Chapter 1 - Summer
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Baron Gauthier Regnard, emissary and diplomat from the court of the Duke of Strif, screams from from his hijacked carriage--his round, red face visible, bouncing up and down, hanging from the lavish vehicles window as he cries, "HELP!"
"MOTHER of Mercies, Save my LIFE!"
The carriage speeds down the Queen's Road, a dark woodland in the distance, drawing nearer. The air is filled with the sounds of hooves on dirt and stone, the twang of crossbow strings, and the creak and squeal of axel and leather "shocks" pushed to their limits.

The 6 highway men--1 driving, a few clinging on, and a couple riding beside at break-neck speed, all wearing black masks covering their lower faces--keep looking behind at the four Gold Coats eating their dust but gaining ground in the chase!
A burly highwayman, clinging to the side of the carriage leans forward and shouts at the driver--"Faster you Mother forgotten son! I told you they were bloody coats. Faa-STER!"
The camera zooms back, and we pace with our heroes, slightly obscured by the heavy road dust--four Gold Coats!
What do we see; what mode of ground travel have our heroes acquired or "borrowed" for this chase? Did someone nab a horse that was tied outside the inn where the chase began? Does anyone have a mount the own? Is it a "borrowed" wagon?! And more importantly, how will they save this poor diplomat from the fate that's befallen him?!
O.K., we're gonna handle this as Dramatic Task, not a chase. Two Rounds with 10 successes needed (I know, it's a tough one to start). The stakes are: if the DT is lost, the carriage will surely escape and our heroes will need to resort to tracking down the carriage in other ways if they choose to pursue further.
I'm new to dealing cards in Gamersplane.com, so let's imagine a table with Elaine, Sans Visage, Aloys, and Issac in that order (it's how you appear on the characters roll on game page).
So, please be as narrative as you want, with consideration to your companions. Most skills can surely work, if you can fit it narratively into this scene! After you make your rolls, please feel free to interpret your results and post again right after to narrate your success or failure! It's your narrative! If you'd prefer to have GM narrate the success or failure for you just OOC comment in your roll that you're "open to resolution"--this is essentially what I do at In Person table play.
Again, draw order is
- Elaine
- Sans Visage
- Aloys
- Issac
Deck Draws




"Please don't throw me off," the woman whispers despondently under her breath, clutching the reigns for dear life and trying to subtly slow the animal down - both for the sake of her health, and to avoid accidentally attracting attention of the fellow Coats to her behavior. Sword skills she could fake, but horse riding was harder. "I know I borrowed you from that nice inkeeper, but I promise I'll bring you back and even give you some... grass. Carrots? Whatever you eat."
The horse, clearly sensing that he bears an inexperienced rider, neighs at her and bucks, causing both of them to immediately be caught in the cloud of dust left by the others, inciting a coughing fit from Elaine. But at least the hooved beast is not moving as fast now, and the woman actually manages to look around without fearing an immediate loss of balance and subsequent meeting with the ground.
She does have an alternate plan. She had it since they took off, but she didn't operate well under duress, and horses clearly were one of the greatest source of duress in the world. But now, while her companions chase the carriage down the road, now Elaine can finally do something she is good at - that is, solve the problem by using her knowledge. No road in the country was ever straight; and every route can be changed. These lands were just around the capital, she travelled them for three years now - Elaine is sure that she knows a shortcut or two...
Thankfully, the inkeeper's stallion decides to agree with Elaine for once, and after a tug on his reigns charges off road, onto an overgrown path leading to the ruins of the watermill. The jump he makes to get onto the planks of the pathway - or perhaps it'd me more fitting to call it a bridge? - steals her breath away and makes her cling to his neck again, but they are certainly closing up on the carriage. Now she has to quickly think on what she is planning to do once they return to the road...
Rolls
Common Knowledge: d8 - (1d8, 1d6, RA)
1d8 : (4) = 4
1d6 : (2) = 2
His eyes dart to the dust of cloud ahead, the carriage. His target. It mustn't get away... we must find a way to stop it. But how?...
He considers the two masked horse riders acting as wingmen to the carriage, and those clinging to the carriage itself. They want the Baron alive. For blackmailing purposes, most likely...
Then he monitors each of his companions. Good, Elaine is trying to cut them off. That girl rides... strangely.
He focuses on what's ahead of them, when a possible solution comes into view beyond a bend in the Queen's Road. Haystacks. And where there is hay, there usually is...
A Pitchfork!! he thinks in elation, seeing one sticking out of a haystack, not too far from the right edge of the road. That should stop that carriage alright, if I can jam its sturdy handle in one of the wheels, right through the spokes!
Now, if I could just grab that without losing too much speed... do you think we can do it, old fellow? he thinks patting the horse neck in encouragement.
He leads the horse to the right edge of the road, gets the reins sturdily in his gloved left hand, to free up his right one, extending it for the grab...
...YES! he exults, as his hand grips firmly around the pitchfork handle, lifting it up horizontally and securing it between his forearm and his torso, like a medieval jousting knight preparing for a charge.
Following steps might be:
-a Riding roll to catch up to the carriage,
-possibly a Fighting roll to get one of the wingmen riders to let him approach,
-then a Strength roll to jam the handle of the pitchfork through the spokes of the carriage wheel?
Rolls
Agility - (1d8, 1d6, RA)
1d8 : (5) = 5
1d6 : (5) = 5
"Brilliant idea Elaine! Good show!" Aloys shouted, a dangerous grin on his face. "I'll try to get close and distract them." Being lighter than most of his comrades, he would tuck low and push the horse that much harder to try and close the distance. The horse began to speed up, getting closer to the bandits and thugs that were holding the baron in custody.
Rolls
Riding - (1d4, 1d6, RA)
1d4 : (1) = 1
1d6 : (5) = 5
At present, after we all rolled, it's looking like:
Round 1of2 - Successes: 3of10
No luck.
Oh wait, one character is still missing a roll for this round! Fingers crossed.
Rolls
Agility - (1d8, 1d6, RA)
1d8 : (1) = 1
1d6 : (2) = 2
I can try to spin something with Common Knowledge in relation to the baron, which will get +2 from my Edge and will have a better chance for a raise on d8+2.
Is this acceptable for a result?

Sans Visage - *Twang - Twang - Thhhwip* Crossbow bolts whistle past you, shot by the jostled highwaymen. You'd be able to see them cranking to reload as you ride on, pitchfork at the ready.
Aloys - I imagine your horse blowing hard as you're gaining! One of the "wingmen" reigns his mount in, falling back toward you. A flash of light as he whips his rapier from its sheath. His brows furrow over his mask as he continues to fall back to align with you.
The carriage briefly rides on one wheel as it navigates a tight turn, then crashes back down. The driver whips the horses harder.
A shame she wasn't the one riding now, as he and his companions sped towards the carriage. He probably should've expected riding horses as a required skill, along with swordsmanship and derring-do, when signing up with the Gold Coats, but hoped he'd get to it later then sooner. He saw Elaine having the same trepidation as him as she made her way around the bend up ahead. Sans and Aloys seemed to be doing well though and catching up with the brigands!
Issac shook his head, erasing the memories and fear, focusing on the mission instead. He was able to talk his way into acquiring a horse from a stable boy in exchange for performing at the boy's birthday next week (a gig he was seriously considering taking, as apparently his employers don't offer much in the way of compensation). The horse was thankfully calm and quick, but Issac's inexperience on it was slowing him down. He'd have a tough time catching up to all three but could at least shout some words of encouragement towards them along the way.
Any actor wanting to make it big had to start somewhere, and that meant cutting their teeth on any number of world-famous playwright Gilliam Makesphere's renowned plays (Roland & Jillian, A Late Winters Morning's Awakening, King Larry, Hambone, etc). And All-Maker knows, Isabela and he would work on those plays day and night. Makesphere had a litany of famous quotes, including one he thinks would rouse his fellow compatriots.
With gusto, he exclaimed "Our doubts are traitors and make us lose the good we oft might win by fearing to attempt. Be not afraid of greatness. Some are born great, some achieve greatness, and others have greatness thrust upon them!"
Rolls
Performance - (1d8, RA)
(6) = 6
Performance (Wild die) - (1d6, RA)
(3) = 3
Performance - (1d6, RA)
(3) = 3
Performance (Wild die) - (1d6, RA)
(5) = 5
Rolls
Performance (Benny) - (1d8, RA)
(1) = 1
Performance (Benny) - (1d6, RA)
(2) = 2
Performance (Benny) - (1d6, RA)
(2) = 2
Performance (Wild die) - (1d6, RA)
(2) = 2
The Baron still hangs from the carriage window--"I shall NOT be treated like this! I demand this farce end at ONCE!" This earns him a smack in the mouth from the gloved hand of one of his kidnappers.
Not many yard to the forest now...
- Elaine
- Sans Visage
- Aloys
- Issac
Deck Draws




Expect plenty of Benny spending!
He spurs the horse with a "Get 'em, old boy!" and picks up the pace, trying to zigzag towards the fleeing carriage to offer a harder target to the bowmen.
The old boy must also be responding to Isaac's verses and seek the same greatness, because he makes quick work of the distance separating them from the Baron carriage!
Turning the pitchfork in his hands so it points handle-side first, he manoeuvres next to the back left wheel of the carriage and times his jamming action with care... He leans down and jabs strongly in between the spokes!
"For the Queen!!"
Leaving to the GM to decide how the carriage reacts to the jam.
Rolls
Riding multiaction - (1d4-1, 1d6-1, RA)
1d4-1 : (442) - 1 = 9
1d6-1 : (3) - 1 = 2
Strength jamming multi action - (1d6-2, 1d6-2, RA)
1d6-2 : (3) - 2 = 1
1d6-2 : (64) - 2 = 8
I was gonna roll a d4 for the +1 you but all yours good sir!
"I'll have you know, you spineless bastard, that I'm actually quite good at this!" Aloys was not quite good at this. Being from the streets of the metropolitan, he had the barest experience riding a horse but had quickly learned a novice's amount in his time since his service. It showed in the way the horse bounced his sword arm, as he sought to strike the man away from the carriage so that he and Sans could clearly close in.
Rolls
Fighting While Horseback - (1d4, 1d6, RA)
1d4 : (2) = 2
1d6 : (3) = 3
Fighting (Benny Reroll) - (1d4, 1d6, RA)
1d4 : (1) = 1
1d6 : (1) = 1
Fighting (This Time With FEELING) - (1d4, 1d6, RA)
1d4 : (3) = 3
1d6 : (2) = 2
A tremble and a bounce and the pitch fork *SNAPS*. The wheel spins again, but now it wobbles to-and-fro, much of the carriages momentum lost. The forest...just dozens of yards away!
The leaves in the trees ahead flutter in a strong breeze. The dappled dark of the forest grows closer.

I decided to go with multi-action after seeing Sans being amazing.
The last stretch of distance to the road is covered by a mighty leap by the horse - unprompted, she must say, - a few spooked farmers and a rough landing which almost results in Elaine launching out of the saddle. A rather risky maneuver, considering absolute chaos currently happening to and around the carriage, but surprisingly effective. She momentary holds her breath as her mount sharply turns and neighs at the highwaymen's horses - if she didn't know better, Elaine would say that the horse is enjoying this whole ordeal.
Once she restores her bearings and wisely decides that involving herself in a battle would be the least effective action she could take, Elaine instead urges the stallion to get closer to the carriage and gallop alongside it. With the highwaymen distracted by both the vehicle's shaky movement and Aloys's duel with one of theirs, it is just enough cover for her to get level with the carriage window and attract attention of the baron.
"Your Lordship!" She calls to the man, trying to seem very much in control of situation, all the while silently wishing for the bandits to be too afraid to reload their weapons. "You are from Strif, correct? Strif vehicles always have a fail-safe! Or a fatal flaw, depending on who you ask, but it is neither here nor-" The carriage weaves, and Elaine hurriedly gets to the point: "I need you to hit the floor as hard as you can when I tell you! Trust me, monsieur, I ask you by the name of de Valien!"
Whether the baron heard her or not, Elaine then tries to make her horse speed up and draws her blade. There is a story behind how she discovered this particular weakness of Strif-made vehicles, actually - a story which involved a family trip, drunk Ludovic and her own unquenchable interest in experimentation; and it's not something someone who doesn't ride in carriages or drive them often would know, so it has element of surprise. But if the carriage is not from Strif, or if it is a newer model, or if the highwaymen actually knew of it... "Let's see if this works," she murmurs dejectedly, and then yells "Now, Baron!" while striking with her blade at the splinter bar. If she is correct, then physics will do the rest, dislodging the frame...
My justification for Aristocrat applying in the second case is a bit shaky, but... a noble would be familiar with carriages, right? XD
Edit: that went better than expected. :0
Rolls
Persuasion: d6 + Aristocrat - MA - (1d6, 1d6, RA)
1d6 : (5) = 5
1d6 : (63) = 9
Common Knowledge: d8 + Aristocrat - MA - (1d8, 1d6, RA)
1d8 : (82) = 10
1d6 : (61) = 7
A sharp *CRACK* and the doubly reinforced frame (implemented out of paranoia surrounding clockwork infernal devices) gives.
The floor falls out. The carriage continues speeding along into the forest, sans occupant, floor, and seating. The highwaymen are too distracted from trying to cling to the carriage, or, in the case of the driver, regain control, that they don't even seem to notice what has transpired.
The baron lays belly down in the middle of the road. The dust of the chase settles around him. He looks up with anger in his eyes.

Baron Gauthier Regnard
"This is an OUT-rage!" He pushes the carriage seat off his back. "Banditry--KIDNAPPING!--on a royal road! Shame on the queen and her house if she cannot protect her realm!"
The Baron climbs to his feet, dusting himself off, and looking around at the scene.
What does he see? What are you each doing? Surely it won't be long 'fore the bandits notice they no longer transport the baron!
It was at that moment that there was the sudden crash from up ahead, a plume of dust rising out from the seat as the baron came out from the bottom of the carriage like a newborn baby boy. The distraction had caused Aloys to rear back on his horse, his assailant eagerly galloping away with their momentary victory. Turning his horse around, he would move back towards the road where his sword sat sticking out of the dirt. With a face flushed red from embarrassment, he would pluck it out of the ground and turn around to join the others.
The brown-spotted mare trots up with a small man upon hit, his face red with sweat and embarassment as he desperately tries to clean the mud and gunk off of it with the bottom tip of his coat. Looking down at the Baron, he would hop off of his horse and sweep a hand through the messy array of red hair upon it.
"Our deepest apologies, my lord. For your dignity, we shall find out where they are laired and cut them down." His voice is soft and light, betraying his young age. He offers a hand to the nobleman and, regardless if his hand was taken or not, does his best to dislodge any other dirt that sullies his person. "We cannot wait here for too long, however. Your would-be kidnappers are likely going to soon learn of your brilliant escape."
Baron Regnard looks Aloys up and down, squinting, pulls a kerchief from his sleeve and blots at his forehead. Then speaks to Aloys.

"What is this? What are you? A child? No wonder this realm is in such disrepair. What say you boy; were you milking your father's cow but a week past?"
The baron chuckles to himself as he looks about at the other Gold Coats. He then squints down the road at the still speeding highwaymen--they've now reached the forest and are soon to be out of sight beyond its foliage.
"Not one for the countryside, my lord, though the women out here are much heartier than back in the cities. Everything seems bigger out here." The subtle jab was hidden behind a well-intentioned smile, as he turns towards the others. "Should we escort the good baron back to his home or pursue? What do you all think?"
"Are you alright, Your Lordship?" She doesn't dismount, as her dignity wouldn't survive trying to climb a house in full view of the others later, and instead opts for offering him a polite half-bow straight from the horseback. Simultaneously she tries to discreetly wipe away her own sweat and straighten her golden scarf, mitigating her disheveled appearance - only until the bandits appear again, probably, but she can't just ignore it. Maybe she should start wearing a ponytail, then her hair wouldn't be such a mess each time...
She winces at hearing Regnard's comment about Aloys; honestly, Elaine knows by heart that most of the nobles are rather unnecessarily rude and unfair, but does he have to immediately insult the people who saved him? The absolute gall and lack of self-preservation! He certainly could take some lessons from the old tales of knighthood, and at least try to pretend to be thankful.
"Would you like us to escort you back to your entourage?" Elaina finally questions, her tone carefully neutral. "It would be unwise to stay here for much longer."
Giving the Baron a cold smile "A keen eye Aloys. Given the Baron's heft, I think it best he gets his own horse, easier to hold the weight. Elaine or I could hop on with you or Sans and we all head back to drop Sir Regnard off.
Issac generally had no issue with assisting the Gold Coats, but his help stopped at feigning pleasantries at those who disrespected his team.
He covers the short distance to regroup with the others, staying mounted and closing a circle of sorts around the Baron. He scans in the distance the edge of the forest, expecting the kidnappers to come back charging.
He will however avoid to address the Baron, knowing full well that his looks are not the most favourable to a conversation.
He answers Aloys speaking softly, "Might be worth figuring out what the Baron's intended destination was. And we must look for cover quick, I didn't like the look of those crossbows..."
Elaine - Perhaps it's your manner and way of speaking but the baron responds to you more favorably.

"Your stunt could have killed me...But yes, I seem to be no worse for wear, as your luck would have it."
"You will take me back to my inn at once" He points south down the road. "Back where we came from. I shall also need a new valet, as my previous one was murdered."
"The useless slob..." he mutters.
Issac ~ The baron narrows his eyes at your comment on his "heft."
Sans ~ As you ride back to group gathered in the middle of the dusty road, the baron looks up at you in wide-eyed surprise.

"God in a Gear man, your face!" He seems to be getting agitated looking at Sans.
"The Queen's lackeys have stooped to hiring criminals I see." He says this at a volume for anyone to hear though clearly was speaking to himself.
You all can hear shouting coming from the wood--it's likely the bandits have discovered the "escape".
He then turns to the others. "Those ruffians were armed with crossbows, I suggest we get going, we need to find cover from their bolts at once."
Responding to Issac, he adds, "Ride with me, Issac. The Baron can take your horse."
He removes his foot from the stirrup on Issac's side to facilitate the climb, and offers his hand to his fellow Gold Coat.
He walks over to Sans and grabs his hand, "Appreciate it Sans." He still has some trouble keeping eyes on his fellow Gold Coat. During his performing days they would be mixed in with artists known as monstres de cirque, with some of those performers having grotesque or odd features as a selling point to wow and awe the crowd. But Sans certainly seemed a cut (no pun intended) above the rest. He had heard of newfound, scientific innovations in the bigger cities that were doing some miraculous things, and Issac wondered if it might be worth bringing up to Sans at some point.
In the meantime, they needed to exit stage left quickly, or they would all need miracles from the bandits' crossbow bolts aiming true.
He walks with a hitching step over to the horse Issac left for him. He takes the reigns and goes to mount. The horse sidesteps away several times before the baron is able to mount, grumbling in frustration.
He sits mounted, awaiting the Gold Coats direction--again, begrudgingly.
He rides with Issac, casting glances behind them to monitor their pursuers. "Let's form a rear guard, Musketeers! The ruffians will have to go through us before they can get to their target once more!"
The party rides south at a nice clip. The baron keeps an angry face, watching his hands on reigns the whole time.
The camera zooms back to the forest's edge. Two riders sit their horses, watching the Gold Coats ride south. They know it's useless to give chase now. One of the riders pulls his black mask down...

Meanwhile ~
The grasslands of The Heart district spread out from the rode, in either direction. A distant speck in the sky floats above the horizon--an airship. Can you just hear the hum of its gears from the roadway?

The ride back to the roadside inn seems longer, now that you're not in a pell-mell chase. After a quarter turn of the clock you arrive at the inn.

A group is gathered round the front of the inn's stable. It includes a knot of the Queen's Patrol--common guards folk.

A Queen's Guard.
From your horseback vantage anyone one of you'd be able to see the crowd is gathered round a prone man.
The baron sighs at the sight...

