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I raised aloft my blessed sword
Lucette faces Plot
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Lucette hurts. 

It hurts enough to be more distressing than her complete disorientation, and that's saying something. She has no idea how she got here, how she was hurt, what happened--

She's on a stretcher, she thinks. She's being jostled enough. Someone found her--but found her where? She doesn't often stray beyond the walls of the city. What happened to her?

One of the people carrying the stretcher--or--maybe someone else--is calling for a healer. If she's somewhere there's a healer, that's good. 

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There is a sharp intake of breath. "Miss Wex?" 

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Oh come on, isn't her situation already annoying enough!?

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"Somebody get Terendelev!" Hulrun barks, before laying a hand on her collarbone near the wound in her chest and casting a Cure. 

(Obviously he did a cursory check for her identity first. Faint aura of Good, no aura of Law or Chaos, it matches what he would expect if this is, in fact, Lucette Wex. He's immediately moving on to more rigorous means of verification, of course, not assuming that's good enough--)

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Terendelev does not take long to show up. 

The first thing she does is cast Heal, in what seems like the longest standard action of her life. It...doesn't erase all of the damage, she can see that, but it stops the bleeding and closes the wound, which is--enough to be going on with, for the moment, even if the lack of complete eradication does not sit well with her. 

The next thing she does is drop to her knees and take her daughter's hands. "Lucette. What happened?" 

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Lucette pushes herself half-upright, her other hand coming to cover the place on her chest that doesn't hurt anymore. "I don't know. I don't remember. I...the last thing I recall...I think I was walking home from the temple of Shelyn..." The Shelynites run a soup kitchen for Kenabres's poor, and Lucette had been helping. 

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Terendelev frowns. "Whoever it was that took you, they made sure to do it while your Mama and I were out of town. We came back as soon as we heard, but nobody was quick to decide it was worth a Sending--we hadn't begun searching for you in earnest yet, and you've been missing several days."

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"Well, that's not good, but I don't know what it means..." 

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"Neither do I. Nor do I know what caused that wound...I have not healed it entirely. For the moment, it is closed, yet...I can sense that it remains, beneath the surface, waiting to re-emerge." 

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Well. That's ominous. Lucette would like a hug about it, please. 

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Of course. Hug. 

 

Terendelev looks up and frowns. "Does anybody see what happened to the men who brought her in?" 

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Hulrun frowns and looks around. When he doesn't see anything, he barks orders for some of his junior inquisitors to try to find them. 

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"I don't necessarily suspect them of anything, but I want them to show me where they found her, so I can look for evidence there." 

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Hulrun nods grimly. Not that he's as optimistic as Terendelev about the innocence of the men in question, but either way they ought to be found, and it probably won't hurt anything to give Terendelev first crack at them. 

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"Lucette." 

Lavinia took longer than Terendelev to show up, for reasons including but not limited to "she wasn't the one being yelled for" and "is not, in fact, a Fucking Dragon," but she's here now. 

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More hug. 

"Hi, Mama, I'm," she can't say fine, she can't assume the incompletely healed wound won't come up, "not sure what happened to me, but at least now we know where I am." 

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Knowing where Lucette is is so important after she was mysteriously kidnapped!!! Soooo much hug. 

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Hug hug...hug?

...Is it just Lucette or is that more bugs than usual. 

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A colossal figure appears in the air just above them.

It is wreathed in bugs, obscured by them, surrounded by satellite swarms that look briefly like wings or arms or extra heads or nothing that makes sense. Perhaps it is made out of bugs all the way through. They make a horrible droning noise, loud enough to drown all conversation.

The only thing clearly visible is an enormous bone-white scythe, poised over their heads -

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Oh fuck no.

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Oh absolutely the hell not. 

"DESKARI! LEAVE MY CITY."

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The implacable scythe flashes down, almost faster than the eye can see, again and again and again and again -

And Terendelev's severed head rolls on the flagstones, away from her body and into the swarms of hungry locusts.

"BEHOLD, IOMEDAE. BEHOLD, MY DESTRUCTION OF THE LAST VESTIGES OF YOUR INHERITANCE."

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Everything seems to happen at once.

People start frantically running away in every direction, towards the Cathedral or the church or the lower city. Several dozen demons take this as their cue to drop their disguises and attack the closest mortals who don't look too dangerous.

The inquisitors, paladins, clerics, soldiers, and assorted adventurers present for the festival attack the closest demons. Other humans are fighting on the demons' side; it's unclear whether they are also demons in disguise.

Pandemonium reigns.

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No--

Nonononononono--

"Mum!" Lucette screams, anguished, lunging forwards--

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Lavinia grabs her and shoves her in the other direction. 

"Get to safety," she hisses, and then runs forwards. Not to fight Deskari, she's not an idiot, but if she can get to Terendelev's body--

She reaches it, managing to stay out of Deskari's notice until she gets there. 

She lays a hand on the side of her wife's dead body and they both disappear in a flash of light. 

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The only upside to the presence of many lesser demons is that very few people commit suicide-by-Deskari in order to test the possibility that it's all very intricate illusion. Nevertheless, someone in the crowd takes a potshot at him with a crossbow.

Impossibly, it hits.

There is a horrible rasping sound, which overwhelms and disorients anyone standing too close, and then Deskari turns and growls - A GNAT SNAPS ITS JAWS AT THE LORD OF LOCUSTS -

He strikes down at the ground with his scythe and it splits open, a chasm that runs through half the city, toppling walls and houses.

It passes under the crowd, sending many plunging to their death. It passes under St Clyde's Cathedral and brings it down on those who sought refuge inside. 

And it passes under Lucette.

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Ordinarily falling is much less of a problem for Lucette than for most people. 

And it still is less of a problem. But not none; she fails a reflex save to take to the air before the crack opens under her, and once in the chasm, her ability to actually maneuver her wings is sufficient to ensure her survival but not enough to properly ascend. 

Tight spaces: the bane of everyone who flies with wings instead of magic. 

Ow. 

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She picks herself up off the ground. It's dark, the way lit by sparse beams of light trickling down through the gap in the earth, and also by bioluminescent fungi! Hoo...ray. Lucette picks herself up VERY CRANKILY and stalks down the cavern, looking for...anything helpful. 

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The crevice doesn't run in a straight line down here. The mostly-even floor and the fungi make it likely this was a preexisting cave of some kind before Deskari broke through, but the path keeps turning so it's impossible to see very far ahead. The bodies of people who had no wings to arrest their fall lie dead along the way.

After a few hundred feet, she'll find two who are are still alive. One woman is pinned under a rockfall, and another is trying to lever the rocks off her without making matters even worse. Lucette will probably recognize at least one of them.

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"Miss Wex! I'm glad to see you survived the fall; my legs were not so fortunate. Could you give us a hand?"

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"Of course!" 

Half-dragons have a racial strength bonus of +8. Between Lucette and the other woman, it isn't hard to shift the heavy rocks. 

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Really, the problem she was afraid of was more to do with balancing things! But all's well that ends well.

"Thank you! I'm Seelah, paladin of Iomedae. You know Anevia?" Seelah doesn't know Anevia very well herself, but one can't work with Irabeth without getting to know both.

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...Lucette flexes her wings a bit. 

"I'm Terendelev's daughter. I know everyone important in Kenabres. And Anevia is pretty important, she's--" she's not going to say spymaster to this woman that is not how opsec "--part of the Eagle Watch, and married to the head of the Eagle Watch, and they and my parents are why Iomedaeans and/or Crusaders who want to marry other women keep coming to Kenabres for the purpose." 

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She saw the wings, but didn't realize what they meant! Terendelev's daughter, that's incredible - she stops herself from saying just in time, given what she saw of Terendelev before falling down.

"I know, I've met her before! Uh, not because I want to marry another woman, I'm... not sure how that works?" Put this down firmly under 'things too complex for Seelah to understand while the city is burning'. "I'm a paladin and I haven't joined any order yet, so I've been staying with the Eagle Watch and helping Irabeth with her work." 

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Anevia drags herself up, helped by Seelah and the wall. "I probably have a broken leg," she announces, "but I can limp along with someone's help and shoot at things while standing still." Ouch. Why didn't her bow break instead of her leg, that's not fair.

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"Well, in my parents' case, it works by...dragon." She gestures to herself. Nobody has ever made the claim that her parents were doing some silly not-marriage thing, not when...the marriage had in fact produced a child. "Other people do other things, but like, I understand Alter Self is sometimes involved. I don't know exactly what happened while I was kidnapped but right now I have all my spells, I can heal your leg." 

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She totally understands how her parents had a child ("by dragon" can answer pretty much any question starting with 'how'), just not the marriage bit! But she's a foreigner unused to local customs and more importantly there's still a demon invasion, so Seelah tries her best to forget about the whole subject for now.

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"Thanks! I'll make sure to pay it forward." Anevia sits back down and carefully makes sure her broken bones are set straight enough to be healed.

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Is one Cure Light Wounds going to do it or does she need another. 

