something that your head has not, you decide you will no longer bet sixteen. There is also a sense that if you were to understand why you shouldn't bet sixteen anymore, you would understand more about this match ...

> Please choose ONE of the following:
> You will play the second round honestly, for fear of being denounced if not caught as a cheat.
> You will trust the subtly of your Dipole Dice and continue to cheat. You will have five more rolls before more magic is needed to utilize them.

> Please feel free to write-in suggestions as to what has tipped the Bondsman off to that possibility that you are cheating him, and if applicable, how to assuage them.

> Please choose ONE of the following:
> Bet Small [4-10, 1:1]
> Bet Big [11-17, 1:1]
> Bet Even [evens, excluding those made by three of a kind, 1:1]
> Bet Odd [odds, excluding those made by three of a kind, 1:1]
> Bet One of Three (specify number) [at least one specified number, 1:1]
> Bet Two of Three (specify two different numbers) [at least one both specified numbers, 2:1]
> Bet Three of Three (specify three different numbers) [one of all specified numbers, 12:1]
> Bet Four [sum to 4, 62:1]
> Bet Five [sum to 5, 31:1]
> Bet Six [sum to 6; 18:1]
> Bet Seven [sum to 7, 12:1]
> Bet Eight [sum to 8, 8:1]
> Bet Nine [sum to 9, 7:1]
> Bet Ten [sum to 10, 6:1]
> Bet Eleven [sum to 11, 6;1]
> Bet Twelve [sum to 12, 7:1]
> Bet Thirteen [sum to 13, 8:1]
> Bet Fourteen [sum to 14, 12:1]
> Bet Fifteen [sum to 15, 18:1]
> Bet Seventeen [sum to 17, 62:1]
> Bet One-Face (specify number) [at least two of the specified number, 11:1]
> Bet Two-Face (specify numbers)[at least one of both specified numbers, 6:1]
> Bet Any-Port-in-a-Storm [any triplet, 31:1]
> Bet Port-of-Call (specify number) [specified triplet, 180:1]
>>
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Again, I'll leave this up for about three hours or so. If there aren't any votes by that period, I will close the vote again.
>>
>>6171382
>>6171443
/qst/ is a slow board. I work full time, so I only have time to properly read and vote for about a 5 hour window each weekday. I strongly caution you to not move ahead without votes if you want to hold engagement at all, especially not with only a 4 hour grace period.
>>
>>6171490
I am well aware that this is a slow board, but there are eleven rounds with this one gamble. Were I to wait a day for each one, this quest would be falling off of the board before we left the inn.

All of this being said, as I know you are in the thread, I will wait for your (or someone's vote) before moving on.
>>
>>6171481
> Bet Six [sum to 6; 18:1]
>>
>>6171529
Might I suggest being a bit less granular about it and just holding votes on, like... The general strategy, and maybe subsequent votes at a key juncture based on how good or how poorly the first few rolls go of each "phase"?
>>
Closed and writing.

>>6171591
I'll take that under advisement as well, but your vote might have made it moot ...
>>
Perhaps it is because making the same bet over and over is a rather churlish way to go about gambles; there is little if any sport to it. Or it might have something to do with how slim the odds of actually succeeding at the bet in question are ... so long as one is not using their Dipole Dice to cheat it. Wherever the truth may lie, the important thing is that the Bondsman is now relaxed - and that he remains relaxed, right up until you gaff him with a big win. A straight win, if need be. Smiling, he takes your lost bet into his pond, as you replace it with another one of your dwindling Frostgelt.

> Bondsman's Pond: Fourteen Frostgelt
> Bondsman's Suspicion: None
> Your Pond: Seven Frostgelt
> Your Bet: One Frostgelt

Plainly, betting for a 'big' number, surfeit of the gimmick of the Dipole Dice, will soon see you surfeit of your pond. If you are to keep playing straight, then perhaps you should bet 'small', being more in line with what ... oh! Oh, that's what set him off! It wasn't the near win ... well, it wasn't just the near win, and you using your own dice besides. Rather, when you started dicing, all you needed were eleven Frostgelt. Moreover, all you could ever win were those eleven Frostgelt. Consequently, the intelligent bettor would not make any of the high-payout bets, understanding that high-payout bets had long odds - and in the constraints of this game, unnecessarily long odds. Why scale the walls of a castle when the gate is drawn up? When there are bets with better odds that would also win the game in one fell swoop, why would anyone hobble themselves? Three reasons spring to your mind, as you imagine they sprung into the Bondsman's as well. The first, that such a person is an idiot - or at the very least worn down from a terrible night outside in a poorly heated sleigh - and is incapable of understanding how odds should direct betting. The second is that such a person is courting luck with ritual betting - which is to say again that the person is an idiot. The third reason is that such a person is a cheat, and is placing his bets off of skewed odds. Losing that first round might have been a blessing in disguise, actually. Making and then winning a bet like that ... were it someone else, you readily could have believed it to be evidence of cheating. Going forward, cheating or keeping it straight, you will have to be more deliberate about not making needlessly difficult bets. Before that though, you need to address your behavior earlier, and really put any suspicion to bed.

"Sixteen is a strong start, isn't it?"

"... I beg your pardon?"

"I always end up doing well in Big-Small when I open by betting sixteen."

This sets off a string of sagacious-sounding murmurs and quiet conversations behind you, but the Bondsman looks stunned ... even as his tight little smile curls further upwards.
>>
"But after that close call, I've been rolling small. So for this round, I'll bet six."

More murmurs, of a stripe that wouldn't sound out of place in a library. With this, you will have cemented into the crowd - if not the Bondsman himself - that you less of a gambler and more a suitor to Luck. From the face that he is pulling right now, you are certain that you and the Bondsman are of the same opinion of that sort ... but it is as they say, every dog will have its day. You take up the dice, favoring your opponent with a smile of your own as you do, immediately starting to roll them in your hand, forgoing any opportunity of using the gimmick. You are going to win everything back, so if the cost of clean victory is a thrown round, what of it?

> Current MP: 64 of 70
> Five more rolls of Dipole Dice until more MP is needed

"Show me six!"

With that, you let the dice fly. Even a straight roll like this could completely reverse your fortunes, so you cannot help but tense as the dice clatter onto the counter, while all of those around wait with baited breath.
>>
Rolled 2, 2, 3 = 7 (3d6)

The dice fall still.
>>
You know it is meaningless, but you cannot help but feel that somehow you are being slighted. You bet on six as a throwaway, which came up for your second round ... so you get seven, which came up for your third round instead. Well, no matter. So long as you are not making unnecessarily difficult bets, you should be free to use the Dipole Dice for the remaining seven rounds of the game. Though you might consider throwing a round here and there, just because it would be suspicious to go seven rounds only rolling fours, fives and sixes.

> Please choose ONE of the following:
> You will play this round straight to conceal the gimmick of the Dipole Dice.
> You will cheat this round, taking full advantage of the Dipole Dice. You have five rounds to play before more magic is needed to continue using them.