What do you all do? What do you feel or think. Aloys, what is a unique feature of the roadside inn you notice?
She can't quite hold back an exasperated sigh at the sight of the crowd, and opts for removing herself from this encounter by guiding the horse to the side and busying herself with dismounting before anyone cares enough to pay attention to her. Luckily she manages to not fall flat on her face. Less luckily, her predictions about the consequences of this ordeal prove true immediately as she briefly struggles to keep her balance. Mother, but Elaine was never suited for physical exertion; not like all of her strong, athletic, tough-looking... okay, maybe that is not exactly true for all of them, but this is her self-pity time, she can hyperbolise.
Once down from the stallion, she awkwardly pats the horse's neck and tries to scan the crowd for the inkeeper. She did borrow the animal from him, after all... Ah, yes, of course he is in the middle of the crowd. Actually, maybe not the best time to talk to him, not with the baron's servant lying on the ground. Speaking of which...
"Is he dead?" She asks bluntly, making her way through the crowd to examine the body - still breathing or not, they ought to move him. And the sooner they do it, the sooner she can catch her breath in peace.
"Brilliant job back there Elaine." Aloys says as they ride their commandeered horses to the side and dismount. "I don't think I ever would've come up with a genius plan like that. Don't listen to that overgrown tick, you are a brilliant choice for the Gold Coats." Aloys was unaware of her quiet concerns and worries, taking her worried expression to match his own worry that the bandits had escaped their clutches.
The innkeeper was easy to see thanks to the amazing contraption that he rode on; a chair that moved on thousands of beautiful legs. It was slow-moving but it could navigate stairs and kept the man active in his business. A gift from the servants of the Clockmaker given to one of the best of the community. The inn had been changed overtime to aid the man with his business; conveyor belts that transported food to their appropriate tables with pulleys to summon a pour of ale from hanging jugs. There was an honor system here and woe be to any who tried to steal a tray that did not belong to them; the town protected their own fiercely.
"Part way! Part way! Gold coats coming through!" Aloys would shout from behind the others, too short to see over the shoulders of his compatriots. Once he arrived at the fallen valet, a frown spread across his face. Kneeling down, he would look over the body and see if the poor man was alive and what killed him.
Rolls
Healing - (1d4-2, 1d6-2, RA)
1d4-2 : (1) - 2 = -1
1d6-2 : (6661) - 2 = 17
He helps Issac dismount too.
He then starts looking for an errand boy from the Inn, eventually finding a lad he has noticed on previous visits. He raises a hand and waves at him. The boy must be not yet fourteen years of age, but has a smart, alert air about him.
"Here, my boy," he says. "There's a florin for you if you walk this old boy," he pats the plough horse on the neck, "to his legitimate owner, who lent it to the Gold Coats. You know the farm by the old bridge..."
He proceeds to give the boy precise instructions for the return of the plough horse. "Tell the owner that the Gold Coats have a debt of gratitude with him for his service to the Queen," he adds.
The last thing the Gold Coats need, is a reputation of being horse thieves... he thinks, watching the boy lead the plough horse out of the Inn's courtyard.

He then focuses his attention back on Aloys by the valet body, awaiting his findings.
Having Elaine on board certainly made the job easier, and dare-he-say, he might have even felt a tinge protective about her. But those were thoughts for another day.
He dismounted, I'll have to find that stable boy while here, and moved up to where Elaine and Aloys had moved near the body. Hope the poor chap is only sleeping one, or five, off. "Sir Regnard, does your valet like to imbibe greatly in meads and such?"

He glares at the body, the guards, and the Gold Cloaks all in turn. Dead bodies are bad for business.
Aloys ~ One of the Queen's Guards has just pulled a cloak off the valet's body for all to see the wound--you'd be able to tell, clearly, this man died from several, hasty stab wounds--likely bled out; amateur work.
But it's the Guard (captain if the plumes in his held helmet are correct) who answers Elaine.

"Twas a long time for it, if'in you catch my meaning."
A local in the crowd swoons and falls to the dirt at the Captain's words. Weak stomach.
Issac ~ The baron answers you in a cold annoyed manner.

~
Sans ~ The stable boy took your coin, happily.

What does the party do? The scene: the crowd of onlookers are aware of their presence now. Murmurs of "Gold Cloaks..." or "Musketeers..." spread through the crowd. The guardsmen and guardswomen shuffle about nervously under your scrutiny. The guard captain waits on your thoughts, bored and disinterested.
He kneels down and starts rifling through the valet's clothing, to see if anything of interest into the murder catches his eye.
Rolls
Notice * - (1d4, 1d6, RA)
1d4 : (2) = 2
1d6 : (64) = 10


"I was climbing aboard my carriage. Masked villains appeared from beyond the stable there. They demanded I get in my carriage. My driver was thrown from his perch--or at least he must have been. René attempted to...intervene."
In a quieter voice, "Stupid fool."
Issac ~ A leather bound appointment book, a handful of copper and a few silver. That's what you find on René. In his hand, the dead man clutches a piece of fabric--obviously torn from his attackers homespun clothing. The fabric is of the most vibrant, deep red--a wonder to the eye.


By the way, can our chase count for my Jack edge? I gather it's close enough to "studying the subject"! :D
Pocketing the notebook for perusal later, and coins, All-Maker knows they could use it, he shows the fabric to his compatriots, "Do any of you recognize this as a possible brigand marking or insignia? The material looks unique."
Does Issac also notice Regnard's fidgeting, far-off look, and quiet remark?"
That is one rare hue, surely I'd remember if I saw it on the brigands... Or elsewhere?... He muses, trying to concentrate.
Rolls
Smarts - (1d6, 1d6, RA)
1d6 : (4) = 4
1d6 : (3) = 3
Common Knowledge* - (1d4, 1d6, RA)
1d4 : (1) = 1
1d6 : (1) = 1

"Perhaps you should be more concerned with the safety of these "royal roads" than my relationship with those I employ, which is none of your business! This day has exhausted me for obvious reasons! I shall retire to my room here. I expect a new carriage to be procured for me, out of the Queen's coffers."He turns to push through the crowd and head for the inn...
Sans ~ The significance of the brilliant dye is lost on you (as I'm sure you know).
"Poor man, trying to do right by his employer and paid the price for it." Rising up, he would brush himself off with a nod. Sans had a look upon his horrific mug that, once Aloys could stomach looking at him, meant he was deep in thought. "What are you thinking Sans? Any ideas? I could go and talk to the driver, figure out where he got such coin for such expensive drink." The fact the driver was drinking himself stupid on such fine wine didn't sit well with the Gold Cloak and an idea was forming in his own mind.
He winces and has to support himself against the inn wall. He notices a few people looking in his direction.
so much for trying to remain unnoticed...
After a moment, he sees Aloys walking towards him and tries to answer his question. Words are a little lazy to come.
"Ideas... Yes. I think..." he tries to clear his head and continues, "the masks, Aloys... That the highwaymen wore. Somehow... They made me think of labourers?... Something about them, and how they were worn..."
He doesn't manage to be clearer than this, and realises he is sounding like a halfwit.

A woman in the crowd mutters nervously. There is a general sense that folks are feeling nervous, what with a murder, a kidnapping, and scarred and dangerous looking fellow seeming unwell...
He looks around, spotting Aloys and Sans. Heading towards them he notices the nervous murmuring of the crowd. Once there, "Boys," jerking his thumb back at the crowd, "shall we do something about this?"
Then he replies to Issac, "I think we should. A band of masked highwaymen attacking on the Queen's Road and murdering with impunity is a matter of concern for the Gold Coats. We should look into this, and bring the brigands to the Queen's Justice."
He adjusts his cape to ensure it partially conceals his face, then adds "I think a conversation with the driver is in order, if he is a little sober. Then again, the fine wine might have loosened his tongue... better if I stay out of the Inn, though. I will see if I find some witnesses among this crowd..."
While others are discussing their plans, the woman makes her way around the crowd, approaching the innkeeper and his very curious mechanical chair. If she wasn't this tired, Elaine would've loved to examine it closer - with the man's permission, or without it. "Excuse me, sir?" She attracts the innkeeper's attention with a half-nod, half-bow; technically he is below her station, but habit is a powerful force. "I apologize for borrowing one of your establishment's horses, but he's been of utmost help for our mission." For what reason a man with such a vehicle even needs horses, she can't fathom. Perhaps for guests? For sale? "I thank you for your cooperation."
She pauses, then awkwardly shifts in place, tugging on her scarf, and adds: "...Would you happen to know where I can buy a carrot around here?"
Rolls
Smarts: d10 - Jack-Of-All-Trades - (1d10, 1d6, RA)
1d10 : (3) = 3
1d6 : (4) = 4

Otherwise I'm sure you'll find all you need at the market I mentioned. Farmers are all set up and selling by this time."
She is about to walk off, but then pauses, as thoughts of investigation the others are planning gives her an idea. "...These bandits who attacked the baron. Have you or any of the locals ever seen them before? Are there any organized criminal elements in the area in general?" Elaine straightens her scarf. "As representatives of the crown, it is our duty to ensure something like this doesn't happen again." She hopes it sounds proper enough, fitting for a royal musketeer.
As he waited for the drink, he would look over at the man beside him for a moment. He checked his demeanor quietly; was the man happy or sad? Thrilled or depressed? Having a good, initial read would be important before he got to the harder questions.
Rolls
Notice* - (1d6, 1d6, RA)
1d6 : (1) = 1
1d6 : (1) = 1
He straightens up, trying to let his uniform come to the forefront, hoping that the half-concealed face will not put the folks off.
"Good people of this hamlet," he starts, "I know you recognize our attire: we are here to protect you against these acts of violence. It is our Queen's desire that the roads of her kingdom are secure for herself and her citizens."
He looks at them in the eyes in turn, "We want to catch these murdering brigands. But to do so we need your help, we need you to be our eyes and ears."
"Did any of you see the attack on the Baron's valet, Rene? Did the attackers wear a mask? Did you hear them speak?"
Rolls
Persuasion - (1d4-2, 1d6-2, RA)
1d4-2 : (1) - 2 = -1
1d6-2 : (5) - 2 = 3
Seeing San's words not having quite the desired effect, Issac chips in, "Fellow Hamleteers!" Where are we again? "One ought never to turn one’s back on a threatened danger and try to run away from it. If you do that, you will double the danger. But if you meet it promptly and without flinching, you will reduce the danger by half. Never run away from anything. Never! If we are together nothing is impossible." He looks the gathered crowd in the eye one by one as he gives this rousing speech (a mix of his favorite quotes in an off off, one man Broadway play he did a few years back) that typically always got the audience's blood going in a positive way.
Rolls
Performance (Support) - (1d6, 1d6, RA)
1d6 : (4) = 4
1d6 : (3) = 3

He weighs your question about the bandits slowly, rubbing his chin. "You know, I've been wondering if their height or movement would turn any gears for me, but alas it does not. As for criminal elements here about..." He spits in the dirt.
"There's a tavern down by the river--The Fox and the Hound--not a proper inn mind you, like my establishment--just a flop house. An' not that I'd say anything unkind about the folk in these parts--honest farmers most--but the trouble makers tend to gather down there."
"If you are looking for the lower types, you couldn't hurt to stop in there."
Aloys ~ The inn has a pleasant smell of beeswax candles, malty ale, and finished wood. Light reflects gently off the sanded and waxed woodwork. Only a few folk are at tables. All the excitement is outside.
The man you look up and down is engaged in an intense conversation with a pretty looking serving girl. He seems excited about that, but you'd have no luck parsing his mood here from his general mood from the murder and hijacking.


Sans & Issac ~ The crowd is not sure how to react at first... but supporting each other the folk visibly focus in on what Sans is asking them. Even the Queen's Guard stand and listen thoughtfully.
The villagers look at each other, mostly quiet. A woman in the back timidly raises her hand.

The crowd parts around her like a retreating tide. She stands there, meek, with a basket of apples at her feet.
What do you all do?
Elaine trails off as words of a rousing speech enter her hearing, courtesy of Isaac and Sans. Huh. She didn't peg the latter for a talkative, inspiring leader type, despite his seemingly kind nature and skill with a blade. Goes to show that appearances can be deceiving even to those who think themselves above a judgemental mindset... Nevertheless, it appears that they have the situation firmly in control, from what Elaine can see in reactions of the common folk. She'll leave them to it.
Saying her goodbyes to the innkeeper for the time being, Elaine once again circles the crowd and slips inside the establishment. Ah, the smell of wood and candles, both familiar and alien, similar to what she encounters aplenty whenever she finds time to visit a library, but different in certain ways. The ale is an unpleasant addition, for one; but at least there are only a few people inside, and she lets out a sigh of relief. Crowds of people are why she rarely joins other musketeers in their outings for drinks. Too many people means too much sound means her missing eye being more of a hindrance...
Elaine glances around the interior, noting the carriage driver, the serving girl and Aloys surveying them. She hesitates, not sure if she should join her colleague, and decides to compromise on approaching the bar without acknowledging the other musketeer in case he is... doing something. Spying, maybe? She doesn't understand Aloys at times - probably because they are quite literally from the opposite layers of society, a noble and an ex-thief, - but he's been friendly towards her, meaning that she doesn't want to accidentally mess up his plans, if there are any.
Rolls
Common Knowledge (Wine) - (1d4+1, 1d6+1, RA)
1d4+1 : (3) + 1 = 4
1d6+1 : (63) + 1 = 10
Common Knowledge (Driver's Wage) - (1d4+1, 1d6+1, RA)
1d4+1 : (2) + 1 = 3
1d6+1 : (2) + 1 = 3

Sans ~ The young woman curtsies to you--just a quick bob. She keeps her eyes fixed on the basket at her feet. Folk in the crowd eye the interaction.

Her voice grows a bit more confident."The other villains seemed very upset at the stabbing. They cursed the one who done it as a fool." She hesitates but your previous speech gives her the courage to carry on. "I think I saw them early this morning, sir. Down near the river, where my Da's orchard is. Twas a group of men lurking about in the shadows of the trees. I thought it strange, then. But it's only now I think mayhaps it twas them that attacked his lordship."
"We saw them wearing face masks as they rode. Were they wearing masks, when you saw them? If not, did you recognize any of these men?"
"The driver's spending more coin than he ought to have at all. I think we found a lead." Giving a resolute nod for her to follow his lead, he would turn his attention back towards the man beside him before leaning over and taking a sniff of the wine.
"My goodness, that's Cottonwool '84 ain't it? That's really high shelf material there. I'd ask for a glass myself but I wouldn't want to be so rude to you, you must be grieving your comrade, right?" Aloys starts, looking at the serving girl and giving her a quick nod. Could you fetch me and my friend here a drink please? Nothing as expensive, please." It was a quick enough diversion to get the girl untangled from the man and get her out of the way in case things went sour. Once she was gone, he would clear his throat.
"Were you close to Rene? A shame on how the young man went...so cruel, I say." The man was already drunk and the plan was simple; get him speaking and pay attention to his words. If he slipped up, they were there to catch him by the tongue.

"Tis hard to say about the masks...They were under the shade of the trees. Perhaps I saw them tie the masks on? But i thought it simply kerchiefs at the time."
She frets. "I really can't say I recognized any of them from the distance I was at. You won't take me in will you? To be interigated?!"
Aloys ~ The serving woman huffs in annoyance but complies.
In her absence:

"It tis that vintage. My tastes are as sophisticated as anyone else's. " Defensive.
His eyes squint. "I only met 'im on this journey. Seemed like a nice enough fellow. Agreed. No one deserves a gutting like that."
They charged from the alley fully masked!
She participates in the conversation passively, providing appropriate hums and nods as Aloys weaves his speech, and mostly watches the driver - with her golden hair as always styled to cover half of her face, they serve as a good way to hide her stare from its intended target.
Is he fidgeting? Uncomfortable? Definitely defensive, but why? Elaine is not as good at recognizing these things as her relatives, but she knew plenty of shifty nobles and equally as shifty professors. Even she should be able to recognize a lie of some bandit... Shouldn't she?
Rolls
Notice: d6 - (1d6, 1d6, RA)
1d6 : (62) = 8
1d6 : (664) = 16
Perhaps you'd even have noticed his voice hitch just a pinch higher in tone when talking about the murdered valet.
"They still have his body lying out there," she states blandly while examining the bar counter, seemingly not very invested into the conversation and merely remarking on the going-ons outside. "Checking for clues. Whoever did it certainly wasn't a professional. Must've been an uneasy death..." Suggest a thought, let uneasy mind terrify itself; it works only fifty percent of the time, but in this man's somewhat drunken state the probability is higher. Maybe.
"First time meeting him? Is this your first time driving the carriage for the baron then? I assume you are a local here?" Aloys would follow through with. "Must have quite the resume, most drivers I know would need to work months for such indulgences..."
Elaine mentions the investigation and poor, dead Rene. The carriage driver takes a heavy *gulp* from his drink. His hand shakes he sets the drink back down on the polished wood.
His eyes dart between Aloys and Elaine, the rapid fire questions having an effect of him.

"I'm not local. I mean yes I am. Local ta the Queen's own Duchy I mean. I'm from north of the Witherwood, not this village."
He stands and puts his hands up as if to fend you off.
"Look, I didn't kill no man, and it ain't a crime to drive a wagon--I mean carriage! An' no matter how much I'm paid for it."

She shakes her head, subtle, at your question about the baron being a known face.

Sans & Issac ~
You both hear a booming voice cut through the crowd, directed at the young woman you're questioning.
"Don't worry lass, he won't bite you! Despite what his appearance would suggest!"
If you turn to look, you'd see two mounted Gold Coats riding toward the roadside Inn.

Villagers sign against the young musketeers curse.

She locks her fingers before herself and rests her chin upon them. "But you seem nervous, sir. Maybe you should take another drink. For poor René, and to soothe the mind?"
He first salutes the other rider. "Mon Capitaine," he says in deference, touching the brim of his hat.
He then turns to the other. "Mathis! Look at you, fellow! At least I have an excuse, to be ugly!" he jests addressing Mathis.
He then turns more serious. "Wish we had crossed paths on a merrier occasion... We have the attempted kidnapping of a Noble on our hands, and the murder of his valet..."
Sans will report to the others the events of the day, their intervention and their findings so far.
As if following a command, the carriage driver takes another drink.

This game of cat and mouse has worn on the fellow--he's not equipped of spirit to keep up. You've rung him.
"Look...I...I ain't a carriage driver. I just drive my Da's wagon to market. A week ago, a man on horseback approached me on the fair road an' offered me coin--a lot of coin--to wait at a carriage house for his lordship to arrive. The horseman provided the carriage, even. A real nice thing from Strif."
"Anyway, his lordship, the baron, arrived 'bout a day ago and he climbed aboard with his man and off we went."
He drains his cup. "I was also told if something should happen along the way I should just let it be...I didnt k ow what it'd be! I just took the coin and agreed!"



"And what's the next step here gentlemen? I assume you have this under control?" She raises an eyebrow.
He suggests.
" one of us could accompany you, Mon Capitaine. The Baron withdrew in his quarters of that Inn. "

She heels her mount toward the dark interior of the stables. "Come along Mathis. This isn't a social call."

He tips his hat and rides to follow the captain toward the stable. "Don't leave before we get a dink, eh?" He calls back to Sans.
"You do have a chance to save yourself; you have to tell us everything that happened and if there is something worthwhile there, we could help you. Who was this man that hired you? What did he look like? Any scars, tattoos, anything that made him stand out? Did you hear anything else? Who else was in on it?"

"The sun was at his back...I don't know!" He found something to latch onto. "His speech! His speech sir, it was high! He spoke with a noble bearing." Stammering. "He appeared to be tall. And perhaps he was grey at the temples! And his horse sir; I'm certain his horse was a fine animal! Much too fine for the farmers and laborers who live near me!"
The carriage driver rips his purse from his belt. He throws it on the bar top. A gold crown and two silver marks roll out. By the sound of it, there are more coins within.