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One's enough to walk on but she'll have to be careful not to run or trip or jump in a way that stresses her leg too much. "Better conserve the rest of your spells, until we know what we're in for."

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Seelah eyes the crevasse overhead. "I don't think I could climb that even without my armor. If the city ends up safe someone will probably lower a rope eventually, I just wish I could help them up there!"

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"I can't fly in that," Lucette agrees grimly, "I could spread my wings enough to slow my fall, but not enough to actually get any lift. It might be wider at other points, if this tunnel system is extensive enough to go under more of the crack."

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After a few more bends of the tunnel, they come upon two more people. A young woman, dressed in an expensive-looking coat that seems to double as light armor, is crouching over a man's body with a rapier in her hand.

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"Miss Camellia?" Anevia makes it her business to know about everyone in this city, especially the people it's none of her business to know anything about. "I'm Anevia Tirabade; these are Miss Lucette Wex and the paladin Seelah."

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The woman rises smoothly and puts away her rapier. "I am glad to meet you! I tried to help this poor man, but his wounds were too grievous."

The body at her feet is savaged and torn, perhaps by demons before he fell down.

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Anevia looks at his face closely. "I... think this was Aravashnial. A local wizard."

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Lucette vaguely recognizes Camellia, but wouldn't have been able to put a name to the face. 

Aravashnial she recognizes more clearly. She had spoken to him at length about her mama's treatises on Hell and the Abyss...

She crouches beside him and gently slides his eyes closed. It's all she can do, right now. 

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"You should come with us! We're looking for a way out, and there's safety in numbers."

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"I would be honoured to join such distinguished company." Camellia has a somewhat cold affect, but it's hard to tell whether she's being cold or sarcastic or, conversely, taking refuge behind a veneer of politeness to avoid dwelling on the situation.

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The cave-system with the weirdly even-floored tunnels leads further underground; the fissure is no longer overhead. There is still a little light, coming from glowing crystals and mushrooms, but it's barely enough to see by and mostly serves to set the mood.

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Lucette draws her sword and Lights it. 

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They can see a pair of giant (*) centipedes in the distance! And the centipedes see them, and rush towards them with a patter of tiny feet and an eager clacking of mandibles.

 

(*) Technically these are merely large centipedes, but 'large centipedes' don't sound nearly scary enough to describe horse-sized venomous arthropods.

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Yeah, no, she and Seelah together are not going to have any trouble swording the centipedes. 

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Camellia can help sword things!

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"I wonder what else lives down here? What do these things eat when people don't fall down from the sky?"

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"Mushrooms? Things that eat mushrooms?"

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"They ought to stick to mushrooms and not attack people!" This is maybe not a very reasonable complaint. "They don't seem very dangerous, as long as we don't get ambushed."

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The caverns go on for a long time, twisting and turning and branching; they might not be strictly underneath the city anymore. There are more centipedes, as well as giant spiders and lizards, but nothing that presents a real danger to a prepared party.

Eventually they can see torchlight ahead, and hear faint voices.

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("You could say the same of wolves and bears," she points out to Seelah.)

Voices! More people who fell through the crack?

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(Wolves don't eat mushrooms all year and then attack the first people they've seen in their lives! Maybe bears do that?)

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"...leave until we find it! It has to be here somewhere!"

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"Even if you find it you can't wield it!" Both voices sound frustrated.

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"I don't need to wield it, just get it back to the tribe! I'll carry it in my teeth if I have to!"

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"Yes, that is fitting for your mad adventure! To rally people who can't fight, bring them a sword they can't use!" 

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What the--

Lucette steps forward. "Hello?"

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It's relatively rare to meet people from other tribes in the tunnels, because each tribe keeps to their own territory, but the hall of relics is owned in common by all of of them. 

And - are those wingsIf this mongrel can actually fly Lann will be so jealous. She has a glowing sword instead of a torch, too; he hadn't heard of anything like that going around.

"Hello! We're Lann and Wenduag, of Sull's tribe. The hall partly collapsed; we're looking for the angel Lariel's sword." Taking anything away from the hall of relics to one tribe is normally forbidden, and only justified in this case because it'll be used to rally and unite all mongrels. Lann hoped not to have to defend this decision before getting Sull's backing but it would, in fact, be completely fair for the stranger to disagree at first... ugh.

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"I'm Lucette Wex, of...Kenabres. Do you live down here?"

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"You're a surfacer? How'd you get down here - what's happening in the city? There was an earthquake..." 

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"Yes, we live here," the other person says, stepping more fully into the light. She looks like a blue cat-woman with spider legs growing out of her back, and possibly even more cool and exciting body parts hidden by her hooded cloak. "For many generations, since our ancestors in the first crusade were driven down here. Surfacers don't like to remember us 'neathers, but we remember you."

"- Lann, there's more of them." She grips her bow warily.

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"There have always been stories about weird-looking people who live under Kenabres... but every time we investigated we found demons, or tieflings, or someone else who came from above. Not an actual underground city!"

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"An underground city? You do us too much credit; I saw Kenabres as a child, and we have only tiny villages to compare. But yes, that's us" - he bows - "the underground crusaders, at your service. The people up above call us mongrels."

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"We call ourselves neathers. Have some self-respect, Lann!" This has the sound of an old argument.

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"...I'm half-dragon," she says, since, okay, she can see how these people would categorize her with them and not, uh, the people she's with. "And," flinch, "what's happened to the city was Deskari." To the city and also to Terendelev. 

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"You mean Deskari himself? That means we have to hurry, to rally the tribes to go up!"

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"You idiot! Deskari himself means we have to hurry to find a deeper hole to hide in! If you want to be personally killed by a demon lord, leave the tribe out of it!" 

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"I mean, one, yes, please do not attempt to fight Deskari," deep breath, "my mother, Terendelev, tried to fight him and died in one round. But on the other hand I don't know how long Deskari can stay on this plane but it can't be too long. by the time we," she gestures to the group of surfacers in general, "get back to the surface I expect him to be gone." 

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"Terendelev is... the dragon of Kenabres, right? Or was - I'm sorry for your loss."

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Wenduag is more concerned with practicalities. "You really had a dragon mother? I don't have a spider mother. Does that mean your siblings all look the same?" And does it mean Lucette will live and grow stronger forever, like dragons in the stories?

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"I don't have any siblings but if I did they would look like me. Technically you could say she was my father--both of my parents are women, but it was my human mother who carried me, dragons being able to take on any shape they want." 

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"Dragons must be very strong, if they can choose any shape and what they choose to be is dragons." She is approving, and respectful.

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"Sorry to interrupt, but we're actually in a hurry here! Some stupid kids went into the Shield Maze, because they thought the earthquake is some kind of sign for them to go crusade up on the surface. The Maze is - supposed to lead to the city, but it's very dangerous and no-one has actually made it through in living memory; there are other ways up but they take days of walking, both ways. Wenduag and I are the two best hunters in the tribe but Chief Sull forbade us from going after them, because it's too risky."

"But we could make it if everyone went. So I want to rally the whole tribe, all the tribes, to finally return to the surface. If the demons are attacking Kenabres, that's even more important! The Chief says we're 'underground crusaders', but he also says the time isn't right and we should wait and wait forever until there's a sign. Deskari attacking Kenabres has to be that sign; if we're not going to help now, then what are we waiting for?"

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"What Lann isn't telling you is that he was raised on the surface as a child. He always wanted to go back and he's looking for a way to convince the rest of us to abandon everything we know."

"Most people in the tribe are fishers, craftsmen, the young and the old who can't even defend themselves in the tunnels. The weak and deformed, because being born with these bodies makes us strong hunters by comparison with the rest. They'd be massacred in the Maze. And for what? The people of Kenabres drove our ancestors underground. They drove Lann and his father back underground -"

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"They did not! My father chose to go back!"

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"Because there was no future for you among humans!"

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"And that's why the whole tribe needs to go up this time!" Lann looks deeply frustrated.

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"...I feel like where you guys live is sort of up to you but rescuing children is good?"

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"When I was young and foolish, I went into the Maze with my friends. I'm the only one who made it back out alive. There were traps and monsters, and we thought we could handle those, but then there was - a darkness. Something took us, one by one in the darkness and the silence, and left only screams and blood. We couldn't fight it and we couldn't flee and -" She looks away.

"I went back a few times since. Trying to explore, to map it. It changes over time. Once or twice I saw humans, so it must lead to the surface... but I never made it that far."

"I can sneak when I'm alone." She flexes her spider-legs in demonstration. "A large group would have to fight, and the noise would attract more enemies. I'd lead a fighting party to find the kids, but Chief Sull forbade it. But I will not be part of Lann's mad idea to bring the whole tribe."

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"You will if the Chief agrees to do it."

"This hall is where we keep the remaining relics of our ancestors, the first crusaders. The earthquake broke all the plinths and plaques... it's normally very well organized." Why is he apologising to the surfacers about the state of his culture's heirlooms. "One of them is an angel's sword, and - if I could find it and bring it back, it would be a symbol to rally around. And a sign, because no mongrel can grasp it. It burns us." Realistically, if it didn't, it'd be killing lizards somewhere in the tunnels, not sitting unused on display. "But I want to try - I have to try, because if I, if one of us can grasp it now, that would be an obvious sign from Heaven."