> Please choose ONE of the following:
> Bet Small [4-10, 1:1]
> Bet Big [11-17, 1:1]
> Bet Even [evens, excluding those made by three of a kind, 1:1]
> Bet Odd [odds, excluding those made by three of a kind, 1:1]
> Bet One of Three (specify number) [at least one specified number, 1:1]
> Bet Two of Three (specify two different numbers) [at least one both specified numbers, 2:1]
> Bet Three of Three (specify three different numbers) [one of all specified numbers, 12:1]
> Bet Four [sum to 4, 62:1]
> Bet Five [sum to 5, 31:1]
> Bet Six [sum to 6; 18:1]
> Bet Seven [sum to 7, 12:1]
> Bet Eight [sum to 8, 8:1]
> Bet Nine [sum to 9, 7:1]
> Bet Ten [sum to 10, 6:1]
> Bet Eleven [sum to 11, 6;1]
> Bet Twelve [sum to 12, 7:1]
> Bet Thirteen [sum to 13, 8:1]
> Bet Fourteen [sum to 14, 12:1]
> Bet Fifteen [sum to 15, 18:1]
> Bet Sixteen [sum to 16, 31:1
> Bet Seventeen [sum to 17, 62:1]
> Bet One-Face (specify number) [at least two of the specified number, 11:1]
> Bet Two-Face (specify numbers)[at least one of both specified numbers, 6:1]
> Bet Any-Port-in-a-Storm [any triplet, 31:1]
> Bet Port-of-Call (specify number) [specified triplet, 180:1]
>>
>>6171869
> You will cheat this round, taking full advantage of the Dipole Dice. You have five rounds to play before more magic is needed to continue using them.
> Bet Thirteen [sum to 13, 8:1]
>>
Without thought, you clench and unclench your hands in anticipation. Now, having understood your opening misstep - and having borne yourself out of it - you feel as if the game has just truly started, and you are consequently as eager as you might be if it actually had. The previous rounds were not defeats, not in any strategic, rational sense - no, they were nothing more than admission to real game. Now then, upwards and onwards! The Bondsman smiles as he takes the Frostgelt between you, you hold your face tight and flat as you replace it.

> Bondsman's Pond: Fifteen Frostgelt
> Bondsman's Suspicion: None
> Your Pond: Six Frostgelt
> Your Bet: One Frostgelt

You mustn't allow yourself to be too pleased with yourself, though. Your pond is halved - or near enough - and the subtly of the Dipole Dice mean that winning is not a surety, especially when they are being used for games like Big-Small, where you have to call your bet, as opposed to games like Three-Rolls, where you simply have to roll stronger than your opponent. Nonetheless, now that you no longer need to play straight, the prospects of you clawing back your pond are tremendously improved. And you intend to capitalize on it. Now, you have a sense that betting on smaller numbers will help obfuscate the tendency of the Dipole Dice to get bigger numbers; and the smallest roll possible with the Dipole Dice's gimmick is a twelve - which is actually counted as big, but no choice, no matter, you suppose. Except ... except that a twelve may only be made by the Dipole Dice getting a triplet, four-four-four, with odds of one in twenty-seven. You could make thirteen in more ways, so as you reach for the dice you decide that it is the better option here.

"Show me ... thirteen!"

Shaking the Dipole Dice in your hand, you use your ability once more to nudge them into action. You have eyes only for the Bondsman's unconscionably deep pond.

> Current MP: 64 of 70
> Four more rolls of Dipole Dice until more MP is needed
>>
Rolled 19 (1d50)

You feel the dice respond ...
>>
... exactly as you would expect them to! Unlike your first bout with them this game, the gimmick sets itself up without so much as a hitch. With nothing left to do but throw, you let the dice leave your hand, distantly aware that the sparse gathering of onlookers behind you has tightened up into a knot, as they press around you, into the corners of your vision, vying for a better look at the roll blossoming - both on the counter, and in your chest.

> Please, may I have one roll of 3d3?
>>
Rolled 2, 3, 3 = 8 (3d3)

Inexorably, the dice fall still.

As the error (rolling 3d6 instead of 3d3) in the previous post (since deleted) was my fault, I think it is fair to re-roll this.
>>
Spiting your efforts to downplay the big rolls the Dipole Dice make, they come up as a seventeen instead. Not for the first time - and surely not for the last time either - you cannot help but wish you were playing Three-Rolls instead of Big-Small. A five is a strong, strong roll, even deprived of the dealer's advantage. As you force down the deeply frustrating notion that you might even have been better served by playing Three-Rolls straight than Big-Small crooked, you drag your eyes away from the latest disappointment towards what remains of your pond, as the murmurs of the tightly knit crowd around you, struck dumb by the high drama of the roll, once again wash over your pointed ears. You have now managed to lose five rounds in row, and while you are no longer worried about being denounced as a cheat, you are seriously starting to have second thoughts about your prospects for this gamble. Five consecutive losses has a way of doing that - but at least for the next round, you do not have to agonize over cheating or not; because again, no one accuses losers of cheating.

Unfortunately, the rules set out in this gamble make no accommodation for forfeiting. You are to play until one of you busts, and it seems that even with the gimmick of the Dipole Dice, the house's position is simply too strong ... unless, of course ... you are not utilizing them correctly. Perhaps you would be better served by seeking a bet with better odds and lower payouts. Or perhaps you have misjudged what sort of bets would be the best to make with the Dipole Dice. Racking your brain, you carefully and deliberately consider what bets you are most likely to succeed with dice that can only roll four, five and sixes ...

> Please choose ONE of the following:
> Bet Small [4-10, 1:1]
> Bet Big [11-17, 1:1]
> Bet Even [evens, excluding those made by three of a kind, 1:1]
> Bet Odd [odds, excluding those made by three of a kind, 1:1]
> Bet One of Three (specify number) [at least one specified number, 1:1]
> Bet Two of Three (specify two different numbers) [at least one both specified numbers, 2:1]
> Bet Three of Three (specify three different numbers) [one of all specified numbers, 12:1]
> Bet Four [sum to 4, 62:1]
> Bet Five [sum to 5, 31:1]
> Bet Six [sum to 6; 18:1]
> Bet Seven [sum to 7, 12:1]
> Bet Eight [sum to 8, 8:1]
> Bet Nine [sum to 9, 7:1]
> Bet Ten [sum to 10, 6:1]
> Bet Eleven [sum to 11, 6;1]
> Bet Twelve [sum to 12, 7:1]
> Bet Thirteen [sum to 13, 8:1]
> Bet Fourteen [sum to 14, 12:1]
> Bet Fifteen [sum to 15, 18:1]
> Bet Sixteen [sum to 16, 31:1
> Bet Seventeen [sum to 17, 62:1]
> Bet One-Face (specify number) [at least two of the specified number, 11:1]
> Bet Two-Face (specify numbers)[at least one of both specified numbers, 6:1]
> Bet Any-Port-in-a-Storm [any triplet, 31:1]
> Bet Port-of-Call (specify number) [specified triplet, 180:1]
>>
>>6172713
> Bet Two-Face (specify numbers)[at least one of both specified numbers, 6:1]
>Cheat
>>
>>6172821
Do you have a preference on which number?
>>
Rolled 2, 2, 2, 1, 1, 1 = 9 (6d3)

>>6172876
Rolling to decide which two numbers are called in the Two-Face bet. As established, a roll of one is four, a roll of two is five and a roll of three is six. The right-most value is one of the values for the gamble, the next value that is not the right-most value is the other value for the gamble.
>>
>>6172953
So then, the bet is Two-Face, 4 and 5.