"He told me to take the coin, drive, and allow whatever happens to happen. He...he told me...perhaps he told me that some folk would be stealing the carriage--I admit it. And that I was not to arrive at this here inn before morning. So I admit, I drove slow through the night sir. But that is all."
"You have been most helpful, Mademoiselle. Can i buy some of your fine apples, there?" he says, offering some coins.
"Where did you say your Dad's orchard was?"
He will make sure he has clear directions to the place where the woman thought she saw the brigands earlier that morning.
"If you don't need this money now, then donate it to an orphanage," she comments coldly as the man runs out of breath. "Maybe at least some good will come out of it in the end." She pauses, then adds: "Your meeting with this man. Where exactly did it happen? What was the closest building?" Her thoughts go towards The Fox and the Hound the innkeeper told her about, but even if the establishment has nothing to do with it, it would be useful to know where to search for potential witnesses.
As the man rakes through his memory - or trembles in throes of his suddenly awakened conscience, she won't claim to know what's going on in his head, - Elaine tries to catalogue all the local nobles in her own mind. Sorting through those who are tall, have a distinct way of speaking, grey hair and at least some knowledge of horses. The criteria is vague as they come, but it still removes most of the noble youth.
Rolls
Common Knowledge: d8 + Aristocrat - (1d8+2, 1d6+2, RA)
1d8+2 : (7) + 2 = 9
1d6+2 : (1) + 2 = 3
Tall? Older, but perhaps not too old? A noble bearing? And fine horses? Could the carriage driver have spoken to Count Robert Dimont? Your mind would form a picture of him:

And you'd recall his lands--the finest horse bearing lands in the Queen's own duchy--are not too far from The Witherwood:

He is one of the richest lords in the Queen's duchy. Have you interacted with him; and if you have how did you feel about him?

He paints a mental picture for you, of where this happened:

He tries to recall if he heard anything of the missing Gold Coat during his training and his brief career as a fully fledged Musketeer.
Rolls
Common Knowledge* - (1d4, 1d6, RA)
1d4 : (2) = 2
1d6 : (3) = 3
"My comrade is right, though you have shown you are of poor moral fiber. You are to stay here at the inn until we retrieve you or relieve you, you will help us identify this stranger." Aloys looks towards Elaine, ready to see if she has any other questions or if they could relieve the man to his cups and sorrow.

With their counties being not too far away from each other, Elaine and her brother had plenty of chances to enjoy dubious pleasure of interacting with Count Dimont - and more importantly, with his two brats. Both sons, both fine riders and swordfighters, resourceful and not bad-looking - but annoying to no end, their egos as vast as their father's riches. The enmity between two pairs of siblings was quick to spark, catching like fire on a haystack and growing stronger with every new meeting their parents arranged. In hindsight, it was rather childish of all of them to waste time on one-upping each other, but they did, and they delighted in every victory. She wonders if the brothers are still living here. If they do, encountering them again would be an experience for sure.
The worst thing is that Count Dimont is smart. Not book-smart, like herself; no, much more effectively smart. There was a reason he was still rich and held his position at the top for so long where lesser nobles fell to ruin, especially in the recent years. And a smart noble who knew her before Elaine joined Golden Coats was a capital threat to her position. Someone who was aware she had no interest in weapon arts... Bitter irony is that Elaine herself told him that, her younger self intrigued by the count and his calm, authoritative attitude. Hmm. She almost wishes he was framed; his fools of sons aside, the count himself wasn't a bad man in her opinion. Then again, it was long ago...
Seeing Aloys looking at her, Elaine simply nods to indicate her lack of interest in the miserable man and stands up from her seat. The "driver" is thoroughly scared, no doubt, and unlikely to be a problem, so she sees no reason to question him further. "Join me," she request of Aloys and heads towards a corner of the room, strategically chosen so that the interior acoustics mask their voice to an extent. She waits for the other musketeer and once he is here, doesn't delay in relaying the information: "I have an idea of which noble rider he spoke to." Elaine quickly describes the count - leaving out her history with his sons; it's embarrassing, - and adds afterwards: "I also learned earlier of a tavern where shadowy types dwell. It might warrant investigation too."
As Issac heads toward the inn, "Oh, and acquiesce to Mathis's demands for a drink." with a merry wink.
"That is a good starting place. We'll need to decide whether we go in loudly or quietly. I doubt that they'll be willing to share information with us freely without coin or leverage. More coin than what our driver was paid." Aloys adds, a grin spreading on his face. There was a certain joy in using his "talents" for the betterment of the crown and with the law mostly on his side. Had to be carefully with the aristocracy. "Does your noble have a good motive for wanting to cause disruption in the land? Or perhaps humiliating the Queen in her lands?"
The spacious room gains the usually tavern sounds; low chatting, chairs scrapping, mugs hitting tabletops, and gentle laughter.
She looks around as the tavern fills out with the common folk. "And we should reconvene with Isaac and Sans." She frowns slightly. "I wonder what's keeping them outside..."
He once again wraps his Cape around the lower part of his face, before entering.
The room starts to get stuff, despite being airy and large.
What do you all do, discuss or communicate? What's the mood now?
"A woman in the crowd thinks she saw the assailants this morning near an orchard. We got directions to it. They were hiding in the trees there."
After a tankard of ale is in front of him, he sips from it and continues, "and you'll never guess who made a passing appearance... Fellow Gold Coats Capitaine Adelie Alaire and Mathis Baumé... The Capitaine was in a bad mood too... She sent Musketeer Jonathan Jullien on a mission, and heard word he is nowhere to be found."
He looks around the table, "Do any of you know more of Julien's mission?"
She pauses, thinking over her companion's earlier words. "You say the assailants were noticed nearby? The innkeeper told me that there is a tavern down the river named The Fox and the Hound, where less moral and law-abiding folks gather. Perhaps they stayed there before today's morning."
At the news of other Golden Coats passing by, Elaine only hums noncommittally. She tries not to interact with the musketeers outside her usual circle too much, for the fear of someone discovering her secret, so she haven't heard a lot about the mission.
Rolls
Notice * - (1d4, 1d6, RA)
1d4 : (2) = 2
1d6 : (1) = 1
Research - (1d4-2, 1d6-2, RA)
1d4-2 : (1) - 2 = -1
1d6-2 : (3) - 2 = 1


When his ale arrives he slurps at it in a thirsty fashion.
Issac's almost relieved when Mathis walks in, giving him a chance to focus on something else. He doesn't know the man well, but he seems like a jovial sort who doesn't take this job too seriously at all times. He nods his head as Sans speaks, curious what the Gold Coat will have to say.

Mathis leans in across the table and speaks lower. "But I looked into it myself. Asked around the capital. It seems Jullien had busted up some smuggling ring. That led him to suspect conspiracy, against the crown perhaps."
The young man leans back in his chair again, and chugs from his mug--ale dribbling down his chin.

He finishes off his drink. "But I ain't a historian."

"Not that'd she say that of course. I just know her well. Like I said, she dragged me out of bed this morn, eager and angry to be on the road before the sun was up, all so we could ride north. She seemed annoyed to see you lot here--likely as she knew I'd slow us down by insisting on having a drink with ya Sans!"
After sipping the cheap and cheerful brew, he adds
"I must say, there's nothing furtive about our uniform. Jullien must have stood out wherever he went, even if alone..."
He looks at Mathis, "We'd offer to help and ride north with you and the Captain... But it sounds like she'd resent the intrusion. We'd better keep looking into the Baron's kidnapping for now. "
He is struck by an afterthought. "Say, Mathis, these folks from the dyers guild... Did they wear a mask, in their trade?"
She tries to keep track of the conversation between Sans and Mathias as well, her eye even tearing away from the book as the former mentions the masks. If Mathias confirms the guess, perhaps this whole case is a more vast conspiracy than a simple noble squabble... It might explain why Count Dimont is involved, at least.
Rolls
Research: d10 - (1d10, 1d6, RA)
1d10 : (7) = 7
1d6 : (3) = 3

"When I was askin' round about this particular guild, folks said they used to have an exclusive, royal contract. They made some brilliant color or something--maybe from a flower that grows near their village; something like that."
"In any event, after the Duchy War, I guess the queen no longer kept the contract with the guild. So their operations in the capital dried up."
There are many appointments in the books, most checked off, that are from over the past month. They contain full names of minor nobles from the Duchy of Strif. It'd be clear they are irrelevant.
The appointments over the past week seem more cryptic--abbreviated with shorthand, initials or seeming "nonsense" but your research would tell you it's pertinent to recent events:
15 Highsummer, Bitter Warlock north road, N. M. of D. G. ~ 15 g.
16 Highsummer, W Stables, Tally D.
19 Highsummer, F&H, the marked Cap
F&H is undoubtedly The Fox and the Hound, which matches the pattern of Rene putting place names in the middle. W Stables might indicate Witherwood, or perhaps Witchop - although either would be questionable in relation to the timeline, since it's only about a day of travel from here, yet the appointment was three days ago. Perhaps she should look for the baron again and ask where they were back on 16th to confirm or disprove the nature of W.
The last part in every record is trickier... Except is it truly? N. M. of D. G. She'd think that D stood for Duchy, if not for the complete lack of G-named duchies in the royal province. A person of the Dyers Guild, then. And perhaps a clue that the second record, Tally D, is also related to the dyers.
Elaine hums and looks through the book again, trying to see if there are any more Ds among Rene's appointments. Without raising her head, she also addresses Mathis: "If you looked into the guild, can you name the most prominent figures from it?" The woman doesn't clarify why she is asking, continuing to examine the pages with an unreadable expression.

"The last leader of note, as far as I could tell, was one Nicole Moreau. I actually went to her estate in Capital but it was boarded up. Locals said no one's been there since the War."
For the question, I specifically didn't want to show any detailed info next to Mathis. But I imagine Elaine will share it with whoever accompanies her once they're out of the earshot.
Looking at his unfinished ale, "Is there an open container law here?"
Rolls
Common Knowledge* - open container law - (1d4, 1d6, RA)
1d4 : (43) = 7
1d6 : (4) = 4
"We can meet again here at this Inn, or send a messenger if you need us there," he says.
Aloys nods to the man before looking around, clearing his throat. "Are we to walk with you if you're accompanying us or could you perhaps gain us some horses? We've already acquired some early to rescue the Duke and I would think the locals not too pleased if we did so for a less...dramatic reason."

He then responds to Aloys' as they start walking. "You're like to pay dear to find some good horseflesh round here. These country folk hold on to their horses as if they were wealthy spouses. And sadly," he picks lint from his golden coat, "my reputation is not as famous as it should be round these parts."
Then, pick up in the scenes you've established going in to!
Edit- forgot to mention the coinagein the purse: 3 gold, 15 silver, and 50 copper
Then, pick up in the scenes you've established going in to!
Edit- forgot to mention the coinagein the purse: 3 gold, 15 silver, and 50 copper
Pasting here the SWADE Advance options for everyone's reference


-under Agility (d8), Shooting was at d4-2, goes to d4.
-under Agility (d8), Thievery was at d4, goes to d6.
I'll use the Advance to take Investigator Edge, to represent what Elaine's been doing all this chapter.
He quickly downs his ale and sets down payment for the meal, grimacing at the lightening of his coin purse. While exiting with Aloys and Mathis, he claps a hand on Mathis's shoulder, "We can start improving your stance with the townsfolk by joining me in a local celebration. There's a stable boy who's turning 14, and I dearly need to keep his horseflesh, *and* get paid. Tell me, can you keep your composure with sharp objects being thrown at you?" A pause. "For the children, my good man."

He continues merrily walking along with Issac and Aloys.


Farmers, crofters, and tradesfolk going about their tasks round the village glance with interest at the three musketeers making their way down the dusty, narrow dirt roadway.

A quick jaunt outside the villages edge, and the road curves round a couple hills. Pleasant summer day is filled with the sound of summer grass rustling in the wind. Round one more bend and you'd see the river, with orchards stretching all the way to its gurgling edge.
At the rivers edge, you see homes and shacks less well kept than in the village proper. Smells like fish and mud.

You'd also be able to clearly identify the copse of trees the village woman had referred to.
He wants to ascertain the security of such quarters, and use this inspection as an excuse to gain audience.
"After all, we want to ensure the man does not get kidnapped again," he says as he explains his thinking to Ellaine. "Now, If I had just had a close call with those bandits, I'd have several men guarding doors and windows... Let's see what measures the Baron has put in place..."
He lowers his voice, "unless of course he knew exactly that another attempt will not be tried... Or unless he wanted to be whisked away..."
Aloys grew more quiet as they entered in, his eyes scanning the ramshackled housings and dark parts of the town. Servants of the Queen may not be looked on too kindly here, even if they weren't responsible for their danger.
Rolls
Notice* - (1d6, 1d6, RA)
1d6 : (4) = 4
1d6 : (64) = 10
The serving girl curtsies and leads you to a back stair. She directs you to the second floor where you'd find a short hallway and the door to the Baron's room. The polished wooden fixtures give the hall the smell of beeswax. It'd be clear there are no personal guards posted round his room.
Aloys ~
You'd be absolutely sure that no one has followed you.
Your keen ability to Notice things would also alert you to the fact that an old man tried to furtively enter a nearby building after seeing the three of you approach. The building has a sign above its door--the sign is painted with a stylized fox and a stylized hound of some sort.
"If you two want to go in, I'll circle around and see if there is another way in. If they're having clandestine meetings there, I doubt they're in the common room. Maybe I can sneak in and find out something more while you two question folks and be the big distraction?" Aloys, for his more criminal origin, wasn't shy about using it for their benefit. "If there is nothing, I'll just come in and join you both a moment later. Fair?"
Heading toward the Fox and Hounds entrance, he adjusts his rapier and throwing knives, just in case, and walks through the door.
You enter the tavern with Mathis. You'd immediately be hit by the pungent scent of stale, dried wine (maybe vomit mixed in there). The place is cramped, dark, and stuffy.

A full room of furrowed brows and bad attitudes stare at you as you cross the threshold.
Aloys ~
Behind the tavern is a cramped little yard that contains a small shack. A man stands in that shack, his hairy back to you, as he chops the heads off fish with a cleaver--he throws the heads in the dirt behind him and the bodies in a wicker basket.
There is a backdoor that can be assumed to lead to a kitchen. Anything else the former thief would note of interest?
Rolls
Notice * - (1d6, 1d6, RA)
1d6 : (62) = 8
1d6 : (1) = 1
(raise) You'd be certain the baron is alone in his room--no speaking, no additional footsteps, etc.
In fact, you can hear him poking the fire with an iron periodically.
Rolls
Stealth* - (1d6, 1d6, RA)
1d6 : (65) = 11
1d6 : (3) = 3
In an almost bellowing tone, he calls out to the patrons "Fellow drunkards! First off, a little light and a fresh breeze would do wonders for this place! Secondly, my comrade and I are investigating the attempted hikacking of His Honor, The Highness, Lord Baron. Some birds tweeted that the ruffians responsible plotted said attempt at this very establishment! For a free drink, top shelf, courtesy of my comrade, would anyone care to tell us more?"
Rolls
Persuasion* - (1d4, 1d6, RA)
1d4 : (2) = 2
1d6 : (3) = 3
Persuasion* - (1d4, 1d6, RA)
1d4 : (43) = 7
1d6 : (5) = 5
You'd see that the man choppin' fish in the little shack is along. His rhythm of *slap*, *tonk*, *schwap* keeps him occupied and he never looks up from his work.
You'd also find two dirty, grimed, cracked windows to look through. One looks in to a small kitchen where a bored boy stirs a great pot of fish stew over a small fire. The other looks in on a low ceilinged backroom--it has a large table with chairs, a utilitarian lookin' shelf and that's about it. Although...yes: there's something on the floor next to one of the chairs. Cloth article of some sort--but the window is too caked to make it out clearly.
But all the patrons turn their heads to look at one man at the bar. His stool *screeetches* as he stands up.

Two gear lock pistols dangle from is shoulder and waist, respectively. He smiles and considers your words--it's clear by his demeanor he is starting unfriendly to your cause...

Rolls
Per vs Bravos Spirited Desire to Unlike a Gold Coat - (1d8, RA)
(3) = 3
EDIT: I will spend a Benny on that.
Rolls
Thievery - (1d6-1, 1d6-1, RA)
1d6-1 : (2) - 1 = 1
1d6-1 : (1) - 1 = 0
Benny Reroll - (1d6-1, 1d6-1, RA)
1d6-1 : (2) - 1 = 1
1d6-1 : (5) - 1 = 4

"One drink eh? Come off it friend. Surely," he opens his arms and hands to gesture at the whole room, "we could all use a drink. Sounds like ya want us ta be sticking our necks out here. Information has a way of being paid in blood, eh friends?"
Folk round the room nod at this statement.
(Post Roll) Alloys, if you were to slip in to the kitchen, the boy stirring the stew would not notice you at all. He just stares at the bubbling broth, picking his nose now and then.

The kitchen is a clutter of sharp and rusty objects, leaning shelves and rotting foodstuffs.
A door leads out of the kitchen, and you can assume into the back of tavern room--it'd be clear to you which direction is the private room you saw through the window.
Rolls
Using your previous Stealth roll I'm just curious if the young pot stirrer notices you - (1d4, RA)
(41) = 5
When Sans pulls away from the door, she quietly notes: "I don't believe the baron was involved in this situation: he displayed way too much emoion during and after, and I have my reservations about believing him to be a good actor." Elaine frown slightly. "It is equally as possible that this kidnapping was staged by the guild and that it was an attack against the guild supporters. I propose we inquire Baron about his whereabouts in the last few days first, and see whether it aligns with Rene's notes. Wouldn't be the first time if a valet were much more involved in the web of intrigue than a noble they serve..."

If you enter, you'll find him sitting in a large upholstered chair, staring at the low fire, a glass of wine in his hand.
The room is low and cramped, but well kept, woody and bright. A large bed takes up most the room & a polished wardrobe fills a corner.
He awaits you, watching you enter.

"Which means there's also no shortage of folk here who no what an armed and armored troop can do in numbers..."
The bravo saunters forward as he speaks, his bootheels clicking. He stops within striking distance and squints at Issac, square in the eye.

If you investigate the item you saw from the window you'd find that it is a long piece of black fabric...just like what the kidnappers were wearing round their faces!
"Baron," he says nodding in greeting, then stays silent, taking position to one side.
He scans the room, assessing it for security. Looks at the windows, and at the items in sight looking for anything that might seem out of place.
Rolls
Notice * - (1d6, 1d6, RA)
1d6 : (4) = 4
1d6 : (5) = 5
To your ocular investigating the room is just a tidy, neat space; cozy and likely expensive to rent.
(5)Though maybe it's too tidy. It'd seem to you the Baron has made no effort to settle in. His bags are still packed.

When the nervous barkeep approaches, Jean-Pierre orders the drink himself. "Hal, you know that most expensive bottle of brandy you keep on the shelf?" Jean-Pierre smiles wide. "Well today is the day. Fetch it for me. On my new 'friends' bill."
He settles back in his chair, legs spread wide, waiting on your questioning.
Fox & Hound Tavern | Issac ~
"Did you, or anyone else here, recently notice a group of men by the orchard tree, perhaps wearing masks", which he describes, "or perhaps arguing about the Baron or his driver?"

He sees the barkeep approach with a dark purple bottle and waits before going on.



"Baron, would you be willing to provide an account of your movements in the past five days? Locations, routes, places of stay," she crosses her arms absent-mindely, almost wishing that she had a notebook to record the statements in. Maybe she should get one later, especially if intrigue and mysterious connections are going to be prevalent in this case. "It will be useful in locating whoever organized this kidnapping and the subsequent murder of your valet."

He turns then and looks at Elaine. His eyes are earnest. "You're one of us. I can tell by the way you speak. You know what it's all like--the pressures."
He had a goal, picking at the bandits' character; if the man was friends of them then irritating him could make him leap to their defense. People said foolish things when they were angry, let details slip that they shouldn't. The bartender came up with the glass and Aloys whistled low, shaking his head. "I'm terribly surprised that this place has such a drink." He would take out the driver's coinpurse, putting it on the table.
Rolls
Taunt - (1d6, 1d6, RA)
1d6 : (3) = 3
1d6 : (1) = 1
Taunt (Reroll) - (1d6, 1d6, RA)
1d6 : (1) = 1
1d6 : (3) = 3
Rolls
Taunt - Support roll for Aloys - (1d8, 1d6, RA)
1d8 : (3) = 3
1d6 : (3) = 3
Taunt - Benny reroll - (1d8, 1d6, RA)
1d8 : (2) = 2
1d6 : (4) = 4
Rolls
Notice * - (1d6, 1d6, RA)
1d6 : (5) = 5
1d6 : (65) = 11
She holds a short pause. "If it helps alleviate any worries you might otherwise have, whatever you say here will be said in confidence unless it poses a direct threat to the safety of our kingdom." Elaine steps slightly closer to the fireplace. "Now, do state your movements for the last few days, please."
Rolls
Persuasion: d6 + Aristocrat - (1d6+2, 1d6+2, RA)
1d6+2 : (2) + 2 = 4
1d6+2 : (5) + 2 = 7
I'm making opposed Taunt Roll for Jean-Pierre, then editing w/ narrating result.