"But I can't find it, in all the rubble." He is so deeply frustrated about this.

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"Uh, not that I don't think angel swords sound cool, but whether Wenduag will do the thing seems kind of secondary to whether it's a good idea?"

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"If the Maze leads to the city then we need to go through it, we can't afford days of going around. Unless we don't expect to make it. And then we can rescue your kids on the way. An angel sword sounds incredible, maybe you can - loan it to one of us while we're rescuing the kids?" They're both armed with bows, while Seelah's party has at least two proficient sword-users.

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"Maybe Chief Sull will let us go after the kids if we're with you. But bringing the sword would still help convince him."

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"That makes sense."

It would be really neat if she had Detect Magic but oh well. She can move rubble around, that's still helpful. 

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That's pretty much what he's been doing! But many hands make light work, and they can cover the whole room fairly quickly.

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It is in fact Lucette who stumbles on it first: a swordhilt sticking out from under a rock, and when she moves it out of the way she will see the blade itself is embedded inside another stone.

Now that she has seen it, even if she turns around or closes her eyes she'll feel it faintly, like a presence hovering just behind her shoulder. Not saying or asking for anything, only making itself known, and impossible to mistake for an ordinary sword.

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She more-or-less automatically grabs the hilt. 

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As soon as she touches the hilt, she is pulled into a vision. She could resist and it will not be forced on her against her will, but the vision pulses with desperation and a yearning, a plea to be heard, to have its existence acknowledged.

 

There was an angel once, called Lariel, who stood in this cave or another like it and held this sword. Except it's not really a sword, it's a part of him, the Light of Heaven an essential piece of the being and meaning that is 'angel' and 'Lariel' and 'of Heaven', all intertwined and impossible to separate without leaving parts whose sum is much lesser than the whole.

He is wounded, in the vision, and tired, and more than that he is hurting, because he was betrayed. Betrayed and left to die, by some of the allies for whose sake he left Heaven. And now the last of them to remain loyal lies wounded at his feet, perhaps dying, while the others lurk in the shadows beyond his sight.

 

A shadow moves forward out of the darkness and resolves into swarms of locusts that outline a shape. Deskari, but not; not quite the same as she saw this morning, not as big or as menacing. Not a full demon lord, to the angel's apprehension, but more than enough to kill him.

He cannot flee. He can spend his last strength attacking, and it will hold no meaning; or spend it healing his last and faithful ally, and have the demon kill her again.

What should he do? What can he do? The vision demands an asnwer. The angel seems to suffer from the pain of indecision as much as from his wounds. 

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There is no indecision in Lucette's heart. Healherhealherhealher

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Run, the angel pleads as he heals her. Live, as he stands between her and the approaching monster, but he knows he cannot stop it from killing her as well.

The monster speaks, mocking and threatening. Lariel hears its words, and forgets them. It is ugly, and Evil, and nothing it says is decision-relevant; and he does not wish to remember these details of his final moments or to prolong them.

He strikes at the monster and his sword flares for a moment; but there is no strength left in him, and the demon grasps him by the throat and lifts him bodily off the ground.

You will kill me, Lariel says / thinks / remembers. This I know. But another will come. They will come and lift up my sword. And he plunges the sword into the stone below him, shapes his own dying essence into a tiny fragment of miracle, a sword (a light, a spell, a spirit) that only the worthy can pick up, and he gives it all that he can of the remainder of his power but he cannot give it his self or his purpose, for those must die with him -

 

Take me, the sword pleads with her. Use me, shape me, become me.

What will you do? Some angels work to prevent suffering while others heal it; some do battle while others nurture or teach; there are as many ways to be an angel as there are souls in Heaven, and all are valid and necessary and Good. But the sword-shaped torn essence of an angel is too small and has been alone for too long, and so above all it wants a clear purpose, and to be used again.

What will you do?

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Tears stream down Lucette's face. 

Heal heal heal heal--there are so many dead--she wants to fix it all--

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You will heal, the Light of Heaven promises her. We will heal them together. Everyone we reach, everyone we can. 

It does not say, thank you. It simply gives of itself, gives itself, in thanks for being there and wielding the Light and for being and wanting and planning what she is.

And for a moment it shines brightly outside her own mind, for everyone in the room to see. It touches their eyes and their hearts - lightly, not in a vision, not in words, just enough to help dispel doubts and fears. Just enough to let them know they are seen and they are loved and they will be healed if they need it, they will be healed and helped and loved until all strength fails.

Shiiiine.

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Yeah she hasn't stopped crying, at this point. 

"Lariel..." she whispers. 

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"That light, it felt like - like the Inheritor does in the mornings..." Seelah feels a desire to - laugh, or cry, or pray, or maybe take off her armor so she can hug someone and then do all of those at the same time.

She settles for hugging herself, and praying.

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"Lariel! That was the angel's name on the plaque! The ancestors had it right... but what just happened? The sword never did anything before. Besides, uh, slightly zap any of us who tried to take it, and stay stuck in the stone." It's not stuck in the stone anymore.

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"It...showed me his last moments. He was killed by...something that looked like Deskari, but it wasn't quite right..."

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"And now you wield his sword?" Wenduag has no idea how to react to someone who apparently gained great power and promptly started crying.

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"Yeah. It...promised to help me help people, sort of. I just...wish I hadn't been too late to help him." 

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"It sounds like he died near a century ago," Anevia says gently. "We grieve all the dead of the past, and we move on, to rescue the future."

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That sounds like a quote, but not one she's familiar with. Another god's scripture?

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"When I said I wanted to show Chief Sull a sign, I didn't even hope for something so, well, literal. This is incredible! Will you come with us and show it to the tribe?"

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"Sure." 

To Anevia: "I know, I know, just--you don't usually see someone's last moments like that. I'm not gonna let it impair me, just."

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Anevia meant it as comfort or encouragement, not admonishment. A misstep. Maybe it's because she's still tiptoeing around Terendelev's death; she saw Lavinia Wex disappear with her body - and she's sure Lucette saw it too - but Lavinia can't herself teleport (as far as Anevia knows), and they were standing right below Deskari, and so - she can't be sure what actually happened, or imply she's reassuring Lucette about that. Whether they landed somewhere safe, and Terendelev is already back in the city and only slightly impaired at killing demons, or something much worse than that.

She can't imagine how it feels, to fear for both her parents and at the same time to find room in her heart to grieve for a stranger a century dead. Lucette is the kind of natively good person that Anevia, with all her baggage, struggles to approximate in her best moments. (And who's being maudlin now?)

"I know you won't," she smiles a little. "An angel's sword suits you. Let's go, then."

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She smiles back and then turns to follow the Neathers. 

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Wenduag is annoyed that Lann got his sign. She's doubly annoyed that outsiders just took over the neathers' most sacred relic, and that she wasn't deemed worthy to wield it, not even... before. She's silent and gloomy all the way back to the neather camp.

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"Spirits have great power to help or harm," Camellia remarks. "Even a remnant of one is something to cherish, to nourish and take for a guiding star. In Sarkoris-that-Was, when that angel yet walked the land, shamans learned to talk to the spirits and ask for their help. The tradition is all but forgotten now, lost to the Wound like so much else." She sounds regretful for the loss - and hungry to redeem it.

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"Is that what you do?"

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"Yes! Or, I try... I had a tutor as a child, but she's long gone. But I learned enough to cast first-circle divine spells, without any gods." She smiles, and pats her amulet.

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There are so many cool and amazing things out there in the world! And many of them are right here in her temporary party! Seelah doesn't feel happy, given the givens, but she does feel inspired.

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After some walking and swording a few more suicidal giant centipedes and spiders, they reach a little underground lake, with a half-natural bridge of stepping-stones bridged with planks leading to an island. It's dotted with lit torches, which can't illuminate it at this distance but at least provide a sense of scale: a few dozen buildings (shacks? tents? lean-tos?) and probably fewer than a hundred people.

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Lann bows. "Welcome to Neathholm! It can't quite compete with the wonders of Kenabres, but at least it's demon-free, or it was an hour ago."

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Looking at the frankly miserable hovels - these people don't seem to have any building materials, let alone laundry wizards - Camellia thinks she'd rather have Kenabres with demons! Hopefully they can get back there quickly, because she does not want to spend a night in this place.

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The people stop their work to stare at the visitors.

No two of them are alike. There are bits of animals and vermin and occasional plants, replacing or growing out of bodies in random-seeming locations. Most don't seem functional, or beneficial, or occasionally healthy. Everything is a crazy mix of parts that somehow end up working together (or sometimes at cross-purposes). Maybe it's just that unexpected assymetry looks ugly.

It's clear now why Lann said surfacers call these people 'mongrels'. No-one would think Lann and Wenduag belonged to the same race, until they saw the sheer variation on display and realised the only rule was that nothing ever repeated ittself.