Closed and writing.
>>
Even though your roll came up fairly far afield from your bet last round, you still know yours is the stronger position - contingent, of course, on you actually managing to think your bets through, and understand what the odds of the game actually are with the Dipole Dice brought to bear. Taking the opportunity for a little more time to think, you fake an exasperated sigh and hang your head for a few moments. Around you, in the crowd - and even in the Bondsman, by your estimation - the tension slackens, but inside of you, it twists and wrenches itself tighter. Having gone so far without even the smallest of wins, you reconsider the merits of what the Bondsman referred to as the face bets - known to you as the domino bets. In straight Big-Small, you typically steer clear of them, as to your knowledge, the house has a slightly larger advantage on these bets, when compared to count bets. You are not even sure of that, you have just heard it once or twice, and took it as truth - you had no reason to check, you never really played Big-Small seriously before. But now that you think about it, the win conditions for a One-Face bet in Big-Small just happen to be the sort of strong roll in Three-Rolls that the Dipole Dice are made to make reliably. Likewise for the win conditions of a Two-Face bet.

So the Dipole Dice are actually suited to Big-Small as well - you were just making the wrong bets. Well, considering that you are playing until bust, there is no harm done - if anything, you have just been covering your tracks up to this point. Though again, you need to be careful going forward. If you start rolling nothing but four, five and sixes for more than two or three rounds, then the Bondsman and perhaps the crowd might get the sense that something is wrong, even if they cannot put their finger on it. Realizing the Bondsman is taking your lost bet, you replace the Frostgelt between the two of you. On a whim, you settle on making a four and five Two-Faced bet, figuring that after all of the losing that you have been doing, winning a One-Face bet might raise too much suspicion, especially if you were to follow it up with another win. You very well could roll a One-Face, but as you have maintained, no one accuses losers of cheating.

> Bondsman's Pond: Sixteen Frostgelt
> Bondsman's Suspicion: None
> Your Pond: Five Frostgelt
> Your Bet: One Frostgelt

"I think ... four and five. Now, is that a Two-Face or One-Face bet? I cannot recall."

"Two-Face, my friend. Two-Face."

"Very well then. That will be my bet."

He is positively beaming at you; and for your part, you do not need to act frustrated. Even though this game is now yours to win - for real, this time - you are hard pressed to abide a smirking profiteer like him. With no preamble, you take up the dice, and calling upon your ability, you nudge them into action as you gently rock them back and forth in your hand.
>>
Rolled 6 (1d50)

You feel the dice respond ...
>>
... again, as they should. But nowhere near as solidly as they did last time. Even so, as soon as you are sure of them - which thankfully does not take many more shakes - you let them fly. You didn't realize until they stopped, but the silence is so sudden, so pronounced, that they must have been softly conversing amongst themselves this entire time. For your part, your head and heart are starting to pound - with half your pond now gone, things are certainly getting more intense!

> Please, may I have one roll of 3d3?
>>
QM, this gambling game is killing the pacing... Maybe wrap it up and let the other player (who seems to have dipped) know we're moving on in the QTG?
>>
Rolled 1, 3, 2 = 6 (3d3)

>>6173196
>>
When the dice fall still, you have finally come up with your first win of the game. Typically, in a game that you weren't playing straight, right now you would be acting relieved at this reversal of fortune ... but between how dire your situation is here, and how you nearly drove yourself into the ground making terribly obtuse bets, you do not need to act. For his part, the Bondsman looks frustrated - but thankfully, not suspicious - as he hands you your winnings. How long that holds, may be anyone's guess ... but for now, you are just relieved that you clawed back all of your losses. At this point, both ponds sit at eleven Frostgelt, though you will be down as soon as you make a bet, obviously. Even so, another few rounds like that - with one thrown one amongst them, for security - and you will have this won.

Or ... honestly, you hate to even entertain the idea, but if there ever was going to be a time to ask the Bondsman to close the lights, this would be it. It is a friendly game ... supposedly. You do not rightly know if it would make you look less suspicious, but it certainly wouldn't make you look more suspicious. He might not go for it though. And besides, now that you've cleared the cobwebs and figured the odds right finally, if you keep going it will be quicker - and ultimately painless. For you, that is. So then, can you really ask him to stop, to call it even?

> Bondsman's Pond: Eleven Frostgelt
> Bondsman's Suspicion: None
> Your Pond: Eleven Frostgelt

> Please choose ONE of the following:
> You will play this round straight to conceal the gimmick of the Dipole Dice.
> You will cheat this round, taking full advantage of the Dipole Dice. You have five rounds to play before more magic is needed to continue using them.
> You will ask the Bondsman to close the lights.

> Please choose ONE of the following:
> Bet Small [4-10, 1:1]
> Bet Big [11-17, 1:1]
> Bet Even [evens, excluding those made by three of a kind, 1:1]
> Bet Odd [odds, excluding those made by three of a kind, 1:1]
> Bet One of Three (specify number) [at least one specified number, 1:1]
> Bet Two of Three (specify two different numbers) [at least one both specified numbers, 2:1]
> Bet Three of Three (specify three different numbers) [one of all specified numbers, 12:1]
> Bet Four [sum to 4, 62:1]
> Bet Five [sum to 5, 31:1]
> Bet Six [sum to 6; 18:1]
> Bet Seven [sum to 7, 12:1]
> Bet Eight [sum to 8, 8:1]
> Bet Nine [sum to 9, 7:1]
> Bet Ten [sum to 10, 6:1]
> Bet Eleven [sum to 11, 6;1]
> Bet Twelve [sum to 12, 7:1]
> Bet Thirteen [sum to 13, 8:1]
> Bet Fourteen [sum to 14, 12:1]
> Bet Fifteen [sum to 15, 18:1]
> Bet Sixteen [sum to 16, 31:1
> Bet Seventeen [sum to 17, 62:1]
> Bet One-Face (specify number) [at least two of the specified number, 11:1]
> Bet Two-Face (specify numbers)[at least one of both specified numbers, 6:1]
> Bet Any-Port-in-a-Storm [any triplet, 31:1]
> Bet Port-of-Call (specify number) [specified triplet, 180:1]
>>
>>6173428
> You will cheat this round, taking full advantage of the Dipole Dice. You have five rounds to play before more magic is needed to continue using them.
> Bet One-Face (specify number) [at least two of the specified number, 11:1]
Bet on 6.
>>
Closed and writing.
>>
Ah, no, no. Better to end it by winning. And with eleven-for-one odds, landing one One-Face bet - for, say, six - would be enough to bring it home. You make a show of stacking your winnings, all the while trying to look more relieved than smug. You leave one Frostgelt between you and the Bondsman, to be your bet.