"JUST...Just sit. 25 copper, eh, and we call it even. I'm a...investor here. Just. Sit." He thumbs a pipe full, agitated. Looks at Aloys. "An' aye, those lads surely were an incompetent lot. But what do you expect...they were common laborers, it seemed."
Rolls
Issac Taunt 4 vs Jean-Pierre Smarts - (1d8, RA)
(1) = 1
(Raise) It's very clear to you that the Baron seems to have "given up" or become resigned. There is an earnestness to him as he begins to answer Elaine.
Elaine ~
The baron rubs his forehead as he begins to recount his last few days. He seems swayed by requests.

"We rode hard when we entered the Queen's lands, left the main road and stopped at an inn in a small town called Wichop Crossroads. I think the inn was called the Sweet Witch. I had an appointment with a woman; a leader of a labor movement I believe. Our meeting was simple and quick...I gave her a purse of gold."
"We stayed there for a day or so and then met a Count of these lands. You don't want to know more than that I assure you... There is a conspiracy afoot, and I seem to have been dragged in to it. It is deep, and if you want my advice you will leave before it pulls you in as well."
"You can count on our utmost discretion," he adds.

"There is a woman... one of you; a Gold Coat. I believe... I believe she is in on it. She has a scar on her face. She was supposed to meet us--after the 'kidnapping'."
"Now we're getting somewhere. Aloys says softly, leaning forward in his seat. "Common laborers don't make good criminals. Not unless they're desperate. To kidnap a baron, that isn't the plan desperate people make. Who brought them altogether? Who reserved the fine room in the back?"
"What exactly was the purpose of your meeting with the count?" Elaine questions once there is a pause in conversation, her expression briefly shifting to a slight frown. "And the labour movement leader, for that matter. Transparency is in your best interest, Baron - without knowing how these people are connected to you, we can't pinpoint the motive of the crime." She hums as she drives the point further. "Assuming it is a crime, and it wasn't entirely staged. Was it? If not, it seems that one of them might not have been very satisfied with your meeting. Can you think of which is the most likely to target you, between the count and the movement leader?"

Perhaps the alcohol has gone to his head, but he is very loose with his lips now: "The count was to provide me with a comfortable place to stay during my 'captivity.' He was to ensure no real harm was to come to me."
"As for the labourers, well I believe they were in the dark regarding the true motives. They are angry at the crown for some reason, as peasants always are, and the count used that to his advantage. We paid gold for them to 'kidnap' me, and I would be handed over for safe keeping."
He sets down his glass and pokes the fire again.


He winks. "But like you, I like to be informed. I was a teamster in another life, 'fore the war. I drove for dozens of guilds. Outsiders may not know this, but there are rituals, sayings, words even, that are unique to each. It's how they know their own. These fellas, they was dyers--His Majesties Royal Dyers to be exact."
Jean-Pierre blows blue-grey smoke rings before going on.

"Now, there ain't no more 'royal colors.' If there ain't no royal color, then their ain't no royal dyers. She severed their contract. Killed a whole village's livelihood overnight. A small village, not far from the crossroads town of Witchop"
"If you don't mind me asking," she watches as the man messes with the fireplace. "What stakes did you have in all of this? You agreed to a possibly dangerous plan, seeing as you had no guarantee that the labourers won't actually harm you. So you must have your reasons; do you share the count's interest in undermining Queen's authority, perhaps? Or did it not cross your mind that they can betray you because you paid them handsomely?" The last question might be self-indulgent and entirely out of her curiosity, but Elaine asks anyway. If nothing else, insight into the baron's feelings towards the movement might prove useful.
"I would also like to hear what exactly is the role of the Gold Cloak woman you were supposed to meet after the kidnapping. Was she to escort you to safety?" She gives a quick look over to Sans. "And what exactly are the true motives you mentioned - do you know what the count is trying to do?"
Once finished, "Much appreciated Jean-Pierre." Waving at the barkeep, "A round of your cheapest ale for us please." Looking back at the man, "Can you describe the men that rented the room? Was it just the dye that made them unique, or were there other signs you picked up on?"
Rolls
Common Knowledge - Witchop/Dyers - (1d4, 1d6, RA)
1d4 : (3) = 3
1d6 : (64) = 10
He studies the Baron, his instinct about the kidnapping being a staged performance confirmed by the nobleman's words.
His mind reels at the notion of a traitor conspiring from within the Gold Coats! The most loyal, stalwart royal guards had some rotten apples in their high ranks!
The thought shakes his belief, and a sense of outrage pervades him.
Capitaine, you will have some explanations to provide... Is Mathis also in on her schemes?... He thinks, doubting a comrade and friend.
A pop and a hiss from the fire place.

"But you are of course correct, young lady. Considering what happened to poor Rene, I did not think this through at all."
A noise becomes apparent to all in the room, from outside. Sans if you look out the window you'd see even more royal guards have arrived at the inn. With a caged wagon no less. Already, a troop is stomping into the common room below.

Boots stomping through the room below, shouts of "make way".
"But I do know you'd never be able to go against her. Not without a confession from her conspirators! I fear the plot has gone awry and the easiest way to clean up loose ends is in a shallow grave! Get out, get away, and get the confessions you need or I fear my life--nay, all our lives are forfeit!"
Sans and Elaine you can clearly hear boots on the stairs now, guards coming with purpose. What do you do...
(Raise) It comes back to you--you've certainly heard of such a Guild, and the lovely red flowers that seem to only grow, briefly, in a secluded river valley. The same river valley were the famous guild is said to make their home. Additionally, an a-ha moment for Issac when the significance of the fabric found in Rene's hand is now clear--it was the brilliant royal red--only His Majesty's Royal Dyers could create such color, and they'd never sell to an outsider!

"The leader of them seemed to be a man named Marcel--a dark, long haired fellow with a well kept beard, and rings in his ears. You know, I have a cousin who just so happens to be a tradesmen in Witchop--he's also a knowledge merchant like myself. And for the right price I could of course pass a good word along and I'm sure he'd be happy to assi--"
The front door of the tavern *smashes* open! A troop of royal guard, six in total, comes storming in, armed with short swords for close quarters.

He gives a sinister smile and addresses the guards with him in a quieter voice. "You heard her orders boys... if they so much as flinch, put 'em down for good. Remember now, no loose ends."
What do Aloys and Issac do....?
Aloys sat back, pushing away from the table and placing a hand upon his hilt when the guard said that they were carrying orders from the Captain. His eyes moved towards Mathis and Issac, his head subtly shaking his head.
"No loose ends? Put us down for good? Explain yourself...now." His hand reached out protectively over Jean-Pierre as he stared daggers at the cruelly grinning guardsman.
Rolls
Notice - (1d6, 1d6, RA)
1d6 : (1) = 1
1d6 : (3) = 3
He looks outside the window, careful not to be noticed by the Royal Guards around the caged wagon. He assesses their chances of escape from that direction.
Hmm, the window ledge looks sturdy enough to stand on, and the overhanging roof of the stable seems reachable with a jump...
He gestures to Elaine his intention, and climbs on the ledge.
"You have our thanks, Baron. We may meet again," he says t the nobleman in a low voice.
Waiting for a moment of quiet in the courtyard below, he squats down, secures his belongings, then leaps in the void towards the stable roof nearby!
He makes space on the roof for Elaine , should she decide to evade from the Baron's room in the same way.
Rolls
Athletics* - (1d6, 1d6, RA)
1d6 : (63) = 9
1d6 : (2) = 2
Aloys, their faces seem unreadable to you, other than a cruel look in their eyes... you can only truly go off their words, which are threatening and aggressive.
The other patrons of the tavern have begun to clear back, pressing into the far wall or putting tables between themselves and the guards crowding in.




four other guards are crowded round him.

"I hope you've been a guard for awhile, captain. If I come to seduce your wife, I want her to be a rich widow." Aloys said with a cocksure smile as he held his advantage by being a bit higher than the rest of the guards.
Rolls
Taunt - (1d6, 1d6, RA)
1d6 : (1) = 1
1d6 : (5) = 5
Anger building, Issac nimbly gets up on the table next to his comrade, remaining drink in his off hand. "Ha, good one Aloys! Gesturing at the crowd "How about a final drink before we all go see the Clockmaker.". Issac lifts the cup of mead to his lips, eyeing the left guardsman from the corner of his eye. As he brings the cup down in a grand gesture, he positions his body in the guardsman's direction, letting loose with a dagger plucked with his free hand.
Rolls
Athletics* - Throwing - (1d8, 1d6, RA)
1d8 : (2) = 2
1d6 : (5) = 5
1. Issac
2. Aloys
3. Guards
4. Mathis
5. Jean-Pierre
And heck yeah take that Benny!
The floor *groans* under pressure of all the guards all rush forward.


Deck Draws






Rolls
Damage - Throwing dagger - (1d6+1d4, RA)
(4) + (43) = 11
Taunt - (1d8, 1d6, RA)
1d8 : (3) = 3
1d6 : (2) = 2
Taunt - Free reroll - (1d8, 1d6, RA)
1d8 : (5) = 5
1d6 : (61) = 7
Rolls
Captian's Smarts v Taunt 7 Roll - (1d8, RA)
(6) = 6
1. Issac
2. Aloys
3. Guards
4. Mathis
5. Jean-Pierre



"Well gentleman, that's six versus four now. Who wants to be the next tally mark?" Aloys says with a grin, preparing himself.
Rolls
Agility v.s. Agility - (1d8, 1d6, RA)
1d8 : (1) = 1
1d6 : (4) = 4
Fighting - (1d8, 1d6, RA)
1d8 : (2) = 2
1d6 : (4) = 4
BUT, Aloys, you're able to react before swords clash. What do you do?

Rolls
Guards Average Agility v 4 - (1d6, 1d6, RA)
1d6 : (2) = 2
1d6 : (1) = 1
With many *clangs* and *whooshes* the melee begins.






Rolls
Guard 1 v Aloys, Fighting +1 - (1d6+1, RA)
(62) + 1 = 9
Guard 2 v Aloys, Fighting +2 - (1d6+2, RA)
(5) + 2 = 7
Guard 3 v Aloys, Fighting +1 - (1d6+1, RA)
(2) + 1 = 3
Captain v Mathis, Fighting +1, -2 - (1d10+1, RA)
(9) + 1 = 10
Guard 4 v Mathis, Fighting +1 - (1d6+1, RA)
(4) + 1 = 5
Guard 5 v Jean-Pierre - (1d6, RA)
(5) = 5


~
Fox and Hound Tavern - Round 2 ~
1. Aloys
2. Guards
3.Issac
This Round, Aloys you tell Jean-Pierre what to do, and Issac, you tell Mathis what to do--just make it some dialogue.
Regardless, Aloys is up!
Rolls
Captains ShortSword - (1d8+1d6, RA)
(4) + (2) = 6
1. Aloys
2. Guards
3.Issac

Grunts, boots scraping on wood, and steel on steel fill the air of the tavern. The guardsmen have deadly determination in their attacks.


~

If you don't Soak you'll take 3 Wounds and be Shaken.
Issac is up next!
1. Aloys
2. Guards
3.Issac
Rolls
Fighting - Guard Captain - (1d8+2, 1d6+2, RA)
1d8+2 : (6) + 2 = 8
1d6+2 : (4) + 2 = 6
Fighting - Guard - (1d8, 1d6, RA)
1d8 : (2) = 2
1d6 : (3) = 3
Damage - Rapier - Captain - (1d6+1d4+2, RA)
(4) + (4442) + 2 = 20
Rolls
Vigor - (1d6, 1d6, RA)
1d6 : (2) = 2
1d6 : (65) = 11


1. Guards
2. Aloys
3. Issac --Issac, you'll tell Jean-Pierre what to do on his turn






"Mathis!" Aloys shouts, his grin disappearing into a snarl. "You heartless bastards!" Despite the wound in his shoulder, the redeemed thief parries a blow to the side and then goes in hard for a deep lunge.
Rolls
Fighting (Wild Attack) - (1d8+1, 1d6+1, RA)
1d8+1 : (3) + 1 = 4
1d6+1 : (1) + 1 = 2
And yes, I completely forgot the Defence action for Aloys--whew 😌
He looks back to see Aloys in trouble still, and Isaac's man pressing up dangerously close. He lashes out with two quick cuts.
Rolls
Fighting - Isaac's guard - (1d8, 1d6, RA)
1d8 : (5) = 5
1d6 : (5) = 5
Fighting - Aloy's guard - (1d8, 1d6, RA)
1d8 : (84) = 12
1d6 : (63) = 9
Damage - Isaac's guard - (1d6+1d4+2, RA)
(2) + (1) + 2 = 5
Damage - Aloy's guard - (1d6+1d4+1d6+2, RA)
(63) + (1) + (3) + 2 = 15

~
Seeing another companion go down, the remaining guardsmen turn tail and run for the door--one even dropping his short sword and crying for mercy.



It'd also be clear from your vantage point that there is a commotion down near the river. How do you proceed from here?!
Once he reaches the opposite edge of the roof, away from the wagon, he will let himself drop to the ground, by hanging on the roof edge, then letting go.
He turns his head towards the direction of the river.
Could that be our lot? We need to get out of here, might as well take a look.
Beckoning Elaine, he points toward the river and starts heading there, trying to run from cover to cover, careful to always put a concealing obstacle between himself and potential onlookers in the Inn courtyard.
Leaving a Stealthy roll.
Rolls
Stealth* - (1d6, 1d6, RA)
1d6 : (2) = 2
1d6 : (63) = 9

His cries are answered with cruel jeers.
Sans & Elaine As you make your way, from cover to cover, you notice crowns of guards (small groupings) moving between the village cottages and gardens.

However...

Turning to look you'd see a small crown of guards aiming gear-lock muskets at you.
~

He gives Aloys a quick once over, thankful to see he doesn't seem all that worse for wear, then quickly heads to Mathis, kneeling at his side. "Jean-Pierre, grab that fine bottle of brandy for our friend here."
Looking at Mathis, "Hold steady friend, let me take a look." Issac helped patch an occasional broken bone in theatrical wire work gone awry, and suture some wounds of his own design with a mistimed throw, and was hoping he could do something here as Mathis bled out.
Rolls
Healing - Unskilled - (1d4-2, 1d6-2, RA)
1d4-2 : (2) - 2 = 0
1d6-2 : (5) - 2 = 3
Benny - Healing - Unskilled - (1d4-2, 1d6-2, RA)
1d4-2 : (3) - 2 = 1
1d6-2 : (65) - 2 = 9
I'm not sitting still for you, you'd better be good shots...
Rolls
Athletics* - (1d6, 1d6, RA)
1d6 : (3) = 3
1d6 : (4) = 4
Athletics* (benny 1) - (1d6, 1d6, RA)
1d6 : (3) = 3
1d6 : (5) = 5
Athletics* (benny 2) - (1d6, 1d6, RA)
1d6 : (2) = 2
1d6 : (1) = 1
Athletics* (benny 3) - (1d6, 1d6, RA)
1d6 : (1) = 1
1d6 : (4) = 4
As the attention is brought to the two of them, there is only a moment to decide what to do before bullets start flying. But it is hardly a difficult decision: she knows that she can't outrun the guards, not like Sans would be able to, and no shortcut will save her if they decide to follow her. So Elaine breathes in, mentally apologizes to Sans and then straightens up, pointing after the man and yelling at the guards: "What are you waiting for, you buffoons?! Do you need a personal invitation? Catch him!"
Rolls
Persuasion: d6 - (1d6, 1d6, RA)
1d6 : (5) = 5
1d6 : (4) = 4
"Jean-Pierre, grab me a drink that can peel paint and bring it here. I need to wrap this up." Aloys would mutter, waiting for the man to return. Giving a nod, he would wince as the alcohol burned the wound. With careful fingers, he would pull out any torn cloth that was stuck in the wound before grabbing the cleanest rag and tying it around his shoulder.
Rolls
Healing - (1d4-4, 1d6-4, RA)
1d4-4 : (1) - 4 = -3
1d6-4 : (3) - 4 = -1
Sparks fly as gears whir; smoke an' shot erupt from the rifle barrels. Woods chips explode round you, Sans, as the you dodge the incoming projectiles.
Within seconds, that seems like minutes, you can see the Fox and Hound tavern before you, guards fleeing out the front door.
Across the river you see an airship tying down to a wooden platform--it's a merchant skiff, it'd be obvious.
The guards chasing after you, momentarily fallen being as the try to reload, awkwardly, while following...
The Outskirts of the Village | Elaine ~
...except for the one guard who breathlessly runs up to Elaine.

He gives a stiff salute. Does he think you're the Capitaine?
"We need to set a perimeter round the village?! The cavalry crown should near be here. If they take to the road, they won't get far!" His eyes wonder round the nearby village, like he expects enemies to jump out of every bush. He seems to be waiting on your orders.

The tavern patrons have run to the windows and are looking out in to the street.


He nods at the old man near the window, and gives a concerned look to the Tavern Keeper.
He addresses Aloys an' Issac. "I'm going to take my chances round here. I can go to ground. These are my people and I can fade in to them."
"If you get to Witchop, find my cousin--Julia Sardou. She's also an information broker. Works the guilds. Tell here 'a broken clock is correct twice a day, except on Faire Days.' She'll know I sent you."
He extends his sword arm for shaking.

Mathis looks eager to follow you and be off.
"Alright, we have to assume the others have gotten out on their own. What I know about guards is that they always come back with more." He reaches up and undoes his cloak, hiding the golden fabric he had come to adore. "Stealth is key. Let's move."
Rolls
Stealth* - (1d6, 1d6, RA)
1d6 : (1) = 1
1d6 : (65) = 11
"They won't get far either way," she tells the guard, adding an authoritative tilt to the confident tone of her voice, "because I will deal with them personally. Tell your people to block the tavern's front door, and I'll smoke them out from the back." She draws her rapier, hoping that Adélie's reputation is fearsome enough that the order isn't as unbelievable as it sounds, and starts walking towards The Fox and The Hound. "Distract them, but don't assault - we can't risk having civilians be caught in the crossfire."
He removes his cloak an ugly mustard yellow anyways and follows Aloys.
Rolls
Stealth* - (1d4, 1d6, RA)
1d4 : (2) = 2
1d6 : (1) = 1
Stealth* - (1d4, 1d6, RA)
1d4 : (3) = 3
1d6 : (1) = 1
Stealth* - (1d4, 1d6, RA)
1d4 : (3) = 3
1d6 : (5) = 5

He waves off other guards from the rear of the tavern as he goes, calling them to follow him to the front.
The way is clear for you, Elaine.
Meanwhile... | Sans ~
What do we see from our running Gold Coat? Where is he headed? What does he do? I'd imagine, if he's in a position of observation, he'd be aware of the guard troop movement.
The two-fold successes of sneaking (on your part) and espionage (on Elaine's part) have, also, given you a clear path out of the inn and into the grasses some 12 meters away from the building.
I'd also imagine at this point, observant Gold Coats may begin to notice each other in the midst of the bedlam.
What do the pair of you do? What is your next move?
He manoeuvers to put the Fox and Hound building between himself and the airship, and detours towards the edge of the woods trying to reach the cover of the trees to elude the pursuers.
He keeps an ear out for voices and shouts, hoping to spot his comrades.
Rolls
Notice * - (1d6, 1d6, RA)
1d6 : (3) = 3
1d6 : (1) = 1
Rolls
Notice * - (1d4, 1d6, RA)
1d4 : (3) = 3
1d6 : (3) = 3
Rolls
Notice* - (1d6, 1d6, RA)
1d6 : (2) = 2
1d6 : (4) = 4
However, a whistling sound soon attracts her attention and she abruptly skids to a stop, twirling towards the sound and squinting at the tall grass on her left. It takes her a moment to recognize Aloys peeking over the grass, especially at a distance, but thankfully his hair is a pretty good confirmation of his persona and the whistle itself is a familiar trick, enough for a combination of the two to alleviate Elaine's suspicions. She glances over her shoulder to ensure that none of the guards have followed her, and then rushes towards the grass, sighing in relief as she rejoins Aloys and Issac .
Her brows inadvertently rise as she sees Mathias, rather worse for wear, and she gives him a critical once-over before bluntly questioning: "Is he a hostage or an ally?"
The summer sun's climbed higher in the sky. The unending chirp of woken cicada in the nearby wood is almost deafening.