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Lann leads them up to the hill's summit, where a man sits. He has a rat-like face, with prominent front teeth, and one of his eyes is milky white; his hair is sparse and white, indicating old age - or at least it would if he was human.

"Chief Sull! The earthquake was caused by a demon attack on Kenabres. It opened a hole into the tunnels, and these uplanders fell down" - he introduces them. "And we found Lariel's sword! Lucette has it, and it glows now! She said it gave her a vision of Lariel! This is a sign for us, to finally return to the surface to help defend against the demons!"

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"Uplandersh... The end timesh are upon ush, indeed. But we musht make the right choishe, and not be hashty. Demonsh attacked Kenabresh before today. We will have only one chanshe, to go back and to do it right."

He looks at Lucette. "Show me the shword, uplander. Show me the shign from Heaven. We have held it in trusht, alwaysh. For ush, it did not glow."

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Lucette bows and holds out the sword. 

"Hello, Chief Sull. I'm Lucette Wex." 

And then the sword lights up. 

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The Light of Heaven is so, so sorry about not shining for the Neathers before!! It wasn't smart, until Lucette picked it up, and it couldn't see anything, and - it thought it sensed a demonic tinge to them, and was terrified to respond in case it fell into enemy hands.

But now with Lucette's help it can see better, and it trusts her completely (because it's really not equipped to judge anything and will delegate all that to her), and so it will tell everyone in the cavern - in feelings, not in words, because the Light doesn't natively think in words anymore -

I'm sorry I didn't answer you. I wasn't there for you. But I / we are here now, and you don't have to fear the dark anymore.

A wave of golden light washes out and over the island. It doesn't care about barriers of earth and wood and flesh, because the important part isn't what your eyes see; the important part speaks to the heart.

 

Shiiiine.

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Sull stares transfixed at the glowing sword.

"Sho Heaven did not abandon ush, after all... The light came back... Back, back from the dead, to shave ush and our children." He's crying openly now.

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Ugh, why does everyone cry about this? Admittedly the light irritates the eyes but nowhere near that badly!

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"I will shend messhengersh to all the tribesh. We will make the journey. To live and die as crushadersh onshe more."

"But it will take time to organize. Even the firsht partiesh, the huntersh and fightersh, will take several gongs to gather."

"You are welcome here, uplandersh. Resht, and wait. Our homesh are yoursh. Anything you need, we will provide if we can."

"And - shank you."

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"If the tribe is killed in the Maze, it will be on your head," Wenduag hisses furiously at Lann, and at the rest of the party by proxy. "Look around you! Look at the old and frail, those born too twisted to run, these hungry husks of men and women! You think they can make it through the Maze? That the surfacers won't drive us back down?!"

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"We'll take those who can fight first! We'll clear the way, and help fight off the demons -"

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"The tribes can't protect themselves down here if we all leave! They can't hunt for food! They'll have to follow us, or die trying! And after half of us have died in your war, the people won't survive here or there!"

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"Wenduag! Enough." Sull has a different tone when speaking to one of his own in his capacity as Chief, and everyone respects it, even hotheads like "half-surfacer" Lann and "strongest hunter" Wenduag. Down in the Neath, survival requires unity, and having each other's back at all times.

"We will shtay one people. The tribesh will agree. Move, live, and if we fail, die ash one."

"If Kenabresh fightsh, we musht help. If they fall, how long will we lasht, hiding from the demonsh in our tunnelsh? No, even if we can hide, shome shings are worsh rishking our livesh for. We are crushadersh. In our bonesh and our blood, our ansheshtral legashy."

"You will clear our way, we will not shend the old and young into battle. But we will follow after, becaushe we are a people, with one purposhe."

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"I am sorry we didn't know about you. I am proud to know you now." 

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"Yes! We welcome everyone who wants to join the crusades. Or rejoin them! It's something to be proud of, and to honour. I'm very glad I got to meet you."

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Wenduag makes a noise like a spitting cat. She won't challenge Sull, which leaves picking on Lann.

"We started with three younglings lost to the Maze, and now we're all going after them. By the time the tribes are assembled it will be too late for the kids. Have you given up on saving them?"

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"Chief? Could we send a party right now to look for the kids - a sort of vanguard for the vanguard?"

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Sull considers this. "I agreed with Wenduag, it would be too dangeroush to shend jusht the two of you. And I won't shend everyone elshe away until the other tribesh arrive."

"What shay you, uplandersh? Would you brave the Maze with Lann and Wenduag before the tribesh can asshemble? Do you need to resht?"

"I have no right to require thish of you. You are already our friendsh and welcome gueshtsh, and we are in your debt for awakening the Light. I would not ashk you to rishk yourshelvesh for our shake, but I do not know your shtrengsh. You can follow the vanguard with the resht of the tribe, if you wish."

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"I just woke up." For weird kidnapping reasons, but still. "And I've only expended the one spell. I'm good." She looks at the others. 

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"I used my only smite when the demons attacked. And half my lay on hands to heal myself after I fell down into the caves, but I still have a few. I'm good to keep going."

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"I prepared all healing, because I wasn't expecting a fight, and then I used up most of that after falling down. I'd rather rest first, but if you're all going, I don't want to stay behind."

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"My leg's not perfect, it'd be better with another cure lights, but I can shoot things and if I have to run away I don't think it will give out, as long as it's only for a few rounds."

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"Oh - we can ask Dyra to channel early if we're going. And she might have a healing potion or two for emergencies. Dyra's our cleric of Abadar, which means she's our trader too, even though she gets to do a lot less of the latter. What with the lack of trade routes passing through."

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Firmly: "Up 'till now." 

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Dyra is possibly the most excited person in the whole village to see them, because she's as just happy as the other neathers about going crusading but also, she gets to trade with surfacers!!!

They are welcome to peruse her (sadly meager) stock, which includes two potions of cure light wounds, simple weapons and ammunition (non-magical), clothes, various tools and materials, and she can also cast these zeroth and first-circle spells for them. 

(And gather everyone for an earlier-than-usual channel to heal Anevia's leg; channels are already traded to the community and it doesn't cost anything to move one forward with Chief Sull's permission.)

She apologizes in advance for having pricing that is almost certainly much less accurate than the above-ground standard for Abadar's priests! She does her best but it's hard when there's no-one to learn from.

She was going to ask them if they had any surface things they were willing to sell, or stories they could tell her, but they're in a hurry so she just wishes them safe travels and hopes she'll get to see the surface for herself soon.

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Lucette has a couple of expensive silver daggers on her person as holdout weapons and would be happy to trade them for a couple of potions. The thing about pricing is that it does, actually, matter, in a way that Abadar cares about, that they don't have access to other sources of potions right now!

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That's completely right, but it's not exactly proof that the daggers should be valued exactly the same as the potions! In fact it would be odd for them to match one dagger to one potion without any change left over! 

Dyra has no real idea how to evaluate the quality of a silver dagger. If Lucette doesn't expect to need them soon (for fighting devils or werewolves) then the resale value is what matters. Does Lucette know what they'd sell for in Kenabres? (They wouldn't sell for very much in the Neath, because no-one's wealthy enough to afford them without a pressing need.)

If Lucette doesn't know, Dyra will still offer price - people don't have to completely stop trading when they don't know what the market's doing - but it might be a really unfair inaccurate one. Or if Lucette could pay in gold or coin or gems or other such fungibles, that would obviously solve the problem.

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An older (human) man, dressed in clothes that were very fine until recently, limps up to them. "Mrs Tirabade, Miss Wex! Finally, some familiar faces! I am fortunate to find you here. Is there a liquidity problem? Horgus Gwerm can solve those."

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Yes! Please solve our liquidity problem, surfacer with Abadar's Scales sewn into his coat in gold thread!!!

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"Hello, Horgus Gwerm." 

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"I surmise you fell down like I did? One of these 'neathers' found me and helped me here. I was terrified when I first saw him, but they're decent fellows!"

"And hello to you, Banker Dyra." She almost certainly doesn't serve the actual function of a banker, but Horgus Gwerm does not disrespect clerics of Abadar. "I believe I have enough gold coins on me to buy whatever these ladies needed of you at a fair price." (The only non-lady present is Lann, and Horgus Gwerm can be excused for not realizing he is a party member.)

"For which, I propose that you recompense me by safely leading me back to the city. I will pay you a thousand gold crowns for that, including the cost of whatever you need to buy from Dyra that would help that goal."

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"...Okay, sure. That sounds fine." This is kind of a weird interaction to be having but she's not going to argue. 

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Then she can sell the potions for a much fairer price, excellent, thank you so much! Horgus Gwerm is now Dyra's favorite surfacer!

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"We don't have a secure way to the surface yet," Seelah warns him. "We're going to try this 'maze' dungeon, but if we fail it might take until tomorrow, when a bigger party of the neathers will go up to the surface. And then it wouldn't really be us who helped you, or not just us."