> Bondsman's Pond: Eleven Frostgelt
> Bondsman's Suspicion: None
> Your Pond: Ten Frostgelt
> Your Bet: One Frostgelt

"Two-Face was kind to me, but I think that One-Face might be kinder. Let's do six."

There is no response from the Bondsman beyond a slight pursing of lips, but the crowd that has gathered around more than makes up for his restiveness. Buoyed by the reaction, you have to stop yourself from beaming as he did, just one round ago. Heh. Truly, gambling is a terrifying thing, isn't it? All the more terrifying when your opponent isn't playing straight ... and is clever enough to work out the odds of his own gimmick properly. You catch yourself. There was much more humor than heat to that little pearl of wisdom, which isn't warranted. Not until you have won this game and put some time and distance between you and the Bondsman. In the meantime, you should be angry with yourself. Moreover, you should be rolling. Which is what you do, taking the dice up and giving them some soft shakes, allowing you ample opportunity to get the gimmick working.
>>
Rolled 44 (1d50)

Your ability surges into the busy little cubes ...
>>
... and immediately, you feel the familiar 'slippage' as the Dipole Dice begin their work. Unlike last round, you are sure of them right away, and not wanting things to linger, you cast them down immediately. Sixes! Sixes, and an end to this!

> Please, may I have one roll of 3d3?
>>
Rolled 2, 1, 2 = 5 (3d3)

The clattering ceases abruptly ...
>>
Cook it all! What a spiteful turn, to roll everything but a six. Had you just let it ride, kept the same bet ... ah, there is no sense in that kind of thinking, and you know it. And of course, even employed in the game they are intended for, Dipole Dice are not guarantors of victory. To that point, though ... you have used them two rounds in a row, and consequently rolled nothing but fours, fives and sixes. And with no relief nor joy breaking over the face of the Bondsman as he drags his winnings - or rather, his winning, the singular Frostgelt - over to his pond, you have to wonder how much you can continue to rely on the Dipole Dice. Would he be willing to swallow another round with nothing but fours, fives and sixes? Another round of close - relatively close, at least - calls? The game has dragged a bit, certainly - and now that he is up again, perhaps he would be willing to close the lights. It would be a blow, to be sure. Spend ... you don't even know how much time, all to spend twelve Frostgelt on wrapping and shipping instead of eleven.

> Please choose ONE of the following:
> You will play this round straight to conceal the gimmick of the Dipole Dice.
> You will cheat this round, taking full advantage of the Dipole Dice. You have five rounds to play before more magic is needed to continue using them.
> You will ask the Bondsman to close the lights. (You are just asking, he is under no obligation to agree)

> If you chose to PLAY STRAIGHT or to CHEAT, please choose ONE of the following:
> Bet Small [4-10, 1:1]
> Bet Big [11-17, 1:1]
> Bet Even [evens, excluding those made by three of a kind, 1:1]
> Bet Odd [odds, excluding those made by three of a kind, 1:1]
> Bet One of Three (specify number) [at least one specified number, 1:1]
> Bet Two of Three (specify two different numbers) [at least one both specified numbers, 2:1]
> Bet Three of Three (specify three different numbers) [one of all specified numbers, 12:1]
> Bet Four [sum to 4, 62:1]
> Bet Five [sum to 5, 31:1]
> Bet Six [sum to 6; 18:1]
> Bet Seven [sum to 7, 12:1]
> Bet Eight [sum to 8, 8:1]
> Bet Nine [sum to 9, 7:1]
> Bet Ten [sum to 10, 6:1]
> Bet Eleven [sum to 11, 6;1]
> Bet Twelve [sum to 12, 7:1]
> Bet Thirteen [sum to 13, 8:1]
> Bet Fourteen [sum to 14, 12:1]
> Bet Fifteen [sum to 15, 18:1]
> Bet Sixteen [sum to 16, 31:1
> Bet Seventeen [sum to 17, 62:1]
> Bet One-Face (specify number) [at least two of the specified number, 11:1]
> Bet Two-Face (specify numbers)[at least one of both specified numbers, 6:1]
> Bet Any-Port-in-a-Storm [any triplet, 31:1]
> Bet Port-of-Call (specify number) [specified triplet, 180:1]
>>
>>6173808
>Bet Big, Play Honestly
>>
Closed and writing.
>>
No, you cannot yet stomach the notion of all of this being for naught - at least, not yet. You'll throw a round, make a production out of it - and perhaps leave the door open to closing the lights. As the stack of your pond shrinks, and the wager between you and the Bondsman is replaced, you work your words until they are wrought well enough for your ends.

> Bondsman's Pond: Twelve Frostgelt
> Bondsman's Suspicion: Not None of ???
> Your Pond: Nine Frostgelt
> Your Bet: One Frostgelt

"I had hoped with that Two-Face, my luck had properly turned."

With much less aplomb than his earlier goads, the Bondsman replies in even tones -

"Just the way things are, I suppose."

"Oh, no doubt. None at all. Not that I like it. Still, you couldn't fault me for wishing I had won more by now."

"I can find no fault - though if you will forgive me, I cannot quite get ground to grist over it."

The two of you share a bloodless chuckle; the sounds of amusement from the crowd around you are markedly more genuine. You press on -

"Still, having done nothing more than tread water and begin to sink once more, I find myself starting to feel the length of this game."

"Is that so? I'll tell you what. If you lose this round, I'll let you forfeit with ... shall we say, two-thirds of your pond?"

The crowd - and your head besides - is all abuzz at that announcement. Clearly, most of the onlookers are not keen for their entertainment to wander off, but judging from tone - as you cannot quite make out words, what with so many mouths in motion - some seem to think it reasonable. You hadn't expected him to entertain the idea - but it seems that he is more eager for it than you are. The Bondsman continues -

"After this round, mind you. Only after this round."

"And if I win? Or if I so desire to close the lights in round past this one?"

"Then you may walk with one-third of your pond instead. I'll let the rounding fall to you, but this is a matter of principle. What you are asking for amounts to a forfeit - by rights, I could have your entire pond."

"So I am to understand that this ... gratuity, this is you hedging against a last-minute rally?"

"Well ... you are right, the game is feeling its length. And you have had a few strong rolls."