A small, farmer's track runs down to the river. A long cart rumbles down said track, a man on a drivers bench, hauling a large load of summer wheat. His heavy vehicle is pulled by a large and rusty gear.


They're headed for the river, and a small foot bridge that'll take them across.
As of yet, there are no signs of mounted guards, though perhaps you all can make out a dust plume hanging over the trees to the south?
At the Edge of a Copse of Trees | Sans ~
It's possible Sans would also see the wagon rumbling toward the river. It'd depend on how deep he's gone in to the wood.
But what Sans' become aware of that the others have not, is the sound of a horse whickering--a couple horses to be exact. The sound comes from deeper in the wood.
If he'd look up, he'd see, through the screen of trees, a large, four-wheeled covered wagon (more a traveling home really). It rests beside a small stream that feeds the river, two horses graze nearby in the short, weedy grass.

"We need to get out of the village as soon as possible." She stands up on the tips of her feet, looking out from the grass at the forest nearby, at the tied down airship and the wagon moving by the river. "And we need to get Sans."
Rolls
Common Knowledge: d8 - One Eye - (1d8-2, 1d6-2, RA)
1d8-2 : (5) - 2 = 3
1d6-2 : (62) - 2 = 6
He takes a moment to look over the airship more thoroughly, trying to discern if his initial thought of it being enemy controlled was correct.
Rolls
Common Knowledge* - (1d4, 1d6, RA)
1d4 : (2) = 2
1d6 : (664) = 16
Hearing no enemies for the moment, he focuses on the carriage, and its apparent owner, the woman.
She does not seem to have heard the commotion. Had she been part of this, she would be acting differently.
Deciding that the woman might be in danger, if the 'guards' are so keen to kill or imprison all witnesses, he steps out of his cover towards her, approaching and trying not to startle her, keeping his hands away from his weapon.
"Milady. Do not be alarmed by my appearance, and let my uniform reassure you on my peaceful intentions," he says, still casting glances in the woods behind him.
"I am a Gold Coat, a Musketeer of Queen Isbel. my companions and I have been attacked by royal guard traitors. They might be soon patrolling these woods to hunt for us, and I think you could be in danger too. I have seen them capture innocents. Perhaps it might be best for you not to be found here. Is that your carriage?"
Rolls
Common Knowledge* - (1d4, 1d6, RA)
1d4 : (43) = 7
1d6 : (4) = 4
It's clear to all you that the air-skiff is could not possibly affiliated with the villains currently on your tail--in fact, the ship has the style of a merchant craft one would see in the Duchy of Hrid't, and Elaine could confirm there is no way Hrid't merchants would be in league with nobles from the Queen's Duchy.

Despite the calm warning, she does startle, slightly.

A beat and then she answers. "My wagon? Yes it is. Its my home actually--well my home away from home."
She gets off her perch, goes to the wagon and stores her sketch pad.

She points at the white horse. "Help me hitch the wagon." She moves to grab the brown one. "I'm a tinkerer from the Academy. I'm on my way back north, after some work in the capital. You can ride with me if you wish. I have a false panel in the wagon."
Relieved that the woman is hearing his warning, he starts helping her with the wagon in haste as he considers her proposal.
"I could definitely do with leaving these woods in concealment... You have my thanks. I am known as Sans Visage. And whom should I be grateful to...?"
As an afterthought he adds, "and, Milady... Your wagon's hidden compartment... it wouldn't have the means to peek outside, by any chance? Or else, You would have to be my eyes as I try to reunite with my fellow Gold Cloaks... "

"If discretion is to be bought... as I noted back at the tavern I have very few coins in my own purse." he looks at Aloys, recalling the heavy weight of the young Gold Coats bag.

She's finished hitching her horse and goes to the rear of the wagon, opening the door to it's interior.

She pulls a lever, you hear gears turn, and a compartment is lowered from the ceiling on chains. The disturbances causes little gear-work butterflies, bees, and dragonflies to take flight and bump about the wagon interior.

She waits for Sans to climb aboard, ready to set out when the musketeer is.
"Why, this place is incredible, Madame Delafose..." he says as he climbs in the ingenious hidden compartment. "I hope to have time later to ask you about these technical wonders... For now, you have my personal thanks - and those of the Gold Cloaks - for your help."

She's been chattering the whole time. "...so, if insects, birds and the like can fly of their own power; I figure it's not far off that we should be able to as well with the proper application of gear-work, and not need a tidal engine like say, an airship."

The wagon draws ever nearer the main road.

"You must be very brave to put yourself in danger like this. Did you..." she stumbles on her words slightly; motions to her face... "Did you receive your, injuries, in the line of duty?"
Another *bump* as the wagon rolls from the small wood trail on to the main river road.

You continue rumbling toward a foot bridge and the airship tie-down on the other side of the river.
"If you say so, Milady... Fascinating subject..."
All the while, his eyes scan the road, the trees, the shadows deeper into the forest, in search of signs of both friends and foes, longing for the former, and worried about the latter.
When the scholar enquires about his disfigurement, he bitterly obliges. He knows people are curious about his looks, but the mention is irksome all the same. "I'm afraid not, Milady... my face injuries are from before I joined the Cloaks... the Musketeers have been... how shall I put it... a redemption, for me... like a second chance."
As they hit the traffic of the main thoroughfare, he spots the airship and asks about it, in a whisper. "Pray tell, Madame Delafose... that airship over there... can you discern its livery? It's not a royal guard vessel, is it?!..."
Rolls
Notice * - (1d6, 1d6, RA)
1d6 : (4) = 4
1d6 : (5) = 5

"It's a...It's...ah! Yes, I see it now. It's a trading skiff; looks Hrid't. Probably a merchant who makes the plains circuit. Definitely not something to fear, given the current political climate."
Sans, you'd see no signs royal guards round the landing platform. As for your allies....
Rolls
Stealth* - (1d6, 1d6, RA)
1d6 : (3) = 3
1d6 : (2) = 2
He's relieved that Elaine found them, yet nervous about Sans not being with her. No doubt the man can take care of himself, but there are so many guards, even he must have a limit. Knowing the risk, Issac quickly darts his head out of the tall grass to see if he can spot any sign of the Gold Coat.
Rolls
Notice * - (1d4, 1d6, RA)
1d4 : (3) = 3
1d6 : (4) = 4
Scanning the tall grass beside the main road you'd surely notice four familiar forms hustling along.
Elaine, Issac and Aloys ~
Likewise, you'd see the large tinkerer's wagon trundling along the main road. It's had to slow down and is now "stuck" behind the farmers cart, as the road isn't wide enough for passing, 'less the elderly man pulls off the road.

He shouts to the gear pulling the wagon, "A bit faster Fourneau, we've got traffic!"
Yet, no one speeds up.
He knocks on the bottom of the secret compartment. "Could you open this, Madame Delafose? With this heavy traffic, I can easily jump off your wagon and reach them."
If she complies, he will thank her profusely and add, "where could I find you, should I one day be in need of your astounding engineering talent, Milady?"

With a *whir*, *clank*, *whir* the compartment Sans is laying in opens giving the Gold Coat access to the drivers bench.
"It's been a pleasure Monsieur Visage. I think I'll stop at the Royal Observatory for a bit before heading back to the Academy."
She digs in her satchel and pulls a metal beetle from it, the size of your palm. "If you need to get a message to me just wind it up and let it fly."
"Ah! And actually," she pulls a package out as well, this one about the size of your whole hand--it's wrapped in thin, waxy paper, and a small short string protrudes from it. "Take this with you. It could be good for a distraction in a tight situation."

He turns to his host, "the Observatory, understood. The privilege was all mine, Madame. I do hope our paths meet again, so I may be able to repay you for your kindness." he says.
Looking at the wrapped parcel with a string, he nods and thanks the Lady once again, before leaving the road for the relative cover of the tall grass.
He moves in haste in the direction of his fellow Gold Cloaks. As he gets closer, he whisper-shouts, "Issac! Elaine! Aloys! It's me, Sans..."
He points at Madame Delafose's wagon " I found an ingenious ally in the owner of that little wonder. She helped me be the woods unseen, but the royal traitors must not be far back... We need to get out of here. "
As if on cue, hovering over the trees to the South, you'd all clearly notice a haze of dust kicked up--the telltale sign of cavalry riding hard. Surely they will be upon you sooner than later...
"Leave the cart as a blockade and make our way to the airship. We can think of our next move when we're safe." Aloys says, nodding ahead. "Follow my lead, I'll get us through to the ship."
Aloys maintained the confidence in his voice even if he didn't exactly feel it. The four of them were altogether but with Mathis injured and the village swarming with guards, it wouldn't be easy enough. Swallowing his trepidation, Aloys would move through the tall grass and between buildings to try and approach the ship.
Rolls
Stealth - (1d6, 1d6, RA)
1d6 : (4) = 4
1d6 : (1) = 1
He follows Aloys, trying to stay in cover.
Rolls
Stealth* - (1d6, 1d6, RA)
1d6 : (61) = 7
1d6 : (2) = 2
Rolls
Stealth* - (1d4, 1d6, RA)
1d4 : (442) = 10
1d6 : (3) = 3

"Be Alert! If we let these traitorous scum evade capture we'll be answering to the Captain directly!"
God be merciful, let me prove my worth...
He, and his troop, dig in spurs as they quickly approach the lumbering farmer's cart.
We'll give @FlyingSucculent a sec to roll then see what the outcome is. If ya'll are spotted we'll say it happens as you make it to the platform and the waiting airship...

They look left and right with no sign of the Gold Coats. Yet...
Crossed the River, at the Airship Platform~
You've all made your way to the base of the switchback air-dock. Lines attached to gears lower cask after cask to the small market of tents that's sprung up round the dock. Folks haggle and barter in a cacophony of sound.
It's clear who the captain is.

Putting on the hood of his cape, he makes his way to a sheltered area behind a stack of the barrels being unloaded. "Let's stay hidden as long as we can," he tells his companions.
He then signals one of the crew of the ship to approach. "My good man, we have a business proposition for your Captain, nobody wants to take off with an empty cargo if it can be helped, right?" he says. "Only thing is... we are in haste, and cannot be seen leaving. Can you gain us audience with the Captain, in private?" he offers the merchant crewman a generous tip to show he means business.

He is only an averagely spirited fellow--let's get a Persuasion Check +1 (accounting for the generous tips) from Sans.

Rolls
Persuasion+1 - (1d4+1, 1d6+1, RA)
1d4+1 : (443) + 1 = 12
1d6+1 : (3) + 1 = 4
(1) The ship is in the air. They rarely land on purpose.
(2) But it's tied off to multi-leveled air-dock that has a switch back stair to get to higher levels.
(3) The ship is akin to a 17th century sea-faring boat. But with fins. And a zeppelin-like balloon. And gears cranking all over the place. And cool steampunk thrusters.
(4) The ship lowers many of it's goods via gear block and tackle systems, as it can't land without powering down, and that takes a long time I imagine.
(5) Markets and warehouses are often housed at the base of the air-docks, and I picture a popup market--tents and the like--on the ground surrounding this one. Locals trying to sell their goods to the merchant ship(s).
(6) Let's say the ship is docked at the top of the dock--about 50 meters up

He hustles over to one of the ropes that's been lowered from above, yanks on it, then ascends to the upper decks and Merchant Captain.
Once arrived, he tugs the merchants sleeve, points as best he can down at Sans and the rest of the company.

The merchant squints down. He looks incredulous, but turns and slowly begins his descent down the switchback.

"I have this. It isn't much but it is, quite honestly, nearly all I have. I was hoping to have a reward from the Baron, not be labeled a traitor." The frown is short-lived though as he smiles again at his comrades. "Oh well, back to running from the guards again, it seems. Let's make out move and bargain."
He steps more in the background, sitting down in the shade of the barrels with his hood up.
"We'll give you a chance to rest soon enough, my friend. Just hold on, alright?"
You'd all see the captain of the vessel heading down the stair, two burly guards following him as he goes (his own guards, not of the royal variety).
In less than a minute he's stepping off the creaking planks on to the ground in front of the Gold Cloak crew.

With no preamble, "What's this now? I'm told I you've requested a discrete audience with me. Discretion rhymes with coin, to my ear, so let's hear what you're about?"
The captain is clearly a shrewd fellow, and you can tell he'd have a spirit to match his mercantile ability--higher than average for sure.
`
We didn't get visibly branded, tattooed, or sewed GC patches on our backpacks (ala the 90s)?

Otherwise he waits with fake indignation for a response.
Also, let's roll with him seeing the cloak--the mystery thickens.
Rolls
Persuasion* - (1d6, 1d6, RA)
1d6 : (3) = 3
1d6 : (62) = 8

Over a barrel... he thinks.
Rolls
A Higher than average Spirit from years of trading - d10 v 8 - (1d8, RA)
(1) = 1

"Make WAY you time-blasted fools! Make way!" He and his men shove their way through, walking now, searching frantically, market stall after market stall.

He turns and hustles up the stairs shouting to his crew--"Up and at it crew. We're in the air NOW!"
And oh yeah, Sans take a bennie for your face keeping you from engaging.
He pats Aloys' back in gratitude for securing the deal.

Down in the market, a sharp-eyed rifleman looks up in surprise and grabs his captains coat sleeve.


He shouts to be heard over the noise of the market. "Up men! Do not let those dogs get away!"
On the heels of the officer's shouts gearlock rifles whir and spark, sending musket balls slamming into the air-dock stairs!
`



Rolls
Notice* - (1d6, 1d6, RA)
1d6 : (3) = 3
1d6 : (5) = 5
Now those would make quite an obstacle, were they to accidentally roll towards the guards... he thinks.
Without thinking twice, he springs into action, unsheathing the Judge, his trusted rapier. He climbs and leaps towards the top of the stack of barrels, his gold cloak fluttering behind him like the wings of a crazed butterfly!
Once at the top, he will sever the rope with a firm slash of his rapier.
Rolls
Agility - (1d8, 1d6, RA)
1d8 : (6) = 6
1d6 : (1) = 1
Rolls
Athletics* - (1d8, 1d6, RA)
1d8 : (4) = 4
1d6 : (3) = 3
Shoppers and merchants are shoved aside by the on foot cavalry guards. They swarm the air-dock, some taking knees and shooting up at the escaping Musketeers, and some chasing up the stairs with swords drawn.

The leading guard ignites and with an "AAAAaaaaaHHH!" pitches over the rail to the ground below.

...only to have a barrel smash into his knees toppling him over.

His shout is cut off as on of the sacks of cornmeal Aloy's slashed falls on his shoulder taking him to the deck.
`
Round Two 3/7 Success ~
1. Issac
2. Sans
3. Aloys

Seeing the guards persistence, he thinks for a moment, we need to take the whole blasted thing down. He does a quick survey of the how the dock is tied to the ship, and grins almost madly when the idea comes to him, that'll do it.
"Lads and lassies!" yelling to make sure all his companions hear him, "Hold on tightly, lest ye meet the Clockmaker!". He pulls out his rapier, curls his forearm tightly against one of the ropes anchoring the dock to the ship, and cuts that same rope, hoping to at least unbalance the staircase or at worst cause the whole thing to come crashing down!
spoilers
Rolls
Fighting - (1d8, 1d6, RA)
1d8 : (6) = 6
1d6 : (5) = 5
Damn it, these guys are not giving up. They must really fear their superiors' punishment... Maybe I can exploit that...
He leans down and bellows in their direction at the top of his lungs.
"Is that the best the famous Queen's Guards can do? And is their honour so cheap, that any Traitor can buy it for a handful of coins?! Your employer better pay you VERY well, traitors, as I'm sure the Queen will spare no expense to get you lot hanged from her battlements!! "
Rolls
Taunt - (1d6, 1d6, RA)
1d6 : (663) = 15
1d6 : (1) = 1
Issac, as you cut the ship free from its mooring you cause its release to go too fast thus setting the air-dock to sway dangerously!
The timber groans and ropes creak.
Sans, your taunt of discouragement stops the guards cold... several quizzical looks shared between the guards speaks to many of them, perhaps, being in the dark as to what is actually happening here.

But it's too late as their hesitation gave Issac the time needed to cut the last few lines needed to cause the stair to lean dangerously out into space.

ALOYS make an Athletics roll +2 (bump from the extra raise Sans got) to see if you can make it aboard safely as well!
"Let it be known that this isn't the last of us! Whoever pulls your strings, this unseen mastermind, will be knocked down. We are the Goldcloaks, the true agents of the Queen, and we fear no man, no woman, no death!"
Rolls
Athletics* - (1d6+2, 1d6+2, RA)
1d6+2 : (62) + 2 = 10
1d6+2 : (4) + 2 = 6
After Aloys boots hit the stair and he swings off, a groan like no groan heard before fills the afternoon.
The folk of the market who had stopped to watch the remarkable scene shake out of their stupor and run clear, more in excitement than fear.
With a crash the air-dock slams to the grass, toppling cavalry guards every which way.

The wind blows, the sails flutter, and the ropes creak. The River and the grass below you begin to move at incredible speed.


"Well Royal Musketeers, welcome aboard the Golden Fortune--a fortuitous name, eh?"
Go ahead and reset bennies and Advance! We can pick back up here when folks are all advanced up and ready to roll.
-Athletics goes from d6 to d8
-Stealth goes from d6 to d8
Ready when you are, Musketeers!
The Golden Fortune speeds north and west over the heartland grasses, distance peaks afire with sunlight. Farms, fields, villages slide by. The sails flap, the ropes creak, and the tidal engine hums with an otherworldly sound.

The watch has just been called, and crew members crowd the galley chatting loudly while eating from tin plates. The majority of the crew has treated the excitement at the air-dock, and the new passengers with a surprising amount of ambivalence.
Where do we see our heroes, now that we are several hours out from the air-dock.
These people must think we have fallen from grace, they might not believe in the narrative that we are the loyal ones, and the Guard are the traitors... he thinks. Then again, our beloved Queen Isbel is not their queen, and they might not care.
Once he gets his tin plate with a portion of the chow on offer, he looks for a quiet spot to sit with his companions. He is relieved to see Mathis has received medical cares, and is now resting on a hammock on the deck.
The warm stew is chewy, but flavorsome. His mind is cast back to the Monastery of the Acolytes of the Clockmaker, that was his home in the long months of his convalescence...
Brother Cuthbert enters the spartan alcove, and steps to my bedside. He is wearing the sable-coloured simple gown of the Acolytes, the humble metal chain with the Cogs pendant catching the candlelight, hood up at it is their custom.

He sits patiently at my bedside, and helps me eat, feeding me with a tin spoon. It is some stew, strongly spiced with Hyssop, one of the curing herbs the Acolytes fund their Medicine upon.
When he hears me groaning in pain and discomfort, the recently stitched gashes on my face pulling painfully with each mouthful, he tries to sooth me.
"Do not despair, brother. All will be healed. These wounds first, very soon. The other scars - those of your soul - will take longer, but the Clockmaker in His wisdom has certainly already set in motion the intricate mechanics that will lead to your healing. We are all but wheels in His incommensurably complex design... but He takes care of each wheel, down to the smallest cog, my friend."