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"I'm paying for someone to guard me, personally, on my way up to the surface. If it takes until tomorrow for it to be safe, so be it. And I'd rather trust my life to you than to strangers."

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That is...sort of fair...even if she's pretty sure Seelah is a stranger to him too. Anyhow. 

"I think Camellia was the only one who'd rather wait, and those kids could get in more trouble with a delay..." 

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Camellia spends several seconds considering the option of staying in safety with the neathers and Horgus Gwerm while the others fight monsters in the dark.

It's the smart, obvious, boring option. She hates it. Too much of her life so far has been staying 'somewhere safe' with Horgus Gwerm. Maybe this maze has something fun to kill.

"I'll come with you, against my better judgement."

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Grateful smile. "I really appreciate it." 

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That's a very nice smile! Unfortunately, going by all she's heard about Lucette Wex, she probably combines "fun" and "killing" in entirely the wrong way.

...she smiles back, of course.

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Okay, cool. Everyone who's going in is present and accounted for...can they have a couple of Neathers who can handle themselves in a fight waiting by the doors, to slam the doors closed behind the group if the group comes out fleeing from something. 

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That's coming perilously close to risking that those two extra Neathers will get involved in a fight with whatever's chasing them, which seems counter to the spirit of Chief Sull's orders. 

On the other hand, anything that comes out of the maze and after them is a risk to the tribe. Lann can probably convince Sull to send one or two helpers who'll stay outside the Maze.

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Unfortunately, when they get to the door into the Maze (a short boat-trip away from the village), it turns out the earthquake warped the doorframe; the door is now stuck half-open and will neither close easily nor open all the way.

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"Well, I don't love that. I wonder if there are boulders that could be piled up to block the entrance..."

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Yes, but not quickly enough if they're fleeing from something in close pursuit! Unless they want the door to be blocked behind them when they enter, they can totally do that.

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Probably safer for the tribe. They can arrange a coded knock to let the rearguard know it's them and to take the boulders off. 

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Then they will do that! The door can probably be forced close with enough effort, but it's anyone's guess whether it will open again afterwards, so they'll just make a big pile of rocks. A strong enough monster can probably push the door open against the rocks, but it's not as if they had a key to lock it even when it did close properly, so.

(Who built the door and why is a mystery. As far as they know, it was here when their ancestors first settled the Neath.)

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Anything in the first room of the Maze will have heard them by now (what with the half-open door); they won't be able to sneak until, hopefully, the second room. 

Who wants to walk first into the maybe-ambush of the antechamber?

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"I'm the best armored. The door's a tight fit but I can stick my head in for a quick look." Does anyone have a better idea?

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Is she actually the best armored, Lucette is only wearing chain but she also has natural armor. 

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That's really hard to call! Maybe they should butt heads to compare their hardness Lucette can, uh, put on Seelah's helmet for a bit if it would help?

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Anevia is tempted to have a quick peek while the ambushers are distracted by this fascinating argument, but ultimately rules in favor of safety helmets.

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Sure, Lucette will borrow Seelah's helmet. 

"Nope, we're clear." For the moment.

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The first room is approximately square, about forty feet on a side. It's well built and fairly richly appointed; the walls and even the ceiling are made of worked stone, and the floor is polished and covered in geometric designs. There's a chandelier, and candle-holders around the wall; they're unlit, but contain stubs of candles.

There's a closed door in the far wall, flanked by two stone reliefs of Baphomet's goat-head.

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"Damnation. Of course a 'maze' under the city would be infested with Baphomet cultists." Anevia sighs. "At least this makes it likely there's a way into the city; they wouldn't invest in a big maze if the only way in or out was by dimension door. If this is their base for the invasion, we might get a chance to hit them in the back - but that also means their force here could be too strong for us to take on."

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"We've been living on top of a cultist base all this time?!" Lann looks at Wenduag in shock.

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"How should I know? I've seen humans here before, but we didn't talk. Things changed every time I went in - sometimes there would be vermin instead of humans, sometimes a whole new room would appear. And I haven't been inside for two hundred gongs."

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"What about the goat head, does that change?"

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"No, those were here when we... I first went in. Over four thousand gongs ago, now."

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"How long is a gong...?" She has no idea how long these people live. 

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"There were supposed to be two gongs a day-cycle, but it drifted over the years because we didn't always have a cleric to tell time. Now we have Dyra so we fixed it so it's two gongs for every time she gets spells, but the ones we counted right before then were too short by as much as... one part in six?"

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"But it's supposed to be two a day, got it. --Is Dyra the first--sorry, not urgent. Anyway, if the goat heads aren't new, that's what matters." 

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The next door is closed, but proves to be unlocked. There are lit candles in sconces on the other side, suggesting recent occupation, but their light doesn't cover most of the room.

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"That hall is several times longer than the part we can see," Wenduag warns.

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"Now that probably really is an ambush."

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"There's a crusader saying I've heard," Lucette murmurs, "that an ambushed ambush isn't very nice." 

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"Say more? You have Light as a spell, right - do you want to do the old trick with throwing a lit pebble and then seeing which side can out-shoot the other?" That's not exactly a counter ambush, just forcing the fight on equal terms.

They could also try to lure them out with illusions if Lucette has those, or just by talking to them. If there really are human cultists of Baphomet they might be susceptible to lies, bribes and slander.

"Or I suppose one of us could step out and pretend to be unaware, so they come over here and into our counter-ambush, but that rather assumes they won't just shoot us on sight."

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"Lann, Wenduag, do you expect to be able to shoot through a relatively narrow door-opening?"

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"If we can see the target and have a clear line of sight, sure, but if there's only one place we can stand to hit a target we'd get in each other's way, so we might not both get a shot off. And we can't hit the near corners of the room from here, but those are practically in melee range anyway."

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"Well, this door isn't stuck, so we can close it after they've coherently reacted to the first shot or shots. It's a chokepoint for us as well as them, so if we control the door..."

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"We can try it. It might not work if they take more than a couple of arrows to kill and move out of range or something. But it'd be an easier shot for us than for them."

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Lucette grabs a pebble, Lights it, and hurls it through the doorway. 

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This reveals two men with crossbows kneeling outside the circle of candlelight (to present a smaller profile).

They fire as soon as they have a clear target, but the opening is small and they're not great at aiming; one bolt thwacks into the door and the other flies by Lann's ear. 

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Lann's response arrow doesn't miss.

(Wenduag tries to figure out some kind of smooth shoot-and-move, but it's actually really hard, they haven't practiced for this!)

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How about a magic missile from each of them, those don't miss.

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Thaaat is maybe a great reason to switch out with Wenduag actually!

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Now the first enemy has a second arrow sticking out of him.

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Shooting from behind a half-open door? That's a great strategy actually, how about we try it.

The two men flee through a side-door in long hall, leaving it half-open.

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By the pebble's Light, they can see a big pile of rubble blocking the long hall, just past where the two men tried to ambush them.

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"That rubble wasn't there... it must be from the earthquake." Indeed, the ceiling above it has a big rent in it. "The hall is about as long again on the other side. There are several doors; the one I think leads to the city is on the far end, there are stairs."

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"They could get reinforcements, prepare a bigger ambush or try to rush us. What do we do?"

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"Well, I should be able to fly over the rubble just fine...I bet we could move enough of it that everyone else could get through." 

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"They could hit us from behind if we do that. Wenduag, what's past that door?"

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"Many rooms" - she can sketch them a rough (and partial) map. "It eventually connects to another door at the far end of this hall."

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"Probably chasing the cultists through those rooms is safer, then." Even if she doesn't get to show off by flying about it. 

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Then they can carefully approach the next half-open door!

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Ha ha, did you think we'd wait for you on the other side of that door? We're not that stupid!

Obviously we ran away as fast as we could to get help. By which we mean, to get someone else to fight you. We've been honourably wounded in the line of duty, and deserve a raise a rest.

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The next room is fairly large and has three other doors; Wenduag doesn't know where they all lead, but the one on the left is the one that would let them eventually double back to the long hall.

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"The wounded one was dripping blood, look..." The trail of blood drops leads to the door at the far right corner.

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That door it is, then. 

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That door has stairs leading down into a partially-flooded room; the water level is shin high. Throwing Lighted pebbles in various directions reveals a set of barred cells (empty), two doors (one of them after a few stairs up, so it probably leads to a non-flooded room), and a short corridor ending in rubble that looks like it connects to bare rock in the process of being excavated.

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The two doors are fairly close together. "Left door, right door, or open both at once so we're not ambushed?"

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"I'd rather bar one door while opening the other, but if we can't do that, open both doors." 

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"Bar them how? I can hold one shut by force, if I'm not fighting."

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Lucette throws another Lighted pebble, looking for a rock big enough that it would take both her and Seelah together to lift it. 

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There are rocks of all sizes over at the unfinished end of the room! They can carry one or two over.

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Unfortunately, while they're trying to do that, the leftmost doors bursts open, and three men with glaives run out at them! 