And there it is. The possibility that you are cheating has in fact entered his mind, but he is far enough from certain about it - or how you might be managing it - to actually do anything about it. Had you had more wins, you might be having a very different, very louder conversation right about now. Regardless, the Bondsman is cautious - as you would expect of someone who will gamble only as the house - so he is willing to sell you an out. Ah, you'd like nothing more than to tell him to cook himself - but you just might be in the market.
>>
Strictly speaking, if you wanted to close the lights - which you aren't sure you want to - losing this round would be in your best interest. If you wanted to win the game - which you do know you'd like, but you aren't entirely sure you can, not without arousing further suspicion - then winning this round would be in your best interest. However, acting like an impulsive idiot who cannot keep odds in their heads - to explain away otherwise effectively inexplicable bets and winnings - is always in your best interest. To that end, you should put on a bit of an act. Yes! That is what you will do here. You will make a bet you are very likely to win - with straight dice, so you can get some ones, twos and threes in the batch - to impotently throw his offer into his face. Then if you do need to buy the out later, you will hold him to his word, as he is holding you to yours.

You take up the dice, and fixing your face into a surprisingly genuine defiant smile, you state your bet -

"Big."

From the reaction of the Bondsman - and of the crowd - you might well have slapped him. His face darkens a bit, but otherwise remains flat, perhaps dangerously so, as you hear the last few holdouts in the snowroom - and even some from the common room - rush over to see what is going on. As you shake the dice, there is no abating the noise around you, and as they leave your hand, everything - including your heartbeat - becomes all the louder.

> Please, may I have one roll of 3d6?
>>
Rolled 5, 4, 2 = 11 (3d6)

>>6173855
>>
When the dice fall still, you have won your second round of the night. And though you only win back your bet, the response from the crowd is at least six times what it was when you won six times as much, just two rounds ago. Once the cheering and laughter fades away, you may yet end up regretting this - judging from the Bondsman's face, you imagine you will have to twist his arm to get him to agree to closing the lights on his stated terms - but at the moment, it just feels so good, so right to get one over him - and by playing straight too! Your triumph is a bit soured, however, when you suddenly recall just how you got into your current straights, with Bluetips. You were riding just as high then...

To be sure, the rules of this game will not allow for as terrible of a reversal as you suffered that night. Even so, perhaps some temperance is warranted here. You did still need to find Pingo - and more importantly, some way into Prespe. Closing the lights, though, will cost you. Why not push on, and win this? A few more Two-Face bets, four and five, or five and six, and you could well bust him out, and walk away all the - actually, no, you would be just as rich as you were when you started the gamble, you were playing for free wrapping and shipping, remember? Huh, perhaps this whole game has been going on overlong.

> Please choose ONE of the following:
> You will play this round straight to conceal the gimmick of the Dipole Dice.
> You will cheat this round, taking full advantage of the Dipole Dice. You have two rounds to play before more magic is needed to continue using them.
> You will ask the Bondsman to close the lights. This costs two-thirds of your pond, rounding in your favor.

> If you chose to PLAY STRAIGHT or to CHEAT, please choose ONE of the following:
> Bet Small [4-10, 1:1]
> Bet Big [11-17, 1:1]
> Bet Even [evens, excluding those made by three of a kind, 1:1]
> Bet Odd [odds, excluding those made by three of a kind, 1:1]
> Bet One of Three (specify number) [at least one specified number, 1:1]
> Bet Two of Three (specify two different numbers) [at least one both specified numbers, 2:1]
> Bet Three of Three (specify three different numbers) [one of all specified numbers, 12:1]
> Bet Four [sum to 4, 62:1]
> Bet Five [sum to 5, 31:1]
> Bet Six [sum to 6; 18:1]
> Bet Seven [sum to 7, 12:1]
> Bet Eight [sum to 8, 8:1]
> Bet Nine [sum to 9, 7:1]
> Bet Ten [sum to 10, 6:1]
> Bet Eleven [sum to 11, 6;1]
> Bet Twelve [sum to 12, 7:1]
> Bet Thirteen [sum to 13, 8:1]
> Bet Fourteen [sum to 14, 12:1]
> Bet Fifteen [sum to 15, 18:1]
> Bet Sixteen [sum to 16, 31:1
> Bet Seventeen [sum to 17, 62:1]
> Bet One-Face (specify number) [at least two of the specified number, 11:1]
> Bet Two-Face (specify numbers)[at least one of both specified numbers, 6:1]
> Bet Any-Port-in-a-Storm [any triplet, 31:1]
> Bet Port-of-Call (specify number) [specified triplet, 180:1]
>>
>>6173984
>Bet Two-face (5 and 6). Cheat. GTFO.
>>
Closed and writing.
>>
But overlong or not, that doesn't mean that you should - or that you can afford - to throw the whole thing. No, a few more bets of Two-Face will get you through this quick enough. Leaving the Frostgelt where it lies on the counter before you, you level your gaze at the Bondsman. His face has since softened from that blank mask, though you cannot say that his mood is improved, what with the tightness of his smile and the hardness behind his eyes.

> Bondsman's Pond: Twelve Frostgelt
> Bondsman's Suspicion: Not None of ???
> Your Pond: Nine Frostgelt
> Your Bet: One Frostgelt

"Two-Face, five and six."

The crowd responded approvingly to that bet, but the Bondsman not at all, save for a further tightening of the mouth. You cannot tell if this is just regret for putting a price on closing the lights, or if he is once again entertaining the thought that you are about to cheat him again. Well, considering what is going to happen, both are warranted. You reach for the dice, and once they are in your hand, you start the process of nudging the gimmick into action.
>>
Rolled 19 (1d50)

The dice respond ...
>>
... within moments of you starting to shake them, exactly as perfectly as you could hope for them to! You are well pleased, though by your count you note that after one more round of play, you will need to top off your Dipole Dice once more. Now, then - the roll. With a deep, pleading breath, you let the dice spring free from your hand. Everyone around quiets just enough for you to hear them clatter onto the table.

> Please, may I have one roll of 3d3?
>>
Rolled 3, 3, 2 = 8 (3d3)

>>6174163
>>
Once more, your ship has come in. Two sixes and one five stare up at you, and soon as the crowd catches sight of them, there are claps and cheers. Looking quite upset with you - and perhaps even himself - the Bondsman pushes five Frostgelt towards you. Calmly you stack them up, and add them to your pond, leaving the Frostgelt you bet this round between the two of you. All the while, you are weighing your position. With fourteen Frostgelt in your pond, all you need are two more wins with Two-Face to bust out the Bondsman - though there will only be enough Magic left in the Dipole dice for them to use their gimmick once more without topping them off.

> Bondsman's Pond: Six Frostgelt
> Bondsman's Suspicion: One of ???
> Your Pond: Fourteen Frostgelt
> Your Bet: One Frostgelt

It is plain to see that this reversal is rekindling suspicion again. It might make sense to throw a round; make a Two-Face bet with straight dice. Or you could just push. If all goes well, the game could be over in two more rounds - that shouldn't be long enough for him to actually act on any of his suspicion. It could even be that after this humbling, he might accept a counter offer on closing the lights.