- Downtime: The character studies or works on an object of some sort. What is it?
- Backstory: Something your hero wants or already has. It might be a material possession, recognition, a political goal, or even a trip he wishes to take to some amazing destination.
- Trek: How the group found something that helped them along the way, such as an oasis, minor treasure, ammo, food, friendly locals, etc.
I'll be going with Backstory!
"Back to the gutter again, it seems, friend." Aloys thinks softly to himself. He had been a pickpocket and a burglar before he was brought into the service to the Queen, a starving man who tired of playing by society's rules where the weak and unprivileged starved while the powerful ate themselves to an early grave. When he was brought into the most honorable of services, he realized he had a chance to help change things to a better. A more equal land, where men and women weren't forced to choose to starve and be honest or survive and become criminals. He would never have to see another mother starve so a child could eat, another noble pass by the wretched and not see them. It would take time, it would take patience, and the Clockmaker's good graces to change the world, but he had the chance to do so now.
"Now you just need to survive." The thought lingered in his head and a smirk spread across his face as he looked to his left. On the streets, he was alone and could not trust others. Within the ranks of the Goldcloaks, he had found brothers and sisters regardless of caste, service, or appearance. They had a purpose to change things to the better and he'd be damned if he would survive being a criminal just to be die being falsely claimed as one.
"So, my friends, what is our plan? We need to pool what we all know and make our choices from there. We'll need allies as well, if we can find them." Aloys said, frowning at the thought of it. Who knew how deep the poison was now spreading.
Quickly finishing his meal, Issac excuses himself from the galley and hurries outside to the main deck. Taking in a few deep breaths, he looks up and grins. none fresher than that he thinks, quickly and confidently climbing up the high mast and into the crow's nest. The view below was stunning, as they flew by fields of green and gold, homes of all sizes and makes, and the bluest of rivers. He felt giddy, with the wind buffeting his face. He had done highwire work in his performances but this was quite different. As Issac gazed around, another bout of pain hit him, stronger this time, enough to make him woozy. Gripping his hands tightly on the handle bar, he counted to ten before it went away, longer this time
The pain started a few weeks ago, a moment here, a split second there. Luckily, so far not in the presence of his Gold Coat companions. If they knew, he might get removed from their employ, and the best chance of finding his sister would be gone. Issac wasn't much for praying, but at times like these, it was worth a shot, Father of Clocks, I don't know if you're willing to listen to me, but give me the strength and willpower to make it through whatever obstacles are placed in my way, and let me find my sister, alive and well. Agear.
He quickly scampers back down the mast, hoping an attack doesn't disable him along the way. Once down, he makes his way back to the galley, and his companions. Pointing to where the latrines are, "My apologies mates, do *not* go in there."
The clanks, thunks, and murmurs of the galley mask the party's conversation. You sit at your own, big scarred and stained table.

Unaware of her friends distress, she changes the subject.
"I agree with Aloys. What do we know, and where do we go?"
She then reminds everyone of what she's learned or suspects.
One, Baron Regnard was part of a "fake" kidnapping scheme.
Two, the scheme was setup, in part, by Count Robert Dimont.
Three, there is a rebellious labour group involved.
And four, Capitaine Adélie Alarie has a stake in the game.

`


"I'm afraid the logbook Elaine found back at the Inn, speaks clearly. Our Captain Alarie was on the payroll of the conspirators. The designation the marked Cap, refers to her pretty scar, no doubt. This is tough for us all to digest, Mathis. But she is a traitor," he says gravely.
"The Baron was on a mission to pay in gold a list of collaborators, among which our Capitaine. He also mentioned a woman, the leader of a laborers' guild. From the initials on the logbook, this could be Nicole Moreau of the Dyers' Guild. The Baron visited her in a town called Wichop Crossroads. They had an appointment at an inn, the Sweet Witch."
"So I think our options are... following the Guild trail in Wichop Crossroads..." he looks a Elaine, "...or going in the enemy's very lair... to Count Dimont's lands, where he least expects some Gold Coats to go..."
"My choice is following the Guild's trail. I do not think we have enough to abscond with a Count. The aristocracy will be in an uproar in regards to the calls of treason. If we take him, we must make sure it sticks or it shall be our heads." Aloys adds, knowing very well how the court system and the court of the public could be used for them and against them. "We also need to learn if we are considered traitors across the entirety of the Queen's land or just there. If they keep it quiet, that means they do not have the influence to rally the true weight of the bureaucratic force against us. If they can, that does not bode well."
"We do have a lead. A tip from a good man will lead us to a woman by the name of Julia Sardou. We tell her that 'a broken clock is right twice a day, except on Faire Days' and she'll know that her cousin sent us. She has her fingers in the guilds and can give us our first leads. Aloys said, remember Jean-Pierre's words of wisdom. "We may need to disguise ourselves again; not sure how quickly information will spread. Maybe masks or something to conceal our identities as we work against our hidden foes? I read about someone doing that once in a book!"
Looking over to Aloys, "In regards to altering our appearance, I may be able to call in some favors with various theatre troupes."
"You are both right, and are both wiser than I... I need to keep my outrage in check, lest we make some grave mistake. We need to face the Count when we're good and ready. When we can nail him with irrefutable evidence of his treason. Then... he will pay for all this." he says, somber.
He sighs at the mention of changing appearances, "You will need some powder and a wig, my friends... me.... I will need a mask. No theatrical miracle can conceal... this."
"I made another ally during my escape... an ingenious woman: Lise Delafose, Tinkerer of the Academy. Temporarily to be found at the Royal Observatory. Perhaps she could help us... her talent with mechanical things was most impressing."

She stands up straight, turns and says over her shoulder. "Don't keep him waiting; eh?"
She's one of the few on the crew who seems annoyed by your presence.
He gestures to lead the way, "after you, Cloaks"

She answers him. "I dont care a whit one way or another about you and your allegiances. But I do care about bringing trouble aboard. And you lot are trouble."
She knocks on the Captain's door and you hear a heavy...


Once inside, Sans stands on the side, nodding a greeting to the Merchant Captain. He leaves room for the others, letting Aloys (who secured their passage) do the talking.
The captain leans on a heavy, built in table, ostensibly study maps of The Duchies. Behind him, the landscape rolls by below and big, fluffy clouds sail past overhead.


"Now I believe we talked payment on 'delivery.' And where might that be exactly?"
He takes up a pipe, thumbs it full of tobac' and lights it off a taper while he waits for the answer.
He clears his throat, "ahem... Captain, we first and foremost would like to thank you for welcoming us on this handsome ship. She is a true marvel, and it is clear that you pride yourself on keeping Her in top shape," he says, pausing to let the compliments sink in.
"My fellow companions and I were just discussing this matter, this audience comes at a most convenient time. What is the current destination of the Golden Fortune, may I ask?"

He responds. "We were set to continue south, to the capital. But that was before," he looks from Gold Coat to Gold Coat with hunger in his eyes, "opportunity arrived at the dock."
*Puff*, *crinkle*, *puff*.
"Look, I'm an honest fellow. I set sail for the coin you flashed, aye. But, favor is what I prefer to trade in. And what my cost is for my continued help."
"So where do you need to go?"
1-Guild contact Julia Sardou (where is she?)
2-Guild suspect Nicole Moreau in Wichop Crossroads
3-Royal Observatory to see the Tinkerer ally
4-theatre contacts to help disguising (where are they?)
Where to, @KingHotTrash,@ctme2000?
"We appreciate your loyalty then, captain. I believe that we are looking to make our dropoff at Wichop Crossroads. Maybe even somewhere outside of town so we are not thought to be heading there." He reaches down and puts down the bag of coin that he had collected from the driver, nodding to the man. "I do wonder though, your first mate seems to dislike us greatly. Is she trustworthy to not talk about us?"
At Aloy's question to the Captain about the first mate, "Be honest Captain, is it about the Gold Coat colors?" with a slight smile on his face.
Rolls
Notice * - (1d6, 1d6, RA)
1d6 : (4) = 4
1d6 : (4) = 4

He nods when you both conclude and answers. "I know a place we can tie down, far enough away from any town centers that no one will see you disembark." He puffs his pipe and answers Aloys' other question. "As to my first mate... I trust her with my life. She sometimes bristles at my penchant to smuggle and skirt the law." He shrugs.
And to Issac, "But I don't know her to be a political person. I think she just fears you lot will get us in hot water."
Sans (Success)~
You're absolutely certain that the captain speaks the truth. The twinkle in his eye speaks, perhaps, to a bit of excitement at this cloak and dagger mission.

"And I assume you'd prefer me to remain handy, should you need to make a quick escape? Your coin certainly buys it, but your friendship is the real profit! Tell me... do I want to know what you lot are about? Or is it best I don't know details?"
In normal circumstances, he would explain this as respect for their golden coats and their royal mandate. But with a major conspiracy seeming to stem from the very royal ranks they are sworn to protect, he is not sure.
There is a twinkle in the man's eye that tells of an adventurous spirit, someone who enjoys the thrill of the unknown. Adventure for adventure's sake. Could that be sufficient motivation for the air veteran?
Better play it safe, he thinks.
"Tyeing down near the Crossroads would suit us perfectly, Captain. As to what you might want to know about the nature of our mission... there are dangerous implications, for now. We do not want to expose you and your crew to further trouble. Your kindness and availability are certainly much appreciated, Sir."
He looks around at his companions, then adds, "we also do not want to force your ship to a halt, although your offer is very tempting. Perhaps we could ask you to wait at the landing spot for two days, and sail off after that, should we fail to show?"

His twinkle again. "Just remeber who helped you, one day in the future, should a request for a favor reach your ear." He shrugs pleasantly. "Tis all I ask."
Early Evening, a Few Miles South East of the Crossroads ~
It's not long before The Golden Fortune sails over a small wooded valley. Crew members scramble about, tying off lines, and cranking levers.
The ship lowers to just above the forest, where brave sailors swing on hemp ropes from ship to swaying trees below. They hurriedly tie off and the vessel is cranked lower and lower into a clearing.

The Gold Coats are given a rope ladder to climb down, and soon enough you find yourselves walking away from the hidden ship, through the trees, toward the town of Witchop Crossroads.
What do we see as the party makes their way forward? How do they approach the next scene, and what is the setup?!
The Musketeers regroup within a sheltered area of these woods, and start moving forward, walking in the direction of the town.
"So, fellow Coats, it sounds like we regrettably have to conceal our allegiance, from now on. I am the worst offender, with this cloak. Best not be seen in our beloved colours?"
As he walks, he starts removing parts of the uniform, tucking folded garments in his satchel bag.
He gathers his things and heads into the woods with the others. "Sorry Sans, but I do believe stealth and subterfuge are key going forward, and that means hiding our colors, albeit temporarily if all goes well."
Looking over at Mathis, "Mathis, how are you holding up?"

Leaves rustle as the party pushes on past the foliage.

Punctuating Elaine's question, the party breaks from the wood to see large town nestled against the river. Several roads enter the town, ingressing via tall arched gates--the town has a 2 meter high wall round it. Lights twinkle in the windows of hundreds of homes and businesses.

100 meters or so from the tow is the crossroad / gallows from which the town gets its name.
What does the party do?
"We could also start inquiring about her elsewhere, by name... The booklet indicated this payment with the initials NM of DG, that we now know could mean Nicole Moreau, of the Dyers' Guild. Perhaps the Guild itself has an office in town..."
"Maybe the insider knowledge we have - she got 15 gold, it seems - could be used for leverage, once we find her?..."
"As for staying together... I suggest we should. The way ahead is dangerous and we need to cover each other's backs..."
15 Highsummer, Bitter Warlock north road, N. M. of D. G. ~ 15 g.
16 Highsummer, W Stables, Tally D.
19 Highsummer, F&H, the marked Cap
Talking as you walk, you're now close enough to the town walls to see that the gates are open, and a couple bored guardsmen seem to be letting folk enter and leave as they please. You can also see that houses have sprung up all about the outsides of the walls, many appearing to lean against the old stone--airships and cannons have made walls obsolete, and they appear to be a remnant of an older time.
Still, while the guards look bored in the flickering gear-light bulbs they are definitely watching the few folk who pass them by.

"Some of those shacks reach quite high, I wonder if we could get past the wall that way. Up on the roof, then over the wall from there? What do you say, fellows?"
The party moves from shadow to shadow, down alley ways, and over garden fences. You quickly traverse the cramped, dirt streets and find yourselves up against the aging wall, houses leaning in on either side of you.
There are many ways to proceed in your climb, some already noted by the musketeers. Which way do you choose?
The stakes are simply--entering unnoticed. Failure means someone has spied the party in their furtive approach, or perhaps the climb is loud and obvious.
One musketeer make a Stealth Trait roll please, and one musketeer make an Athletics Trait roll please! Whomever does which ever first is fine.
Rolls
Athletics* - (1d8+2, 1d6+2, RA)
1d8+2 : (1) + 2 = 3
1d6+2 : (5) + 2 = 7
Looking back at his current companions, "Follow me everyone. Hold firmly and have no doubts.". With that he starts ascending, like water flowing upwards.
Looking carefully where the scout puts hands and feet, he follows after him, knowing that he couldn't choose better holds. Instead, his focus stays on staying hidden, climbing in the dark areas, light-footed and silent like a shadow among shadows...
"Stay hidden, Musketeers," he whispers.
Rolls
Stealth* - (1d8, 1d6, RA)
1d8 : (81) = 9
1d6 : (2) = 2
You're all confident you enter unseen and unheard.
The party touches boot to cobblestone in the back alleyways under the wall interior. The tight-packed, two and three story homes around you are primarily wood and plaster. Dim light flickers from cloudy glass windows.
The breezeless air smells of waste, wood and industry.

If you look to the main streets it's clear many tavern and inn are still open.
"Fellows, let's rest a minute in this dark awning," he says, leading the others out of sight from the street. "I have been thinking. My ruin of a face has been a useful distinguishing mark so far... Not quite now that shadows became our friends and that travelling incognito is what we are forced to do..."
"I think I need a mask. Do you think a leatherworker in this town could create one?... One that at a distance could pass for a normal face?"


"And an improper application could give the appearance of a corpse," she says with a sardonic smile.
"You feel free to carry on our enquiries, though... I would stand out a little too much, accompanying you. Another thing... How are our finances? Something like this might require some coin, for craft... and silence. "

He hitches a thumb at Aloys and Issac. "Besides, last time i went with these two I was stuck like a pig." He smiles in the flickering light from the main street, only half joking.
"But sometimes a person needs to go it alone, I know. It's up to you Sans."
Out on the main street a wagon loaded with clay pots rumbles over the cobbles.
He turns to the others, "Let's split up. Mathis and I will meet you once we manage to find the right craftsman and get something from them. They will no doubt need more than a day to craft the thing. See that gaslight, at the back of those stables? Meet there in two days, at midday?"

"Keep 'em safe," he says to Elaine.
Otherwise, @KingHotTrash,@ctme2000 where do the others head off to?
Rolls
Notice * - (1d6, 1d6, RA)
1d6 : (1) = 1
1d6 : (63) = 9
...and before long you Notice the telltale scent of leather works.

In a brightly lit square, craftsmen go about finishing up their days work.
(+) Additionally, it's clear to you Sans which shop is of the highest quality. While the building isn't as large, or impressive as those around it, there's a fastidiousness to the pieces hanging on display pegs in the windows.
A craftsman sits atop a stool, at a large, heavy workbench, stitching leather pieces together.
"Master craftsman... Do not be alarmed about the sorry sight of my face..." he calls the man, approaching him. "We are foreigneirs, from far South. My friend and I were admiring these refined creations. Never have I set eyes on more finely crafted pieces! Pray tell, are these the fruit of your handywork, Master?
As you approach, the smell of sulfur and resin tickles your nose.

Turning toward Aloys and Elaine, "Thinking it over again, and as much as I'd like a drink right now, given what happened to us last time we tried gathering information at a drinking establishment, maybe we should put a cork on that for now. Aloys, you mentioned a possible ally in Julia Sardou. Was it mentioned where to find her?"
He steps more into the light, so his face is more clearly lit. "I have been searching for a fine artisan to help with my... facial problem.You see, some years back I was unfortunate enough to fall in the gears of some machinery... They pulled me out in time, but..."
He shrugs, "I guess I should be thankful to still have my life... Anyway, I could never find someone who could... Give me a new face, as it were. Some mask of sorts, that could be comfortable to wear and breathe through, but that gave me the appearance of a more... Palatable face. It revealed to be too tricky a task for most... "
He looks at the craftsman, "... but perhaps not for someone of your talent, Master Lorino? "


--"DO NOT smoke in HERE!"


The master craftsmen get up and goes to a shelf in the back of his work area, grabs an item, and walks over to Sans, his workbooks scuffing on the well sanded floor.
He holds out a small doll for Sans to take.
"An Effigy. In my culture, we make them as religious tools--they instruct us in the forms of the gods."
Sans, the item is smooth as skin, and something under the leather, blank face gives the impression of brow ridge, eye sockets, nose and mouth; very realistic.
"Lambskin. Onlynthe softest."
"Yes... your hands are surely the ones I have been looking for..." he whispers, impressed. "Tell me, Master Lorino... what would you require of me? A cast, perhaps? Measurements? And how long?... Look, this is all I have, I will not try to haggle with a man of your artistry. I only hope it is a sufficient token..." he says, understanding that a chance like this might not come his way twice. He puts all their coins on display, causing Mathis to gasp involuntarily.
Maybe the Cogmaker guided my steps to you, Vinicio Lorino...
A cool summer breeze blows into the workroom from wide, open doorway. A golden moment of quiet from the square outside punctuates the moment.

"Who are you, sir, who comes to my workshop so late, asking for what could be my best work, offering me an amount of coin that seems so significant to you."
He motions for Sans to sit in a cushioned leather chair. "I shall lay the leather across your face and make markings for the dimensions," he explains.
"I am a man without a face, and if your best work can give me one... Nothing material I own can repay for it..."
"As far as introductions. .. I will one day come back to you, and tell you my name, when knowing it will not put anyone at risk," he says looking at the craftsman in the eyes, hoping to convey the importance of discretion, "and perhaps properly repay you for your kindness..."



His eyes have taken on a feverish light, and he begins to work with gusto.

She looks at a dirty, smelly puddle as she frowns.
"Your guess is as good as ours where that could be. Lead on Issac."
The others will follow your lead for the moment Issac. Where would you look for an under-board information broker?
"Your offer of the cot to rest the night is much appreciated, Master. My comrade and I will be of no hindrance," he nods in gratitude, moving towards the back of the workshop as instructed, gesturing Mathis to follow.
Once alone with the other Coat, he murmurs, "this arrangement is a stroke of luck. I'd best not be seen around this town, for now... And you can do with the rest, with those nasty scratches on you. You take the cot, friend Mathis," he says, finding a small crate to sit on, resting his back against the wall.
He takes out some of the rations he packed from the airship galley and shares them with Mathis.

"If the captain truly is behind this all. She's going to be coming after us eventually. We are too dangerous left free... or alive."
"How much time do you think we have?"
Rolls
Notice * - (1d4, 1d6, RA)
1d4 : (2) = 2
1d6 : (61) = 7
A town the size of Wichop Crossroads never really sleeps.

With eyes peeled, you walk the cobble streets, passing townsfolk, busy taverns, late night workers. It's an hour or so before you find yourselves on the edge of a district smelling of laundry powders and linen. Between two large warehouses, housing vats of steaming water, is a well lit alley 'guarded' by two large bruisers. Townsfolk come and go from from the alley, the bruisers obviously controlling who gets in.
This is a seedy business if you've ever seen one...
You observe this all from a corner, a safe and sufficient distance away.
How do you all approach? What is the plan Gold Coats?
"Are we... going in there?" She whispers to Issac, eyeing the guards apprehensively. "Maybe I should wait for you here. They probably don't like nobility." No, it is not an excuse, it is a reasonable concern. "Unless you're going to do all the talking..."
He looks at the two burly guards and whispers back to the group "Besides, I'll do all the talking. What can possibly go wrong." and starts heading towards the alleyway entrance.
You pass a few drunk townsfolk stumbling away from the alley, giddy and flush with wine.



Letting loose a grin, "I kid, I kid" and places his rapier in the barrel. Issac steps aside, waiting for Aloys and Elaine to do the same. "Come now friends, let's not keep these gents waiting. The quicker we get through, the quicker we get to party."
Looking back at the bouncers' scars, he blurts out "I've a friend I think you lot might get along with." and chuckles, before catching himself, with a slightly shamed look on his face.
Issac ~ The humor is lost on the bouncers--in fact they look at each other, trying decide, as a team, if they're being mocked or not.

"Stand here," he points at the ground in front of him, "and spread your arms. It's no blades of any sort." If Issac complies the man will begin his pat down.
(Also, did an Advance: increased Vigor.)
Rolls
Academics - (1d8, 1d6, RA)
1d8 : (3) = 3
1d6 : (2) = 2
(Also, did an Advance: increased Vigor.)
We'll make it a Support Roll--success give Issac +1 to the Taunt, or +2 w/ Raise!