At least they weren't by the door when it happened, which means they're not attacked right away. (The wizards with crossbows are prudently staying far back of the fighting this time.)

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The first thing Lucette does, obviously, is start singing. Have plus one to hit and damage, allies! 

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The last thing the man in the lead did before opening the door was cast bless, so now he'll obviously cast bane.

The other two charge ahead, but the water makes running hard and with the three archers backing away, Seelah can intercept at least one of them.

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Camellia has her own magic bonuses and is happy to run forward to stab people when her party has two healers in it!

Some of her battle-cries might be a bit disconcerting, but really battle cries are meant to frighten the enemy, right?

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As long as Camellia sticks to stabbing cultists and demons, Lucette basically does not care how much she enjoys spilling their blood. 

 

She's also pretty good at swording cultists herself. 

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With three melee combatants to hold the enemy back the three archers are free to focus their fire on one of them, until pretty soon Lucette's opponent is trying to fall back behind the other two.

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On the other hand, the enemy cleric is giving Seelah enough trouble that she's rapidly running down her uses of lay on hands!

"Wizard maggots! Get your asses in here or I'll kill you myself when I'm done!"

Thus encouraged, the two wizards from before start taking turns at peeking out of the door and firing more poorly-aimed crossbow bolts and one last magic missile at Lucette. They don't have good enough aim to try to reach the archers in the back, and she doesn't look heavily armoured, right?

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The chainmail doesn't obstruct either crossbow bolt quite enough, but her scales do! 

The magic missile goes but she doesn't go down, and now Lucette has the opportunity to sword at the cleric. 

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He won't go down that easily! But he does have to stop fighting to cure himself.

...this isn't working, his glaive is great for reach but once people with rapiers and swords get inside his guard it's pretty much over. Glaives, like longspears, are best used in a fighting line, or better yet several lines, but for servants of Baphomet this has the obvious downside that the rear line is liable to backstab you and/or run away. Normally he'd rush the enemy archers, but the water makes that hard.

He retreats back toward the doorway, where there isn't enough room to surround him. His other subordinate (the one who hasn't yet earned himself a punishment by fleeing) can be the front line / meat shield, while he glaives at people from behind. And the wizards had better have some extra scrolls.

Who's going to be the enemy's point man in this hopefully one-on-two melee?

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We don't have to follow you into melee, you know, we can just keep shooting at you all day. Because we have three real archers, not a bunch of wizards with crossbows.

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Damn it, the melee was fun!

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The two wizards do each have an emergency backup scroll!!

...one of them is grease. (Are they going to die because they didn't deal with the water elemental like Hosilla told them to?! Out of everything they've done, is that going to be what kills them?!)

The other scroll is -

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Hold Portal.

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"You backstabbing sons of AAARGH!"

He can't rush the enemy because his subordinate is in the way (the other one made it into the room with the wizards). He'd order his subordinate to rush the enemy, but something tells him this wouldn't work, on more than one level.

...

"Maybe you can kill me, but I'm taking one of you with me. You wanna risk that? Do you?!"

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Lucette sings something deeply unflattering! Who would have thought that the half-silver-dragon song-sorceress would use tavern songs about cultists being stupid for her magic?

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A stupid song won't kill him... but the arrows will, eventually. Also, who the abyss thought it was a good idea to give magic to the mongrels?!

"I'm not dying to a bunch of mutts! Charge! For Baphomet!" He does his best impression of a minotaur rush at Lucette (with his glaive, not his head), but the water doesn't let him get up to a really impressive speed.

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In that case a very well-bred woman of impeccable pedigree can be the one to fatally stab him in the back!

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The second cultist is dispatched soon afterwards.

The sounds coming through the door, of heavy objects dragged or dropped (in one case on someone's finger), hint at hasty barricading.

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"...Wanna just prop some boulders on our side and leave them there for the moment?"

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That's a bit hard, because there are a few steps leading up to the door and the upper step is as narrow as the rest! They'd need a really big pile to stop the men inside from shifting enough rocks to be able to climb out over the top in a few minutes.

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"How long do we need it to stay blocked? Do we want to check the door we blocked already?"

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"Well, right now it's blocked from their side; I mostly just want neither of 'they come at us from behind later,' or 'we wait here for ages for them to remove their blockade.'"

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"I think anything we can build in minutes, they can dismantle in minutes after we're gone. And we don't want to spend hours building a barricade, even if there's something we could do that would take hours."

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Anevia motions the others away from the door. "I can trap the door," she whispers. "It won't kill them - maybe one of them, if we're lucky - but it might frighten the rest into staying put. I suspect they're already scared enough not to follow us, but if they think we're going to come back they're likely to run for safety, if there's more of them somewhere in this maze."

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Lucette gives her a silent thumbs-up. 

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Anevia glues a flask of alchemist's fire to the top of doorframe. There's a bit of string attached that makes it so opening the door a little bit will do nothing, but opening it all the way will pull the cork out of the bottle, which is shaped so as to make this at least a mostly-directional blast.

Then she puts down caltrops in strategic locations under the water just past the door, where someone struck by the clingy fire might desperately try to extinguish it.

"Not worth our time blocking the door," she says out loud. "Do we still want to check the other one, or do we go back?"

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"Let's check the other one." 

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Then Seelah will work with her to unblock it again! (She almost moves the stones over to the door with the cultists behind it before she remembers about the caltrops.)

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Wenduag presses her ear to the door for a minute. "Nothing but the splashing of water," she reports.

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"Why is the water splashing?"

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"Probably the same reason this place is half-drowned. The earthquake must have broken open a way to our lake, or one of the streams that feed it."

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"There could be someone in there standing very still, let's proceed." 

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Anevia picks the lock, and carefully nudges the door open.

The room beyond is large enough that the far edges are swallowed in darkness, and the water is even deeper than outside.

There is also a large water elemental about thirty feet past the door. It looks like a dark, angry octopus that's somehow swimming on top of the water. It doesn't seem to have noticed them yet, but it's hard to tell which way it's even looking.

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...she very carefully and quietly nudges the door back closed!

"Large water elemental," she whispers to the others. "Not a good match for us in all this water."

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"...Yikes. Well. That's somewhere for this water to be coming from." 

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"But why's it here?"

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"If the cultists could control it they would have tried to set it loose when they fought us. Instead they locked it in. Maybe the best way to stop them coming after us is to leave the elemental's door open before leaving."

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"That really doesn't explain why it's here!"

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"Cultists are stupid," Camellia says patiently. "They probably called it up and then found out they couldn't control it."

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"I'm not sure there isn't another door at the far end of that room," Anevia cautions, "it was too dark to see clearly..."

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"And throwing a Lighted pebble would be a bad plan. I'm not sure I want to inflict the cultists on them again, it's probably not a Baphomet cultist itself..."

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"Yeah. We can just leave and hope we didn't miss anything."

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"We can come back later if we found out we missed something important."

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How would they find out they missed something if they don't... check?? Never mind, Seelah is probably missing something obvious again.

"Let's go, then."

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The party leaves the half-flooded basement and returns to the previous, quite large room. It contains two still-unopened doors, but only one of them can lead to the far end of the hall that was blocked by rubble, unless there are more stairs.

Or they can go all the way back to the long hall, and Lucette can fly them over the rubble, taking the shortest way towards what Wenduag thinks (but can't guarantee) is the exit to the city above.

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Door that can't lead to the far end of the hall, they're looking for the kids and also people who might come at them from behind later. 

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This door leads to a cozy little library full of bookshelves. There might be hundreds of books in here!

There's also a man reclining in a comfy reading chair, an open book draped over his face, snoring gently. A glaive leans against the bookshelf by his side. It's a very cozy scene, despite the ominous blood-red pentagram marking the book's cover.

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...Lucette leans back out of the room. 

"Anevia can you steal the glaive without waking him," she whispers. 

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"Worst case he'll still have to fight me for it. Do you want to restrain him or knock him out or kill him?" Which is to say, should Lann and Wenduag start shooting him the moment he moves or Anevia takes away his glaive?

Anevia doesn't enjoy killing people, and he's arguably defenceless (or will be once she steals his weapon) but she's long since made her peace with killing obvious cultists and is more wondering whether they want to interrogate him. Some people think - or feel, even if they don't endorse - that interrogation is worse than 'clean' killing, and she isn't sure about Lucette in that regard, or the others for that matter.

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"Restrain or knock out would be best, he might be better-informed than average for one of these goons."

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Anevia agrees! It makes this trickier since they can't shoot him, but they have a five-to-one advantage and total surprise, there's no real way for this to fail unless he's secretly very powerful or rigged to explode.

"I'll get his glaive. Everyone else be ready with melee weapons." She moves stealthily to pick up his glaive and, without disturbing anything else, carries it out of the room.

Then she tiptoes back in, slides behind his chair, and puts a knife to his throat. Does one of the others want to try creeping in and holding his arms or something?

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Seelah tries to signal with the least possible amount of gestures that she's great at holding people's arms but not so great at creeping! She hopes shaking her head in her helmet didn't get just give them away!