> Please choose ONE of the following:
> You will play this round straight to conceal the gimmick of the Dipole Dice.
> You will cheat this round, taking full advantage of the Dipole Dice. You have two rounds to play before more magic is needed to continue using them.
> You will ask the Bondsman to close the lights, on his terms. You forfeit ten Frostgelt, and the game concludes
> You will ask the Bondsman to close the lights, on terms considerably more advantageous to you, considering your performance in these past two rounds.

> If you chose to PLAY STRAIGHT or to CHEAT, please choose ONE of the following:
> Bet Small [4-10, 1:1]
> Bet Big [11-17, 1:1]
> Bet Even [evens, excluding those made by three of a kind, 1:1]
> Bet Odd [odds, excluding those made by three of a kind, 1:1]
> Bet One of Three (specify number) [at least one specified number, 1:1]
> Bet Two of Three (specify two different numbers) [at least one both specified numbers, 2:1]
> Bet Three of Three (specify three different numbers) [one of all specified numbers, 12:1]
> Bet Four [sum to 4, 62:1]
> Bet Five [sum to 5, 31:1]
> Bet Six [sum to 6; 18:1]
> Bet Seven [sum to 7, 12:1]
> Bet Eight [sum to 8, 8:1]
> Bet Nine [sum to 9, 7:1]
> Bet Ten [sum to 10, 6:1]
> Bet Eleven [sum to 11, 6;1]
> Bet Twelve [sum to 12, 7:1]
> Bet Thirteen [sum to 13, 8:1]
> Bet Fourteen [sum to 14, 12:1]
> Bet Fifteen [sum to 15, 18:1]
> Bet Sixteen [sum to 16, 31:1
> Bet Seventeen [sum to 17, 62:1]
> Bet One-Face (specify number) [at least two of the specified number, 11:1]
> Bet Two-Face (specify numbers)[at least one of both specified numbers, 6:1]
> Bet Any-Port-in-a-Storm [any triplet, 31:1]
> Bet Port-of-Call (specify number) [specified triplet, 180:1]
>>
>>6174633
> You will ask the Bondsman to close the lights, on terms considerably more advantageous to you, considering your performance in these past two rounds.
If he doesn't go for it:
> You will cheat this round, taking full advantage of the Dipole Dice. You have two rounds to play before more magic is needed to continue using them.
> Bet Any-Port-in-a-Storm [any triplet, 31:1]
>>
Closed and writing. Look for the update in two hours.
>>
Hmm ... asking again to close the lights. The more you mull it, the sweeter it seems. You have tarried here, much longer than you intended, perhaps even longer than you should have. And if you have read him right, in that he is entertaining the idea that you are cheating him - but the means and ways are far enough beyond him that he cannot actually name you as such - then it may even seem sweet to him. To him -

"Now, I have enjoyed this game - as I imagine you have as well. But I hope you will not find insult in me making an offer to close the lights, just as you offered me."

Chuckles, and even some hooting from the crowd. Nothing from the Bondsman, save for a glare. Undaunted, you press on -

"What say you that the two of us agree that I win this little game here. That I busted you out. And if anyone was to ask about those six Frostgelt by your elbow, we'd agree to say that those were nothing more than a tip - from me to you - for services rendered."

From the face that the Bondsman is pulling as this moment, you might well have thought you just poured rancid fat into his ears. But as the moments multiply and linger, there is nothing forthcoming. Again, if you were any to judge, he is probably trying once more to figure out how you could have managed this reversal - beyond just dumb luck. Eventually, however -

"Fine."

With that quiet capitulation there are some dismissive sounds from the crowd, insisting upon themselves, even over the louder barks of 'good showing' and 'well played' from much more amicably natured onlookers. You turn to address them only for your thoughts to lose their way when you see that the throng has swelled to at least two-dozen strong. You recover yourself, and address them -

"I understand that some may wish to see this gamble taken to the bitter end; if you feel as strongly to let me finish it with your coin, I just might."

There is nothing but laughter at that, and in entirely good spirits the crowd starts to unravel ... just as you realize that this would be an excellent opportunity to ask them if they knew of a sleigh that was still heading into Prespe. And if they had seen Pingo, who is now alarmingly overdue - though you suppose there are other snow-rooms in the inn, other ways out to the yard. No, there isn't time to dwell or quibble on any of that now. Everyone is starting to slip away rather quickly; to the point that by the time you manage to put a question to the crowd, you'd imagine that a good chunk of those present will have filtered back into the common room and be out of earshot. You will probably have lost even more by the time you manage to put a second question. Which begs the question, what do you prioritize here?

> Please choose ONE of the following:
> Ask after Pingo first, then about sleighs still heading into Prespe
> Ask after sleighs still heading into Prespe, then about Pingo

> After the conclusion of this gamble, you now have thirty-nine Frostgelt.
>>
>>6175597
> Ask after Pingo first, then about sleighs still heading into Prespe
>>
Closed and writing. Apologies for the delay.
>>
You don't really have the time for hemming and hawing now; the throng is loosening and unwinding itself before your very eyes. Pingo. You will ask after Pingo first - he seems to be more on top of things than you are, and you do feel a bit bad about leaving him in the lurch as you have, even if he never came back for his shift. As more of the former onlookers slip away, you hastily address the crowd -

"Hold a moment, please. Just a moment. I'm looking for my traveling companion, an elf, by the name of Pingo. Have any of you happened to see him?"

Of those who stopped - and not all did - most are just looking at you blankly. Those who aren't are shaking their heads no. You try to elaborate, but as the words come to you, you realize that you don't really have a good description of him -

"Well, he is ... about my height, maybe a bit shorter. I think. He ... well, he isn't a Gingerbread Elf; his skin is much fairer than mine."

More blank looks, more nods in the negative - and more departures from the Bondsman's counter. One of the crowd looks at you and spreads his hands in a plaintive shrug, as if silently asking 'what do you expect from me?'. It is a fair question; the only really distinguishing thing you can associate with Pingo is that massive traveling chest, and that is out in the yard. By the yard, actually. In a cooking snowdrift. You try once more -

"He is looking for passage into Prespe. Uh, as am I. Our sleigh isn't continuing on, but we must. Are any of you on a sleigh headed to Erzsebet, or even Pestbuda ... or anywhere in Prespe, please, point me towards your driver."

Still more departures, and here and there a few chuckles - nervous sounding ones - at the thought of continuing on to Prespe, no doubt. Behind you the Bondsman is muttering to himself under his breath as he begins his work. Your shoulders slump, and you start to turn - just as you notice a man is making their way towards you, through the lingering remains of the crowd. As soon as they are close enough, they speak -

"I cannot rightly say I know this friend of yours, elf ... but I happen to be on a sleigh, to Kvet. Erzsebet would just be a hop across the lake, a few hours on a ferry tops. But would - oh, forgive me this, it is a queer request - but would you let me see your ticket please? It is rather important."

"My ticket?"