Rolls
Taunt - (1d8, 1d6, RA)
1d8 : (5) = 5
1d6 : (3) = 3
Taunt - Free reroll - (1d8, 1d6, RA)
1d8 : (1) = 1
1d6 : (1) = 1
Thievery - (1d4-3, 1d6-3, RA)
1d4-3 : (3) - 3 = 0
1d6-3 : (3) - 3 = 0
Thievery - Benny - (1d4-3, 1d6-3, RA)
1d4-3 : (41) - 3 = 2
1d6-3 : (63) - 3 = 6

"What did you say to me you little rat?!" Spittle flies from his mouth as he shouts. He looks ready to punch you.

He stares dagger at Issac, but turns to Elaine.
Elaine ~

A small queue of embarrassed looking townsfolk is forming at the alley mouth...
Issac walks away, heading toward where they initially stopped at a safe distance to scope out the entrance, and plans his next move.
After a brief hesitation, Elaine takes a few steps into the darkness of the alleyway, trying to focus on curiosity over discomfort. She is indeed curious about what exactly his place is, after all - a black market, perhaps? A den of local criminal element, no doubt, but what kind... Maybe if nothing else, she can find some forgery tools here... Just in case.
A small but heavy door, at the end of the alley, opens for you. As you pass through, you're thrust into another world.
The converted warehouse is one massive open space, high ceilinged, and heavy beamed. The floor is dotted with large, felt covered tables where dozens of folk play overly complicated card games. Servers carry drinks from the massive, blocky bar in the back to the gamblers and scattered about the room. A far corner of the space is occupied by recessed alcoves where blurry eyed townsfolk smoke from long, bone and wood pipes. The air smells of sweet wine, dirty coin, and bitter herbs.
There seems to be no singualr class of people represented here--to your eye there are aristocrats elbow to elbow with laborers and guilds folk; off duty town guards gambling with persons whom you'd assume live outside the law; and farmers sharing drinks with city dwellers, judging by their garb.
Elaine, you'd notice, within the first few moments since you've entered, several "under the table" transactions occur as well.
And of course, cat-eyed toughs, slowly walking through keeping an eye on everything.
There's also a stair in the back that leads up to what was likely once a supervisor's office.

Further investigation (walking round the buildings) could reveal other ways forward...the call is yours!
There is a third option Issac discovers; what is it?
"It's not a bad idea," she murmurs in response to Aloys, completely serious despite his playful tone. "Blending in might prove useful if we are to find this person; I'm not sure I want to risk asking around without prior reconnaissance." Elaine glances at the surrounding tables again, trying to figure out if there is anyone who might seem like Julia Sardou, as well as to see if there is any group with primarily noble presence. She'd feel better dealing with her own ilk, even if they are more likely to be suspicious and pose a problem in the future. Perhaps someone young, wasting their time and losing their parents' money, overly confident and thus easy to fool...
Rolls
Notice: d6 - Roll - (1d6, 1d6, RA)
1d6 : (1) = 1
1d6 : (2) = 2
Despite scanning the crowd thoroughly, you've no idea who this Julia Sardou could be, or if she's even here! But the only cost to your failure is time, of which you have some to burn yet.
As for a group of folk with noble bearing--why yes, there in the center of the floor; a group of young women laughing delightedly as they play cards.

Four laborers begin to roll the kegs through a large, barn door sized entry, clattering over the cobbles.

Issac moves toward the fifth man, in a direct, but non threatening manner. "Hey, buddy. I don't know what kind of operation you're running here, but you look like you're damn near falling asleep. Boss wants me to relieve you, says youre too slow in getting the goods out. These places are poppin' and it's all about getting the customers what they need, asap!"
After a few seconds "What are you still doing here?! Go, go , go!" pointing a finger and waving him to leave.
Rolls
Performance - (1d6, 1d6, RA)
1d6 : (1) = 1
1d6 : (61) = 7

"Wait, the boss...?"
He's a Red Hand enforcer!

He gives an awkward salute and walks toward the mouth of the alley, hunching his shoulders.
Rolls
Performance 7 v Man way under qualified for the position he finds himself in... - (1d6, RA)
(2) = 2
Issac, you can her Vigo and Kurts grunting and dragging things about in a store room.
You also come across an open stairway that leads down to a dark basement, and, finally, a swinging door that sounds like ot leads to the loud, crowded gambling hall.
She nods to Aloys, letting him know her intent in a quick whisper, and then heads straight for the table in the center, leaving her companion to conduct his own investigation for now. Deciding that a straightforward approach might be the best, she then steps right up to the table, loudly coughing to attract the attention of the gamblers. "Excuse me, ladies? Does any of you happen to know someone named Julia Sardou?"
The women look up at you, their laughter tapering off.



Issac, you'd defiantly be able able to pick Elaine and Aloys out in the crowd--they're the two, over there, standing next to the table of young, noble looking women playing an overly complicated card game.
You'd also take in the following scene, much like Elaine did before you:
There seems to be no singular class of people represented here--to your eye there are aristocrats elbow to elbow with laborers and guilds folk; off duty town guards gambling with persons whom you'd assume live outside the law; and farmers sharing drinks with city dwellers, judging by their garb.
Issac, you'd notice, within the first few moments since you've entered, several "under the table" transactions occur as well.
And of course, cat-eyed toughs, slowly walking through keeping an eye on everything.
There's also a stair in the back that leads up to what was likely once a supervisor's office.
"I'd rather not. I know my gambling abilities, and they'll only serve to make me destitute," she snorts. "Not to mention that the only money I have on me is copper, and you seem like high stake players..." Elaine gives it a pause, feigning thinking it over while actually discreetly examining the table, taking note of the cards. "Although if you are willing to take copper, how about a different kind of gambling - a bet? I bet that if you let me watch you play once, I will be able to perfectly replicate your playstyle in the next game. Provided, of course, that the game you choose isn't just luck; hard to have a set playstyle with those."
Folk form nearby tables, or those just milling about, catch wind of this interesting proposal. A gentle murmur ripples through them.

Surely this is a woman who loves to play odds. "I accept. But come now, a copper? Let us bet on what hold value to you--information." She shares looks with her friends.



"Here is what we shall do: my friends and I shall play three hands. Then you shall play three hands. If you can 'replicate' my style, as you say, I shall give you a true answer for each hand you win. But, should you lose all the hands, then you will answer three of my questions."
"Do we have a deal?"
O.K., we'll do it like this. Use Jack-of-all Trades to get a Gambling Trait! We'll also say that the span of time this will take encompasses the "One Hour" as noted in the Edge--so, you can make TWO J-O-A-T rolls here.
Once you're satisfied with your JOAT roll, then go ahead and make your 1 gambling roll. We will count raises as "how many hands" you've won. So the more raises you get the more questions she'll answer! A basic success she will answer one question truly.
Does that seem fair to you?!
The back stair of rough, wooden planks leads up to an equally rough hewn catwalk. The stairs are of a variety that double back on themselves, and a man sits a stool on the small landing.

On the catwalk is a room with a dimmed window, and a heavy door that leads to said room. The light up there is dim.
She listens attentively to the explanation, without a single interruption, then nods sharply. "Alright. While I'm uncertain what information you're looking to win here, considering our rather short acquaintance, I accept your bet." Elaine pauses, then quirks her brow at Diane, the tiniest hint of a challenging smile on her lips. "I do sincerely hope that you are above deliberately losing your plays to sabotage mine."
The musketeer shifts in her seat, straightens her scarf (it is gold, but it's not like only Golden Coats wear golden scarves) and crosses her arms, preparing to watch what is certainly to be an illuminating display of local card game with a strangely thematic to her mission name.
Rolls
Smarts: d10 - Roll - (1d10, 1d6, RA)
1d10 : (8) = 8
1d6 : (2) = 2
Gambling: d6 - Roll - (1d6, 1d6, RA)
1d6 : (5) = 5
1d6 : (61) = 7
The hands are dealt, three to be exact. It's a complicated game. The deck is full of odd but charming cards with names like The Gear Cat and Celestial Alignment. It's also a long game...
Elaine ~
You watch for over an hour as Diane, one after the other, defeats her gambling partners in three games on Tinker's Workshop.
When the time comes to deal you in, incredulous onlookers gather close. The first two hands you play are over relatively fast--Diane coming out ahead. But the last game...
...oh ho. An hour in and the crowd is hushed. Hour and a half and sweat has tracked Diane's perfect makeup.



As the final cards are tuned, the crowd can't help but give a mighty cheer for Elaine. For she's perfectly played and beaten the noble woman. The result of the game: one of the more complex hands of the night has been played. The dealer collects the cards with an appreciative nod, and folk gathered round exchange coin, won and lost, on the side bets they'd made on this wager.

Issac ~
What have you been doing during this time? Or what shall you be doing as Elaine claims her answer?

He is a trusted guard and not easily fooled...it's not too late to back out now, thought he will be rather angry at an attempted tricking...
If you want to commit, make your roll at -2 (we'll say the dim light gives some sauce to your performance), and succeed at a contest (he's gonna be using a well trained die value...)!
Issac, your fate is in your hands.
Rolls
Performance - (1d6-2, 1d6-2, RA)
1d6-2 : (65) - 2 = 9
1d6-2 : (3) - 2 = 1
As you draw closer, the Stair Guard does his best to determine if you're putting him on...

Rolls
Pro Stair Guard Spirit v. TN9 - (1d8, RA)
(5) = 5
Issac watches the guard and his men move toward the front. Once out of sight ... He. Moves.
Stealthily toward the room with the dim light and tries to make out who or what is inside.
hmm, perhaps the question is not who, but what was the man guarding?
He places his hand against the door, and with a slight push it gives. Pressing more firmly it opens with enough passage for him to slink in. With a final look outside to make sure no one is watching, he gently shuts the door.
"Not as fond of observing as of playing?" She quirks her brow at Diane, a slight jab at the woman's sudden claims of boredoms just after losing a wager, and then gestures around them at the patrons of the establishment. "My question remains the same: do you know anything of Julia Sardou? You said the name sounded familiar, and I'd appreciate any information you have of her current location."
Elaine pauses, then clears her throat: "...Unless you want me to word it as a single question?" There is a hint of genuine hesitation in her tone, like she fully expects Diane to require a strictly worded question, like some mysterious djihn from a fairy tale asking for a wish.

"Julia Sardou. Indeed."
Seeing the gambling is over, folks begin to loose interest and drift away, or are pulled back to their own games.
Diane pulls a caped ink pen from he voluminous skirts, as well as a small card. She begins to write an address on the card. "Julia Sardou is the type of woman whom one would rather not have to associate with, but is forced to on occasion." She hands you the card.

Elaine, a slight pressure in your head, like ascending too quickly in an airship...
@FlyingSucculent Make a Smarts roll against TN 5)
Rolls
??? - (1d6, RA)
(5) = 5
??? - (1d8, RA)
(1) = 1
The room is dimly lit from a bank of windows high in the side wall. Illuminated is a large, oak desk covered in sheets of parchment, paper, and an expensive looking ink well & pen. A portrait hangs on the wall behind the desk--it gives you the impression of a fellow of authority, perhaps the vain owner of this room!

A door is in the back of the room--it's heavy with an iron bar locking it from inside the room you're in.
Sans, Mathis gently shakes you awake.

If you follow Mathis out into the main workroom, you'd see the following:

"Amando." Master Lorino turns to you as you enter. He points to an oil painting on the wall, of a young man, in his prime, handsome and full of life. There mask holds a slight resemblance to the painting.
"I must admit a truth. My reasons for helping were not fully selfless. You say you try to live honorably. And something compels me to believe you. I feel you are a quest of importance. Of significance."
"So was my Amando. He wasn't drafted into the Duchy Wars. He went willingly, 'to protect his people' he'd say--those who can't fight, or who shouldn't. I don't know if his cause was honorable, or foolish. But he was a good man. Sincere and strong. So please, take this small resemblance of him back into the world, and be kind and righteous in your dealings."
"There you have it. No charge, please."
His gaze goes from the portrait, to the mask. He steps slowly to the wooden display head. He tentatively extends his hand to touch the magnificent artifact, in which Lorino seems to have infused not only all his mastery of the craft, but also a level of artistry and emotion that only a deep personal involvement can render possible.
His fingers follow the exquisite contours, the detailed stitching, the clever folds creating almost an illusion of life. He admires the ingenious arrangement of the straps, conceived in angle and direction to alleviate the discomfort of the wearer.
When he speaks, his voice cracks with emotion, such is the powerful effect this incredible item has on him. "Master Lorino... this is... this is not a craftsman's item. It is more, like the sculpture of an artist... Or a spell from a master magician... You breathed life into this leather..."
He looks at the man, "Something tells me... this might be your best work... Something you should be remembered by. And you have done it for me, a perfect stranger? I couldn't possibly find adequate repayment for this masterpiece... Not in a lifetime! and you say you don't want to charge for it ?!?..."
He turns again to the mask, and delicately undoes the straps to free it from the wooden head. He puts the mask on with trembling hands, adjusting the straps. The fit couldn't be more perfect, it is as if the mask had been on his face for years, taking the shape of his disfigured features. It is nothing short of miraculous.
Just wearing it, he feels the weight of the hundreds and thousands of looks that rested on his countenance lifted in a single moment.
He turns to face a mirror hung on the workshop wall, and holds his breath. Because staring back at him in the mirror he sees a human face, and no longer a disfigured freak.
The tears he tried to suppress now flow freely, some finding their way through the mask eye sockets, making the masterpiece even more life-like with the tears running on its leathery surface.
"I will wear Amando's face with honor and respect. May my actions always be worthy of his memory," he whispers in a pledge.
"You have my eternal gratitude, Master Lorino. I suspected that much, and now I know for sure: it is the Clockmaker who led my steps to you."

"If there is ever anyway I can help you, you know where to find me."

"Where to my friend," he asks Sans. "How shall we find the others?"
He turns to the others, "Let's split up. Mathis and I will meet you once we manage to find the right craftsman and get something from them. They will no doubt need more than a day to craft the thing. See that gaslight, at the back of those stables? Meet there in two days, at midday?"
He responds to Vinicio's arm shake earnestly. "Master Lorino, I will be back. One day, when I will be at liberty to tell you my name and to properly express my appreciation of your gift. Until then, farewell."
He follows Mathis in the streets, raising his hood without pulling its cord to tighten it, but simply to conceal the mask straps some.
Sans walks, observing the reactions of the passers-by to his new appearance, trying to take the measure of how much he can blend in with Lorino's masterful creation over his ruined features.
He closely rifles over the papers on the desk and through the drawers, seeing if there's anything of interest, perhaps a smoking quill that can clear our name
Isaac's eyes drift back to the portrait, at first examining the drawing of the man to see if he can ascertain who it is, then gently lifting it to look behind and see if there's anything hidden.
Lastly, he goes to the door with the lock, forcing it open with a heavy pull and peeking inside.
She is about to step away, starting to scan the crowd for Aloys so she can announce her new knowledge to him, when the sudden lightheadedness catches her off-guard.
Rolls
Smarts: d10 - Roll - (1d10, 1d6, RA)
1d10 : (7) = 7
1d6 : (2) = 2
Looks like the papers all over the desk are little more than accounts, numbers, and debt records...
You find the door leads to a short, dark hallway. At the end of the hall is spiral stair, that you can safely assume leads to the roof.
As noted, you study the portrait of the man...
And there, the last one you open: it's a letter clearly discussing the kidnapping of one Jonathan Jullien, a junior Gold Coat.
...burn this letter or you will regret it...
You lightheadedness lost for mere seconds, but is enough to cause slight vertigo. Your mental fortitude allows you to quickly regain your composure.
You're left with...an impression?... of someone having attempted to probe your mind, like a shadowing fingers trying to sift through the papers of your brain.

"Elaine, are you alright? What is it?!" He casts suspicious glances round the crowded room. The gathered crowd is now fully dispersed and the noble gambling women are gathering the winnings, chatting amongst themselves, and preparing to retire for the evening.

"I'd never suspect it was a mask, from any distance."
His words prove true, as walking down the cramped streets it's clear to you that none of the townsfolk give you more than a first, passing glance. Certainly nothing in their looks indicate that they're surprised or off put by what they see under your hood, should they look. The early morning folk you pass simply go about their tasks, treating meeting you in the streets as they would any of their neighbors.

He squints at you in the pale morning light. "Do you really have no memory of who you are? Come now, Sans; is that true?" He takes the edge off the question with a companionable smile.
He considers Mathis' question. "When the Acolytes of the Clockmaker found me, nearly dead," he begins, "well... the old me died on the flagstones of that alleyway. The thing they carried to their monastery to heal was an empty husk. My previous self had been killed, and with it all his memories. Had I still possessed a face... I would not recognize it in the mirror... My name, my origins... my family... all gone. "
He looks at his companion as they walk the cobbled streets. "Sometimes I pray that I didn't have a family, before... children. Or a woman. I cannot bear the thought of being alive and not being able to find them, tell them - to end their desperate search, or their mourning... Not being able to put food on their table... or help them." he shakes his head. Clearly, from the tone of his voice, he has gone to this dark place many times before.
smoking quill indeed. Hell, the thing is ablaze.
In the back of the compartment he finds a small leather case that's able to store the rolled up letters, ensconcing it in the small of his back.
He then enters through the heavy door, closing it behind him, and moves towards the spiral staircase.
Rolls
Common Knowledge* - (1d4-2, 1d6-2, RA)
1d4-2 : (2) - 2 = 0
1d6-2 : (5) - 2 = 3

"I must be honest; I'd not thought of that possibility 'til now--that there could be a family waiting..." He trails off for a moment.
"If you were half the man you are, I'd be confident that they'd know you'd only be kept away if it was against your choice. For what it's worth."
Your walking has taken you, unbeknownst to you, rather close to the warehouse gambling den...
The spiral stair takes you up to a hatch that's unlocked. Opening it you'd find yourself on the large, mostly empty rooftop. The sound of cooing pigeons would catch your ear--followed closely by a grating voice, like grinding metal in a hollow tube.

Elaine gets a Benny too, for yet another inventive, off the cuff, imagination injecting use of skill! Such Elaine flavor!
Elaine sighs deeply and straightens up. "Anyway, I got the address of the woman you told us about, as well as a warning to be careful when dealing with her. We should return to Issac and then find Sans, before anything else... unnatural occurs. Hopefully I'm just imagining things, but with how our luck's been lately - probably not."
Aloys walks with you out the front door of the den. The early morning air like a splash of cool water after the crowded, cramped hall.
You pass the two bouncers on your way to the cobblestreet.

He pushes his hand through his messy hair. "I thought it was because we were on a secret mission, so I was sensitive to others. But perhaps you're right. I too wouldn't know the feeling if it bite me on the--oh HEY, there's Mathis!"
Aloys points to the street at the corner of the Gambling hall, where two men walk away from the rising sun, toward you.


"Hey... Mathias." She greets the other musketeer with a wave, then considers if she should add anything. If the hooded man is Sans - and she can't for sure say that he isn't, - then he'd probably be insulted at not being acknowledged. Or would he take it as a compliment? They did go to craft a mask, so it's quite possible to be what's happening - but if it's not, then she'd just make a fool of herself...
Elaine is so preoccupied by this conundrum that she promptly fails to say anything for a whole minute, plenty of time for the two men to approach.
"I present you..."
He pauses for effect, then slowly removes his hood...
"The new visage of Sans Visage!" he concludes with a theatrical flourish.
"It looks very well, Sans," she leans forward to examine the mask more closely, a small smile on her lips at seeing how excited her fellow musketeer is about it. "I wouldn't notice anything amiss. Whoever you found to make it did a great job."
She glanced over her shoulder. "We should probably go and find Issac. He wasn't allowed to come in the bar we picked, so I'm not entirely sure where he is... But I did get the address of Julia Sardou, and we can go and investigate it once we're all together again."

"3 years, 7 months, 12 days, 23 hours, and 15 seconds," they respond with their echo voice. "17 seconds. 18..."
"Anyway, Halt. I am to kill anyone who trespasses on this roof. No one is to break in," they point to the hatch, "via that hatch. I can throw you off the roof. That is explicitly allowed." Their hands begin to bunch into fists. "I am not to let you flee. Sorry."
"Where can Issac be? Still inside, you think? We could try calling..." he cups his hands and lets out a call, looking aroundl "Isss- sac!"
He pauses to listen.
Rolls
Notice * - (1d6, 1d6, RA)
1d6 : (5) = 5
1d6 : (4) = 4

Their shoulders slump with a grating sound. "Since I won't be killing you, I will listen to you instead."
A shout from the street reaches the gears 'ears,' though who knows if human ears are good enough to pick the sound up as well...
Rolls
Notice * - (1d4, 1d6, RA)
1d4 : (2) = 2
1d6 : (1) = 1
Out of habit, he starts stepping into the shade of a nearby doorway to avoid his looks attracting too much attention, then forces himself to stop.
You can stand proud among your peers, now... you lucky bastard, what a gift Master Lorino has bestowed upon you... he thinks with an inner smile.