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Lann looks uncertainly at Lucette.

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Lucette has some rope, it isn't necessarily the case that anybody needs to hold him with their bare hands?

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Lann can't tie him up without waking him up! He tries to communicate this very very quietly.

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Okay fair. Lann can hold him, then. 

Lucette is very Splendid, and also visually impressive. 

She steps in front of the man, levels her sword directly in his face, and then, once everyone else is in place, spreads her wings with a very deliberately audible snap. 

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Snore snore snoaaaah what was that?!

His first instinct is to grab for his glaive, and when that fails his second instinct is to lunge forward. Luckily, Lann can restrain him enough that he only ends up half out of his chair and not impaled in Lucette's sword or Anevia's dagger.

...he can at least grab the book before it falls to the ground! 

"Mongrels? Didn't anyone teach you to knock?! Hosilla will have your hides for this!"

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This is suddenly becoming a potential problem! She doesn't recall his face but she can't be sure he never saw her.

Wenduag takes up her accustomed place in the rearguard of the party, watching out for danger and ready to fade into the shadows.

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"If you think I'm a Neather, you haven't spent enough time in the city above," Lucette says pleasantly. 

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Well obviously not! He's been down here, reading!

"...whatever you are, what do you want that you couldn't get by asking politely?"

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She gives him a flat look. 

"I'm Terendelev's daughter," she says coldly, "and I want you to spill on your cultist friends." 

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"Ah, a fellow quester on the road to knowledge!" He settles back in the chair. "What do you want to know? I've learned a great deal from the cult, so it's only fair that I repay the favor forward!"

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This man is either very impressive at bluffing or stark raving mad. Being a cultist does tend to indicate the latter, but Anevia's going to keep an open mind.

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Camellia is torn between a desire to impress his situation on him and a desire to keep inwardly snickering as the man appears to completely ignore Lucette's attempts at intimidation.

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This is honestly kind of embarrassing but Lucette's ego is not actually the priority here. 

"Where did they take the children?" 

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"Huh? They had new children here? I don't know, I didn't see any." On account of being busy reading, which they're so rudely interrupting. "If they're not in the holding cells, then they might be in the ritual chamber already. Far end of the hall, right door, upstairs but the door might be locked if the ritual's starting."

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"New children? This has happened before?"

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"I think so? It's not really my area of study..."

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Probably this guy is not literally a wizard because of the glaive, but man, wizard stereotypes. 

"Tell us about the ritual chamber." 

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"Uh. It's round, fifty-five feet in diameter, eighty feet tall. There's a pentagram painted on the floor but it's not actually part of the ritual. Really, when these people say 'ritual' you shouldn't expect too much, it's not an actual magic ritual channeling through a spell-structure, it's more of a - magic poison infused with planar essence that acts on the imbiber's soul, but once the poison's been made anyone could administer it, right. In theory. The chamber's probably not actually important except for, like, symbolic resonance from repeated use."

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"Magic poison?"

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"This is all hearsay, you understand, I didn't even read about it and I definitely didn't get my hands on any of the poison that I could run through a proper alchemy workshop. I suppose it could be a magical disease instead, or a weird curse or something, but the other guys were calling it a poison and it seems to fit. It has to be magic because it affects the body, mind and soul, and it's like a poison and not a disease because they eat or drink it, and it can't spread to infect others... Well, not that I heard of, but if it could they wouldn't need Savamelekh to keep running the ritual himself. And it's not visible with detect magic like a curse would be."

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"Oh! And there's a fascinating book over there, Pearce's Compendium of Demonic Flesh, about people who ate demons and what happened to them. Even if you make the demons nonpoisonous and nonacidic and so on, consuming them still has an effect because their bodies are partly made of Abyssal quintenssence, and when you take it in it affects your soul and through that your mind. And there's some similarity there, except that apparently the ritual actually uses Good-aligned outsider flesh, to make eating it metaphysically Evil and to open the way for the poison. That's the other interesting part besides the poison, even though it's still not really a ritual. And then the poison makes the Good quintessence act more like Evil, Abyssal quintessence on those who ate it."

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Okay Lucette is going to start with one salient, useful point, and work through them methodically, instead of shaking this guy and demanding to know what's wrong with him. 

"How are the Good outsiders sourced?" 

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"That's a great question! I'm not strong enough to call them. And no-one else here is either, I'd know."

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"Who or what is Savamelekh?"

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"A demon. I think he's the kind called a vrolikai but I've never seen another to compare, only read descriptions in Baur's Guide to Denizens of the Abyss second volume. And I think like half of that was a copyist's error, these Baphometans are disgustingly cavalier with the Truth."

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A vrolikai?! That's one very small step beneath a balor in terms of fighting ability! She'll... walk around and whisper this in Lucette's ear, her dagger seems to be rather surplus to proceedings here.

Of course, there's no telling if he's wrong, or lying, or both. His completely indifference in the face of pointy death is really throwing off Anevia's people-reading skills!

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Lucette is already aware of this actually but deeply valid of Anevia to want to make sure she knows! 

"When does Savamelekh show up?"

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"What, like on a schedule? How should I know? You should ask Hosilla."

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"I was thinking more under what circumstances." 

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"...he teleports in? I don't think he needs, like, any particular circumstances to be able to do it." He's deeply confused by this line of questioning.

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"To be able to, no. You said he's necessary for the rituals?"

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He makes a so-so wiggle with his (still restrained) hand. "Like I said, hearsay. In this case hearsay of Savamelekh saying it, but that's no proof! Maybe he just enjoys doing it himself, and could be easily replaced with a proper ritual circle and seven alchemical mice. Maybe he's a control freak and doesn't want to share the knowledge, demons can be such bastards."

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“…Okay, so, whether he has to or not, he does show up for this ritual, right? Do you know, or have hearsay, of him showing up for other reasons?”

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"Oh, he's been around a lot lately, I don't think he conducts a ritual every time he comes here. I don't know what else he's doing. I've avoided talking to him, I'm not crazy! Like I said, you should ask Hosilla."

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"...maybe he's doing followup observations and experiments on the ritual subjects," he adds after a bit of thought.

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"Who are..." 

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"The subjects? You mean, what's common to them? That's a fascinating question. It's hard to generalize about mongrels at the best of times -"

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"Who. Are. These. Mongrels", Lann spits into his ear from behind.

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"Stop squeezing me so hard! I'm talking already! Squeezing restricts breathing which makes me talk less -"

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"Describe the mongrels you saw," Lann orders.

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Finally, a straightforward question! "A woman, owl-like purple feathers on her head and torso, little scar on her left cheek. A man, one curled horn in the middle of his forehead, very dark skin. Another man, left hand like a dog's paw, lizard tail, pale green. A kid, red skin with black spots, bad left eye. Indeterminate gender, foot-long squid tentacles growing from their chin and armpits, unclear function. Probably some others I didn't see up close enough to tell apart."

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"I might know the horned man," Lann says tightly. "Hovlan. A hunter from another tribe. We'd cross paths sometimes in the tunnels, leave each other messages... He used to talk about wanting to try the Maze one day. I thought it was just - idle talk. Then he disappeared, a few months ago. We thought some monster got him."

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Oh good, he didn't describe Wenduag and so she doesn't have to run to warn Savamelekh, she can get there in comfort with the rest of them.

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"Well, it looks like that was correct. Just a different kind of monster and a different kind of got."

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"As fascinating as this ritual might be to some of you, we still haven't learned anything useful for killing the rest of the cultists. Except that there's a scary demon at the top that we might not want to disturb." Seriously, when are they going to get to the fun part already?

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"This is important, Camellia, we're here to save the children, not just burn out a den of cultists." 

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"And you haven't learned where the children are. Unless they're with the vrolikai, do you want to go stab a vrolikai with me?"

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"If they're already with the vrolikai then we can't rescue them until the vrolikai leaves, which means finding out what will have happened to them at that point." 

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Camellia throws up her hand (the one with the rapier stays pointing at the prisoner). "Fine, fine, go on, ask him more about the ritual."

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"Thank you. What does the ritual actually do to the victims."

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"I told you already! It infuses them with Abyssal quintessence, empowered by a symbolic Evil act, and stays behind as a magic poison to enforce that!"

"On a more mundane level it seems to make them stupid and angry all the time. And reddish, for some reason. But I didn't interview any of them before the ritual so maybe they were already like that. And anyway, you really, really shouldn't trust me about this, because as I keep telling you it's not my area of expertise! Why don't you ask me about something I actually care about, like esoteric effects of blood on summoning circles - will you bloody stop squeezing!"

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"Esoteric effects of blood on summoning circles are not, presently, relevant," she says coolly. "There are Neather children we intend to rescue, ideally before the ritual, so we are asking questions relevant to that."

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"Then maybe you should hurry up and go stop the ritual instead of asking me stuff I don't know about! Have you people never heard of specialization?! Also, how would knowing the outcome of the ritual help you prevent it? You might be Terendelev's daughter but your research program is dumb."