"Yes, yours. I'm on a spit of my own, and I think we might be able to help one another."
>>
As the crowd has dispersed entirely by now, there is nothing to lose by acceding to the request and showing this man your ticket. Upon seeing it, he smiles broadly, exclaiming than explaining -

"Perfection! Or near enough for my purposes, at least. You see, it so happens that I am also on a sleigh, out of Hothearth, headed into Prespe - except that mine is continuing on. Which I'd rather not, considering the circumstances, even as poorly as it may go over, what with me returning to the branch office early. As I see it, it would be more forgivable, if I could produce a ticket for a sleigh that wasn't continuing on..."

You smile in relief, as much as in understanding of what is being proposed. Finally, you have found your way forward. And a way forward for Pingo as well ... assuming, of course, that you can find him. And that there is more space on this sleigh. Trying to heed those nagging thoughts as little as you can, you extend your hand ... only for the man's smile to falter, as he explains further -

"I should say, that my expense account isn't exactly what you would call inexhaustible. To be quite honest, it might be what you would call near-exhausted. As much as I'd like to just trade, I can't just give it away. I hope you understand."

"I suppose my understanding is contingent on just what exactly 'not giving it away' entails."

"I could go as low as ... eight Frostgelt?"

At twice the standard fare from Hothearth to Erzsebet - or Hothearth to Kvet, rather - it is enough to make your smile falter as well. Still, it will get you moving again, and more importantly over the provincial border before nightfall ... possibly, depending on the departure time. You question him on that point -

"When does this sleigh of yours depart?"

"In a half-hour. Actually ... closer to a quarter-hour now."

"And where is this sleigh? And the driver?"

"I'm sorry, but I must insist that you pay before I tell you."

> Please choose ONE of the following:
> Accept the deal as it, saving as much time as possible.
> Try to negotiate a better deal, costing some time.
> Reject the deal - politely of course - and resume your search.
>>
>>6176605
> Accept the deal as it, saving as much time as possible.
We've already wasted too much time.
>>
Closed and writing.
>>
A shadow of doubt has crept into your mind. The offer before you is just too good, too timely for you to take it at face value; that paired with the looming deadline to hasten you on ... all in all, it is just too suspect for you to reflexively hand over the coin. In better straights, you would have time to both negotiate and verify. Here you must choose between them - as obvious as the choice may be. You address the man before you -

"I'll pay - on the condition that you take me to the driver, and explain to him that I have bought your ticket."

"Done and did."

> You now have thirty-one Frostgelt

Having done and did your bit by crossing the man's palm, you wait - with nagging frustration - as he checks over your coin. Once he is satisfied, he speaks with a smile -

"The sleigh is a small job, so they had it and the team stashed in one of the old haying-barns. And the driver is an old stump of a man named Nosa."

"Wonderful ... but for the sake of my friend, I must ask - is there a space for him as well?"

"As of an hour ago, when I last spoke to Nosa, I was the only one bowing out. I'm not sure if he had gotten around to speaking with everyone else though ... and who knows, someone might have changed their minds since then anyways."

With that, he starts off towards the common room. You take up your luggage, sparing not a glance for the Bondsman - who is still muttering dross under his breath - and follow him out. The human - being larger than most of the elfish custom, makes much better time through the still-packed, but not quite as heaving common room than you managed earlier. Grateful for the space in his wake, you follow him tightly as you can manage with your shorter legs and briefcases - until you catch sight of Pingo. Or maybe just another elf, wearing a similar hood and cloak. It does look a great deal like him though, and moreover, he seems to be currently in an argument with someone who could very well be a driver - they seem dressed for the part, at least.

While you are nearly certainly that this is Pingo, you cannot say you are as certain to what you want to do. Setting aside his transgression of just abandoning you, there might not be a seat for him on the sleigh. Perhaps you should speak to the driver, this Nosa, first - and then fetch Pingo, if and only if there is space for him. You would hate for there to be some sort of scene - as it is, you feel guilty enough. Alternatively, you just grab him now. Maybe there is a seat, maybe there isn't, but he might have better luck in this haying-barn than in the common room. And who knows where he will be once you are done with Nosa. Or ... it could just be someone else. It might be easier if it was ...

> Please choose ONE of the following
> You will wait until you have secured passage for yourself
> You will take a detour - with your man-friend - to fetch Pingo now.
> You will leave this common room, never to return. [Naughtiness +]
>>
>>6177684
> You will leave this common room, never to return. [Naughtiness +]
GTFO. Adventure awaits, huzzah!
>>
Closed and writing.
>>
Sorry for delays, update should be done and posted in a few hours.
>>
Whether or not this is Pingo, you can plainly see that he has no time for you right now - just as you have no time for him. Turning away, you hustle after the retreating back of your savior, and after following him through the bowels of the inn and out into another yard, one you hadn't yet laid eyes on, you are being brought before a modest sleigh as a similarly modest team is being put into harness. The man you bought the ticket from calls out -

"Nosa, Nosa! You'll have the full half-dozen for the ride in; I've filled my seat."

"Have you? That's good. It is always a better look to arrive with the benches full. Better business too ...".

The man who had sold you the ticket told it true, you cannot muster up words more apt to describe the old driver than 'a stump of a man'. Stout and perhaps a bit worn, but as far as you can see, none the worse for wear. Here now, he swaggers around the sleigh, so he may look at his newest custom. For a moment, you are concerned that he might try to charge you as well, but instead -

"I am not normally one to pry, but little and less about the second leg of this journey is to be normal. Are you a Guildsman? Or do you have business with them?"

Cook it all! Is he Prespi? He could very well be ... but there are many races of fair-skinned men besides the Prespi. He just might be concerned about the situation on the other side of the provincial border ... but ultimately, that might be just as disqualifying for you as nativist prejudice.

> Please choose ONE of the following:
> You? A Guildsman? Perish the thought!
> Aye, you are a Guildsman. But no one else need know, and if there is trouble, you can help defend the sleigh.
>>
>>6179225
> You? A Guildsman? Perish the thought!
>>
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>>6179225
Quite out of my scheduled time to reply.
Since we're out of the "consequence of our own greed", I'm back to cause more ties (since some -or one- people seems keen into leading us to the "Coal Ending", I'll be here to oppose that).

Anyways,
> Aye, you are a Guildsman. But no one else need know, and if there is trouble, you can help defend the sleigh.
Maybe not be that upfront about it, which's to say, be a little more evasive like "would there be a problem if I was?" or go full stupid and say "That'll depend on if you'll still accept taking me along on your sleigh", and depending on the answer, then offer to also defend the sleigh.

Just suggestions of course, being completely upfront also seems plenty stupid.
>>
Jimminy Christmas, this is still ongoing? I thought it was DoA when the original QM gave it up. You should post on the /QTG/ to let people know it's been ongoing.
>>
>>6179225
> You? A Guildsman? Perish the thought!
>>
Closed and writing.
>>
>>6179677
+1
>>
Your coin is dear, and your time even dearer. After drawing so deeply from both with the Bondsman, all to make sure that you had nothing on you that would mark you as a Guildsman, can you really be blamed for not wanting to tell it true here? Especially when a lie would just be ... so much easier. And kinder. To yourself, of course, but to this Nosa as well. Were you to admit to it, and he to take you along, he'd have to worry the whole way through - and if he were to refuse you, then he'd have something heavy to weigh against his conscience. You will spare him that; it is only the decent thing to do ...