Pigeons land on their shoulder and coo as they extend their metal hand to shake yours, asking your name in turn.
"The work is fulfilling, even though I've only killed six people." A rusty *screech* as they point past your head, Issac, to the horizon beyond the town. "The view is worth it."
If you turn to look, not only do you see the beautiful purples and reds of the rising sun but you also notice three air-skiffs escorting a larger air-galleon growing on the horizon, headed for the town.
"Ooo," says the gear. "They fly the royal insignia. Must be official business. Or a parade of ships."
So she joins Sans and Mathias in waiting on the street, placing herself next to the former and pulling her cloak tighter around her. It's not the familiar golden one, of course, but the morning is somewhat chilly and it still provides some comfort just by virtue of being warm. Not as much as the scarf, however... The silence is a little awkward though, so after a while Elaine hesitantly speaks up: "What exactly are we going to do when we get to Julia? Do we simply ask her what's going on, what we are pursued for? Or do we word it more... discreetly?"
"Gear, pleasure to meet you. You can call me Issac. Can I perhaps interest you in a proposition? Come work for us. Use your murderous talents where they'll be needed instead of rusting away up here. I can't guarantee the morning views will always be as captivating, but you'll be able to finally use your murderous talents, and in a more positive light no less, instead of rusting away up here."

A grinding sound as they turn their head to look at the hatch. "We did have a handshake deal--no contract was signed." A hollow rumble you can assume is a sigh. "Very well. I will join you. We can climb down over there." They point to the side of the building, where you would have climbed up before, Issac.
As they head down, "Tell me, how did you get to be in the employ of Mr. M. Gerard Heroux?"
Your boots hit the dirt of the alley, your surroundings in shadow; the brightness of the street beckons you.

"He offered me a better place to stand, so I accepted." The two of you exit the alley, stepping onto the cobbled street.
Looking around, quick, would show you the others, huddled together and awaiting your arrival Issac.
She sighs and leans onto the wall near the doorway where Sans almost stepped to hide earlier. "I almost wish I could write to my dad and have it all resolved with the signature person in a high place said so."
With a gesture of his thumb pointing back, "Along with our new friend, I've found some damning evidence we should go over. How did your investigations go?"
Elaine reaches into her pocket to present him the address she acquired, but then pauses her motion halfway in hesitation: "I did discover the directions we needed, but I don't think it is particularly safe to discuss these things in the open, especially now that it's approaching daylight. Should we catch up on the way, to attract less attention?"
Glancing at the sky as they move on, "Not to worry anyone, but there is a fleet of air-skiffs heading this way, escorting a larger air-galleon. I'm sure that won't be troublesome at all." Issac quips.
Sans glances to spot the aerial fleet, but does not see it - then he turns to look at Gear, curious to see what it will respond, and how sophisticated its understanding and speech abilities are.

-
A half hour later and the party finds themselves in a small 'park' beside one of the towns gurgling streams. The garden is walled in by cracked brick, and can easily be crossed in just a few, long strides.
A single, tall tree casts shade from the corner of the enclosure.



The place is obviously safe from prying eyes and eavesdropping.
A mask plays strange tricks on one's mind... Only wore it for a few hours, and already I feel more protected when it is on my face...
He looks across at the clockwork automaton, curious to see if the sudden change in his aspect will confuse it.
"Er... Issac, how can we be sure our metal friend here isn't set to... I don't know, stab us in our sleep? We're taking quite a risk taking it with us... especially in the delicate predicament we're in?..."
Gesturing at the paperwork container, "And let me tell you, I found quite the trove on our enemy, a Mr. M. Gérard Héroux, including a note about the missing junior Gold Coat."


"This philosophizing is making me thirsty.". Issac pulls out his flask, "Gear, which variant are you? The kind that pisses alcohol or oil"?


After answering Issac, the gear turns back to 'staring off.'

He wipes his blade down with a rag, then sheaths it. "Those ships Issac saw could be Captitaine Alarie and any number of lackeys."
Then turning to Issac, "What is it you learned about Jullien, the Gold Coat that the traitor Capitaine sent North?"
"M. Gérard Héroux," she repeats to herself, committing the name to memory while simultaneously trying to remember if she has ever heard it before. "Who exactly is he, Issac? I don't recall having a man with this name as my enemy. Then again, I also didn't expect half of the Gold Coats to be my enemies either..."
"Outside of being a criminal of some note, the man is a mystery to me as well, but he clearly holds a grudge against the Gold Coats." At that, Issac takes out the documents he found in the safe, saving the note about Jullien for last, and hands them to his companions to look over.
"Gear, do you know anything of monseur Héroux or the Gold Coat Jullien? Perhaps their whereabouts?"

"If I cared for gambling, I'd put money on Heroux only caring about wealth. If it makes you feel better, it's likely your brother's kidnapper and / or murder is not personal to him. I know nothing about Jullien's whereabouts, unfortunately for him."

"Guilds have warehouses, chapter houses, and the like," he offers.
He addresses Gear directly, "How well do you know this town, my Philosophe Mecanique? Have you heard of the Dyers Guild, and where they operate from? Perhaps your former employer asked you to escort him there, in the past?"

"I enjoy all the questions I'm getting, and wish I could be of more useful. I'm sorry I did not get to kill anyone in more helpful places during my time as a crime lords sentry." If a voice could frown, Gear's would be.
He looks at Gear. "I want you to take a good look at us, my metal friend. I don't know how you would do it, but... remember our faces, our clothing. We are NOT the ones to kill, agreed?"
Then he turns to his comrades, "Now... My guess is... the Dyers will need the running water of a stream or river, for their trade. And a river is harder to hide than a warehouse, don't you think?"
He stands up, "we find a river, and it might lead us to this mysterious Guild..."
She grimaces, belatedly realizing how her lack of desire to look for Jullien might seem. "Not that I don't think we should avoid them altogether, of course. But we have the address of that informant woman, right? She might be able to tell us where they operate, not to mention generally shine some light on the situation. I have to admit, I still don't entirely understand what is happening here; or how we are connected to it, aside from being the ones to learn of the Captaine's deal. But hunting us down seemed like an overreaction..." She almost pouts at the last sentence.



So....what does Elaine see when they arrive? What does the building look like to the musketeers? Anything unique about it?!
Cutlers Row turns out to be a high class street, glaringly so - the houses are sturdier and richly decorated, the pavement is clear of any trash, there are even pots with flowers and a small fountain surrounded by elegant metal benches, its water relatively clean and shining in the morning sun. It might not be as impressive as the streets of the capital, but for Wichop Crossroads this street seems like the height of luxury, and fancy sighs of antique shops, jewelry stores and mechanic workshops pepper the houses.
The building Julia Sardou is supposedly located in is a tall green house with a stained glass window, behind which one might see space with a vaguely office-like feeling to it: a large room lined with bookcases and kitschy red sofas. A large bronze sign hangs above its heavy door, indicating it to be Malet & Magnier Money Lenders & Investors in a font so cursive it's actually slightly hard to read. It looks well-maintained, so certainly the company doesn't lack in funds - or at least have enough of them to project wealth to attract potential partners.
...And it certainly doesn't look like a place either of the musketeers (or the gear) would visit on their own.
He looks at the others, "Hmm... I suddenly feel a little underdressed for the occasion... maybe whoever goes in there could bring Gear as a bodyguard... surely it would bring credibility to someone impersonating a rich patron visiting this establishment."

"Ah, no offense," he says, remember Sans' scars and Elaine's missing eye compared to his rugged good looks. "Anyway, who's going to be going in...?"

"Well... You are the better-spoken among us, and seem to have a way with the upper classes..." he leaves the suggestion hanging.
"Maybe the two of you could make a splendid double act?" he offers, addressing both Issac and Elaine.
"Are you sure this is a good idea? Sending me?" Elaine visibly shudders at the thought of having to actually put in an effort beyond a simple game of cards. Or perhaps it's because of the fancy house, which despite her noble roots is still somewhat intimidating? It's probably both. "I wouldn't even know what to say to this Julia, even if we meet her. And it's not like we have a reason to just come in and ask for a meeting..."
She leaves her scarf alone, then sighs and looks back at the house. "...I guess if we go together we can at least give each other more time to bluff if needed. But what about you three? Are you going to simply wait outside? Or-" Elaine glances at the trees next to the house. "Or do what Issac did earlier? Investigate?"
Looking over the lovely building, "We can say we're scouting locations for our next play, and came across this exquisite building. Perhaps Julia can be persuaded to give us a tour?
While distracted with our charade, Sans and Aloys, mayhap you can do some investigating as Elaine mentioned."

"Pleased to meet you Monsieur Esparanzo," he grins. "And you, mademoiselle Cordisar," he says with a bow over Elaine's hand.
"Mathis and I will follow Sans' lead out here."

Second, if no objections we'll roll with this and transition to...
...the front door of the stainglass building opens with a creak.

"Appointment only, I'm afraid. We're not expecting anyone today, so no solicitations thank you very much," he says with confidence in his voice. Confidence that speaks to an above average spirit.
Where do we find Aloys, Mathis and Sans?
"Let's wait here, we need to ensure they gain access first, for the diversion to begin. Then... it's sneaking time..."
He stops suddenly, turns, and heads back to the valet, putting an arm around the man's shoulder, "Look about you monseur! What do you see?" Not waiting for an answer, "I see the perfect location for our new play, coming this Fall, 'An Imperfect Conspiracy', holding his hands out to display the title as if on a marquee. Arm back on the man's shoulder, leading him further in to the lobby, "Thrills, chills, action, humour! Your establishment will be as famous as the ones from The Lighting and Psychotic!"
His excited tone tempered slightly to a more businesslike one, "Quickly, we must speak to the proprietor of the establishment, Lady Julia I was told?" looking at Elaine for her to confirm.

"It sounds like that could be a lot of hustle and bustle to endure, and I'm sure my master would be quiet disturbed by all the noise and movement..."
He looks, hard, for money in your words and appearace, glancing over Elaine and the gear as well.
He gets in close to the valet's face, eye to eye, "But more importantly, I am known for making those who work with me quite profitable afterword. Think of me as the Guillermo Ferrari of theatre, minus the eccentricity."

He squints at the party one more time. "Very well...follow me. But don't touch anything."
*
The valet leads you through the building, the stain glass casting colored prisms on the lightly stained wood. You arrive at a small, spartan office. A woman sits at a desk, working from a ledger.
The valet introducers you all to her.

She is obviously less believing than her servant, and like to test her spirit against anything that rings as a lie to her ears.
He sets off followed by the others, pretending to be a casual passer by, but reconnoitering the perimeter of the fancy building in search of an alternate way in.
He looks for basement windows, loading trapdoors, service doors, or even guttering to climb to a higher window.
Issac leans back "I'm quick, in and out, this will take at most a few days. We need some exterior shots, a few interior shots, we'll take care of lighting, setwork, teardown and cleanup after. We can provide food and drink, non-alcoholic, for your people while here, as a courtesy."
Giving a genuine smile, "That's my pitch, as they say. I can get the paperwork soon. Do you agree?"
A thorough walk around finds no discernable entrance to a basement, but there is a back door that's accessible from a small garden. There is also a solid looking drainpipe that leads all the way up to steep roof, passing three floors of windows on its climb.


Picking the well made lock is done at -2 (negated by lockpicks), and The Stakes being that failure confirms it's beyond parties ability to pick.

"Of course, I'll need to see the paperwork as soon as possible, as I don't intend to be in town in even two days hence."
He tries the sturdiness of the gutter, then begins his climb, taking his time at each foothold..."Wish me luck, comrades..."
Rolls
Athletics* -1 - (1d8-1, 1d6-1, RA)
1d8-1 : (6) - 1 = 5
1d6-1 : (2) - 1 = 1
"Now, Ignacio, we haven't even seen the whole place yet! You're being way too quick to proposition, like always," she finally decides to interject, flipping her hair (on the left side) over her shoulder. "You remember that the shadows must have this exact shade of crimson in the final scene? Not to mention that we need to check the roof for the trapeze setup, as well as ensure that there is space for five different light sources to be in the scene... And the building history, of course!" Elaine stares at Julia. "I'm sure you can free few minutes of your time to show us around. And always working is horrible for the blood pressure, dear, it will do you some good to take a break from paperwork. This level of illumination can't be healthy for your eyes."
It's a stuffy affair, cluttered with shelves, casks, and chests. Peering in would net Sans a curious sight: a beam of sunlight from the window lands directly on a coat that's been folded over a chest at one side of the room. A very specific, and easily distinguishable Gold Coat...

"Very well," she states. She stands and moves out from behind her desk, addressing Elaine and Issac as she goes. "I don't have much time. Let's be quick about this, and then I'm sorry I'll need to see you out right after."
She heads to the doorway and awaits the parties decision--will they follow?
He looks for a way to open the window in question and to gain access.
Rolls
Thievery - (1d6, 1d6, RA)
1d6 : (5) = 5
1d6 : (1) = 1
With a flourish of his hand toward the exit, and a slight bow, "Ms. Julia, please lead the way?"
Other than the Gold Coat, there is not much of interest to be discovered--it appears to be more storage than anything else. If Sans was to look under the lapel panel inside the coat he'd find the secret only know to those of the order--the initials and insignia of the member who was given the coat. In this case Jonathan Jullien, the missing musketeer.
Sans would also be able to hear...
Downstairs Julia leads Elaine, Issac, and The Gear through a sitting room, past a small kitchen, and by a lavish dinning hall that's beside a staircase that winds upward.

She smiles, big and fake, hoping the quick tour was enough to satisfy the group.
He walks over to and starts going up the staircase, "And up here, my dear? We must see it all, and your clients will never hear a peep. In fact, the background...ambiance...might even play into the show's favor."
"What have you done with him? Where is Jonathan Julien??" he bellows furiously, raising the Gold Cape high for the woman to see. "Speak now, Julia Sardou, I command you in the name of Queen Isbel!!" he unsheaths the Judge, his trusted rapier, and points it at the woman!


She calculates her response...
Rolls
Intimidation+2 - (1d4+2, 1d6+2, RA)
1d4+2 : (3) + 2 = 5
1d6+2 : (3) + 2 = 5

"That's right: he uncovered your vile scheme's and we both suffered for it..."
Rolls
Julia's Average Spirit (her strength is her intellect) - (1d6, RA)
(3) = 3
"What?! You are mistaken. We are fighting a vile scheme, not part of it! What is your relation with the Dyers' Guild? We have proof Jullien was sent here on a false mission, to be delivered in their hands. Were you the one to facilitate this act? Speak, woman!"
As Julia Sardou screams back at Sans, Elaine leans towards Gear and whispers to him quietly: "Go find the valet and make sure he doesn't get an idea to leave the house and alert the town guards. Just keep him inside the house, as well as anyone else who might be here, please."


She turns to Sans and his extended blade. "Of course I had no part in delivering him into anyone's hands," she spits. "I would give my life for Julien; but not pointlessly--which is why I plan to flee this town before this conspiracy turns its gaze on me."
"I've little relation to the Dyer's Guild at all. I've brokered information to them in the past, but until now they've mostly been harmless folk who kept to themselves."
"But someone has been radicalizing them. Pumping their purses with coin to finance their actions and pumping their heads with big ideals of rebellion and just deserts."
"If, as you say, you care for Jonathan, then we might have the same goal. I want to find him, and rescue him if it isn't too late. Why do you have his Gold Coat? Was he here? And who is this shadowy instigator of the Dyers Guild?"
Sans looks for signs that might betray a bluff, in the woman's demeanour.
Rolls
Notice * - (1d6, 1d6, RA)
1d6 : (3) = 3
1d6 : (4) = 4

A single tear rolls down her cheek but she wipes it away as fast as it appears. "I know not who is instigating the guild, nor what they've promised them..."
She looks stubborn but sad as she waits to see if there are more questions.


"I am keeping him in the house my lady. I've found no one else."
"Did Julien tell tell you about his mission, what he was planning to do? I'm sure you have tried looking for him before, but perhaps we will have more success since we are closer to a different side of the conflict. Or were closer, at least." Elaine pauses, then adds thoughtfully: "You thought that we were assassins of Her Majesty, specifically. Do you have any reason to believe that she is actually behind this whole scheme, and it's not merely someone from her court?"

"I do have a contact--someone who I'd meet with when the guild wanted to buy information on possible competitors: Paul Trouvé. He's a resident of this town. We'd often meet at a warehouse down by the river."
She looks to Elaine next and responds to her enquiries:
"He was planning on confronting those he believed were taking foreign coin in a conspiracy against our duchy. He went out that night to meet with some contacts (known criminals) who'd lead him to the people he suspected of the conspiracy. He assured me he could 'handle' the thugs should something go wrong..."
"As for my words about assassins -- I have no reason to believe the queen in involved... But Jon--Julien-- was working on someone's orders, and I think he was set up. And you Gold Coats are supposed to answer to only a select few, including the queen..."
"As for looking for him, I'm fairly certain I know where they took--"
The front door burst open with a bang!

"I was stunned, on the ground, for a good minute, but I'd wager I saw him heading for the sky docks..."
He looks at the scene on the stairs sheepishly. "Good. I didn't blow your cover..."
"What?!? Is there anyone who isn't in the pocket of these conspirators?!" he exclaims in frustration, feeling hurt at the betrayal of someone he considered a friend.
He lowers the rapier and reluctantly gives Julien's coat to Julia, adding an apologetic, mumbled half-promise " Here. If Jonathan is alive, we will try to rescue him from this nest of traitors... Tell us, where do you think they took him? "
He then hastily adds for the others, "We must try stopping Mathis, before the whole town knows who and why we are here! Time to split up? " he asks his allies, one foot already on the descending steps leading out.


He looks at the others. " Maybe a little scouting is in order... We check the place, observe it for a bit... "
And turning to Julia, " Our visit here might have put you at risk too. What if we left you our brave Gear as a bodyguard? That's what he does best... "

"If I understand correctly, Mlle Julia is at least some form of criminal," they ask. "That would, hopefully,
give me plenty of opportunity to break bones and toss people around..."

"We'll head for the North Gate," she says to Sans. "I plan to be out of this place before nightfall."
"Please, rescue Jon if you can... and tell him I had for 'The Lodge'. He will know what, and where, that is."

"If its dock is hidden, is there a way to recognize which warehouse is the correct one?" She asks Julia, then adds to explain her own question: "I mean, there can be more than one warehouse. Just making sure we don't break in somewhere perfectly law-abiding."

"There are; good question. The pillars of this particular wharf are marked, in a way. From south to north they are tallest, shortest, taller, shorter, taller, taller, shorter. A low boat can drift between the third and fourth pillars, under the public dock, and it'd find itself in a secret warehouse harbor."
This conversation has been taking place as the group walked to the top of the street, where the towns main thoroughfare is met. Common folk go to-and-fro, townsfolk about their business--so the party is still ahead of any pursuit.


The wind blows a few loose leaves of paper down the cobbles.
Their insignia and uniforms well concealed, they wander towards the docks acting like a group of revellers, jolly after a few drinks too many.
The wooden structures become taller as they approach the waterfront. Less aesthetic, more pragmatic. Ornate peaked roofs leaving place to slanted , boxy builds with winches and sliding gates.
The area is not as well lit as the downtown streets.
They wander on piers and walkways, until they locate what they need.
"What do you think? That should do nicely, I reckon..." he whispers to the others, pointing at a row boat moored to a wooden jetty, floating on the river's dark waters.
Leaving a Notice roll to see if someone is watching the waterfront. The plan would be to.steal the boat unseen
Rolls
Notice * - (1d6, 1d6, RA)
1d6 : (2) = 2
1d6 : (5) = 5
She trails off, leaning over to stare at the water again. "...Also, I am bad at swimming. Just wanted to let you know."
He hurries toward the boat at a fast clip, and starts unwrapping the anchoring rope from the dock.