"Me? A Guildsman? I ... gracious, how old do you take me for? No, I just have some business in Prespe, and I want to get to it before any unrest can blow it to the four winds."

"And, pray tell, what manner of business would this be?"

"Land surveying and speculation. Though if any Prespi seem like to take issue with that, I can pass myself off as a Draughtsman in a pinch. Do you expect things to get pinchy?"

"I should hope not."

With that and nothing more, he turns away, eyes once more only for tack and team. Having been wound taught by the prospect of paying for a ticket that you cannot use, relief unwinds you to an unseemly extent. Ready to be done with this whole cooked affair here, you turn to the man who brought you out here, outstretching your ticket, to exchange it ... only to be met with an empty palm instead, and a look on his face fit for a cat who ate a canary. Your stomach tumbles down into your bowels as he speaks -

"I couldn't help but notice that you handed over an awful lot of Guildsmarked gear to that Bondsman. If Nosa were to hear of that, were to know that you lied to him, then I can't imagine that'd he take you on. Could you?"

Cook him! Cook him whole! He must have planned this!

"Four Frostgelt."

You don't need to ask what for. Perhaps though, you could save some coin, and take your chances with explaining yourself to Nosa? Or maybe you could withhold your ticket, work that angle? Honestly though, you never imagined it would be so hard to get on a sleigh.

> Please choose ONE of the following:
> Pay the bribe
> Refuse this extortion
> Leverage your ticket
>>
>>6180715
> Pay the bribe
Feck.
>>
Closed and writing.
>>
You don't even want to look at the miserable cheat. Really, what he is doing is absolutely unconscionable. You can take some solace, however, in knowing that somehow, he will get his comeuppance ... but it is not enough to make the bitter pill of handing over four more Frostgelt for that cooked ticket anywhere near palatable.

> You now have Twenty-seven Frostgelt

Once he has had what he wants, he scarpers off. A minute or two passes, then Nosa approaches you once more, and directs you where to load your baggage. Biting your tongue through this latest indignity, you comply, getting your remaining belongings secured in the back of the sleigh. As preparations continue, others begin filtering into the barn. Your fellow passengers, you'd presume - being led by a liveried servingman. To your surprise, he address you -

"From the Bondsman."

And hands you a slip of paper, which you realize must be your receipt which you will need to take delivery of your possessions in Erzsebet. Embarrassed, you snatch it out of his hand and turn away before he could presume to ask for a tip. Eventually, he gets the hint and leaves with a bit of a huff. Nosa approaches the lot of you, saying -

"Lops decided to remain behind as well. This is - what was your name, now?"

"Fondant."

"He's a Draughtsman."

The tips of your ears curl at that. It may just be that Nosa found himself upside down ... but it could also very well be that one of your fellow travelers is a Prespi who might be fit to take issue with an outsider speculating on Prespi land. For his part, Nosa is not looking at you, so you cannot catch his eye and perhaps see written in his face if there is something to be read into his words. No matter, you will be careful regardless. You nod politely at your new traveling companions - a mix of elves, bundled up near to the point of obscurity. They nod back, but there are no further introductions. Manners and cheer are too much to be expected; for all you know, the lot of you might be heading straight into an open revolt. As the last of the preparations are finished, you wonder at what must be keeping them going, if it can be as dire as what drives you.

Everyone boards, and then with a few cracks of the whip and some shouted encouragement, the team presses forward. With a violent, groaning lurch the sleigh begins to move over the floor of the barn, each of the hewn planks below announcing themselves with a thump until there are none left, and the sleigh is free from the barn. Once on the snow of the yard, the sleigh quiets considerably, to the point that the low hiss of the runners over the fresh snow is almost entirely drowned out by the jingling bells spangled all over the tack and harness. In a matter of moments, the sleigh is out of the yard and on the open road. Behind you, the inn begins to shrink into the distance. You pointedly do not look to see if Pingo's chest is still by the sign ... odds are you couldn't see it even it was, anyway.
>>
No one is speaking at the moment.

> Please choose ONE of the following
> Try to make conversation, just to have some idle chatter
> Try to make conversation, to find out who the Prespi is
> Remain silent
>>
>>6181278
> Try to make conversation, to find out who the Prespi is
>>
>>6180715
Who would have thunk.

>>6181278
> Try to make conversation, to find out who the Prespi is
We can go with this.
>>
Closed and writing.
>>
There are no two ways about it, you would be served exceptionally well by knowing who of your number is the Prespi. Preferably without showing your hand here. Huddling under the riding blanket provided, you pick at the problem before you. What would work? What would be subtle enough to be overlooked and forgotten near as soon as the words were out of mouth and mind and into the air? As you worry it back in forth in your head, you find yourself hoping and praying that someone else speaks up, tries to strike up a conversation. But by the time you have worked out something that should be indirect enough, no one has spoken up, so it falls to you, near shouting to be heard over the din of the team and the throbbing chimes of the jingle bells -

"This is some truly beautiful country. Who keeps it?"

The passenger to your right shrugs - or perhaps they are just adjusting their blanket. On the bench in front of you, however, one of the passengers perks up and address you.

"House Boyd, or one of their cadet branches."

Frustratingly, that is all the elf offers. No elaboration, no further conversation. A defeat, but you have here won enough tongue to lick your proverbial wounds. While knowing who holds land outside of the Prespi border doesn't make a Prespi, it speaks to a familiarity with the area. So then, you will be most careful around this one. You contemplate if you should try at least one more time to strike up a conversation - with him, or with the entire company. Meanwhile, the elf to your right starts coughing. You are not particularly pleased about that ... but you might be able to use that as a lever to get them talking. And who knows what they - or anyone else on this sleigh - might volunteer once a conversation really starts up. All that being said, you might just end up making yourself suspicious - or at least a nuisance, when there is so much on everyone's mind. You have an idea of which one you should be most cautious of, and you know better than to take any risks that you don't need to ... or cannot profit by.

> Please choose ONE of the following:
> Attempt to resume conversation with the one who answered your question about who keeps the land here.
> Attempt to start conversation with the coughing - ailing? - passenger to your right. Offer them your blanket.
> Remain silent, waiting for further developments. That is, if there are to be any.
>>
>>6182790
> Attempt to start conversation with the coughing - ailing? - passenger to your right. Offer them your blanket.
>>
Closed and writing.
>>
Whoops, we are about to fall off the board and I didn't even notice. I'll get the next thread up as soon as I can. Thanks to everyone who stuck around, and I hope to see you all soon!
>>
>>6184806
Thanks for running, QM. See you in Thread 2.



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