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"This isn't a research program, you wisdom-lacking twit, we're crusaders who are interrogating a cultist!"

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"Oooh, yeah, now I see where you went wrong. I'm not a cultist, I'm an honest Nethysian. I just hang out with these guys because they let me into their library!"

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...Lucette turns to look at Anevia. 

Obviously that wouldn't hold any water with the Prelate, but Lucette has never encountered anything like it before and would like. Advice. 

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Does she mean advice on interrogating him, because Anevia is coming to think he's being honest and will just answer any question they ask if they word it right!

Or does she mean advice on what to do with him afterwards? On a moral basis of 'likely to hurt other people if set free' he does seem pretty likely, if only as an enabler, because the actual cultists presumably got something out of him in exchange, even if it was just research and spells cast.

On the other hand, maybe they can get him somewhere his knowledge would be useful while keeping him relatively harmless? If he's even a first-circle wizard he can pay for his own upkeep, and he might be happy to just sit and read all day, at least as long as they don't run out of new books. Normally she'd - damn it, normally she'd ask someone like Aravashnial and now she can't - but there are probably people who'd take charge of this guy without mistreating him. If, you know, the city and everyone in it weren't busy fighting for their lives. 

She'd offer him something like that in exchange for his cooperation, except he started cooperating before they got around to threatening him, but she's hardly going to leave him worse off for having done that.

 

"Well, we're clearing out the cultists, so it's our library now. If you want to keep your library privileges, you need to keep answering our questions, even if they seem irrelevant. Or suggest better questions to help us, like a proper research librarian."

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That gets an alarmed look out of him for the first time. "I - yes, yes, ask me anything! My knowledge is at your disposal!"

Really it's just like what the Baphometans wanted; he was right to think demon cultists and Iomedaean cultists were equally valid paths to knowledge. And he's not about to lose his library privileges if he can possibly help it! He straightens his posture and gives a determined nod.

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Oh good they probably don't have to kill him. 

"Are any of the books in here about the ritual?"

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"No! Baphometans are terrible about documenting their work!!! In fact, out of all the books here, the ones written by Baphometans tend to be the mostly badly researched and argued, but they have a lot of other stuff that you couldn't find up above" - he deflates at Lucette's look. "There may be some that mention it. I haven't read everything here yet," which is in fact why he still is here, "but I've read the first page or two of every book to get an overview. There's an alchemist's almanac of Abyssal poisons, supposedly by Zacharius but I don't trust that so who knows if the contents are any more truthful. There's Baur et al on vrolikai, but I've read that and it doesn't have any rituals. 'The Self', supposedly a mongrel's investigation into his own nature, claims to be over seventy years old. Two different tomes of Baphometan religious musings, written by people who worked here in the maze so maybe they mention something. An anonymous treatise on the nature of souls and the magics that can lastingly affect them, I'm actually looking forward to reading that one. Brooke's tractate on quintessence and Bulhman on alchemical substitutes for Detect Evil, I assume you've read those already, might be a useful reference if you're trying to analyse someone who went through the ritual..."

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"I have read those, yeah. Thank you, that was very helpful. I think at this point it is time to move on and hope to get to the kids before the vrolikai turns up, could you pull out those books while we're gone? I don't know how this library is filed yet." 

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He's so very glad she asked!!

"This library is filed on the principle of a Baphometan maze! To find a book, you need to follow a chain of clues to find the hidden index at the library's center, which then tells you where the book is that you want to find. Not all of them are on the shelves that you can see."

"Or you can just remember where everything is, like I do, because I'm not a Baphometan." And if she doesn't have a great memory like he does, she needs him.

He will pull out all the books mentioned and set them out on one of the tables. ...As soon as the half-lizard mongrel stops squeezing him, please?

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"Let's go, Lann. It's very unfortunate how insensitive he is to the plight of the children but, uh, Nethysians are like that sometimes." 

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Lann lets him go with a disgusted look. ...and takes the not-cultist's glaive, to be discarded somewhere hopefully out of reach.

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Oh good, he hates that bloody thing.

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Back in the large room, there remains one closed door! Like the last one, it's unlocked. Who wants to go first?

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Seelah and/or Lucette. Probably and. 

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Choosing Seelah means they're not using stealth! They're using shock and awe instead!

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The ten or so cultists standing around, dicing, or in some cases napping in this barracks are definitely shocked!

Enough of them are armed (if not always armored) with standard-issue mandatory glaives to present a front, but it takes some scurrying around and over each other, and likely a few sword-wounds on the way.

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They can't shoot very well through the door and past Seelah and Lucette! Why does this keep on happening?!

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She can't stab very well past Seelah and Lucette either! ...wait, what's this side door for?

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It was for hiding an extra angry cultist cleric who charges out at her!!!

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Yay!!! Stabby time! (Glaives: continue to be really bad at close range.)

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A couple of the unarmed cultists at the far end of the room will flee through the other door! 

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"They're going to the long hall!" Wenduag calls.

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There is, just barely, enough room to spread her wings, flap over the mass of cultists, and pursue the ones going into the hall. 

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Aaaah flappy dragon mongrel woman!!

They run right across the hall and into a different door and down wide stairs, while shouting for help.

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...Lucette is not stupid enough to follow them down those stairs. 

Instead she swords at the cultists from the other door from the rest of her party, and sings loud enough that they can hear it. 

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The only good news here is that they all have an enemy within reach of their glaives!

...The bad news is that they're completely disorganized and in some cases unarmed and in a couple of cases dying or dead.

Most of the cultists make the simultaneous executive decision that one angry woman is less scary than four (plus Lann), and furthermore that someone who's singing and swording is hopefully less specialized in the swording bit, and anyway it's very tempting to follow the two lucky fellows who made a clean getaway!

Which is to say that five cultists all rush Lucette, aiming to push her back into the hall. They can't all hit her at once, even with the long glaives reaching past each other, but they have mass on their side and enemies at their back spurring them to greater efforts!

(The one extra-angry cultist is still busy raging at Camellia and the fundamental unfairness of life and does not follow them.)

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Breath Weapon. 

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Brrrrr!

...it is not really enough to dissuade them from pushing forward and, also, trying to run her through with their glaives.

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Seelah will leave Camellia's side for a round to swipe at their retreating backs! Camellia seems to be enjoying herself, anyway.

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She is!!! Did you know that if you get inside a polearm user's guard and pin them up against the wall, you can stab them in all sorts of places while they ineffectually try to turn their weapon against your back and - eeugh, is he trying to bite her? How gross! Have a rapier to the face!!

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The cultists' attempted retreat gives Lann and Wenduag enough space to enter the room and start really shooting. (Good thing they're not fighting back.)

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Noises from the stairs the other cultists ran down indicate someone (or something) might be running back up!

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Rrrrrgh. 

Lucette will retreat from their glaives--are they going to go running down those stairs also--

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They're certainly going to try to! Right up to the point where, at the bottom of the stairs, they meet the people going the other way, who will incidentally encourage them to stand and fight by promising to kill them if they don't.

The new arrivals include two more cultists with glaives - one of those a cleric who casts bless when they all collide in the passage - two with crossbows, two cambions with scimitars and longbows, and three neathers who match some of the descriptions given by the librarian.

The neathers are unarmed, which doesn't stop them from charging at the nearest party-member with cries such as "I'll eat your flesh!" and "Rrraaaagh!" They'd make a creditable impression of raging barbarians, except they don't seem to know how to use their fists and claws.

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Okay but is there a door she can slam shut in between Group 1 running down the stairs and Group 2 chivvying them back up. 

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Yes! She's going to have some trouble holding it shut against the people now pushing on it from the other side, but Seelah rushes to help her while the archers take down the raging cultist.

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"What's the plan? Open the door once we're in position?"

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"Can you please let us shoot them this time and not fight just past a doorway?"

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"Yeah. Position the archers, open the door, have the other guys dead first." 

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Have lots of dead other guys! She made sure!

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Alright, so, they're going to give the cultists some space to come out into, but then hold a line to stop them from going around and at the archers.

"On the count of three -"

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"--One, two, three."

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As the door bursts open, the three mongrels rush out and fall on Lucette, Seelah and Camellia. They can barely deal any damage, but they will try to tackle and grapple and bite them with great zeal and the occasional "Rrrrargh your sweet sweet meat!!"

(Those guys were really raring to go! What were going to do, tell them no, don't be our meat shields?)

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"Ugh!" Stab stab stab.

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"Don't kill him!!" Lann rushes in to pull Camellia off the mongrel, because even after a few hours' acquiantance it's clear to him she's not going to stop on her own.

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The cleric comes out next. Have yourselves a negative energy channel, crusaders!

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And now the rest of them can come out.

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Lucette alternates between singing and biting back. And she has plenty of bite. She's not trying to kill the guy, but turnabout seems like fair play. 

Somehow the last notes of her singing never seem to fade before she resumes. 

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That's alright, they can have their little bite-fest in peace! The important thing is keeping the enemy's melee fighters busy so they can take out the archers first.

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The one who tried to bite Camellia (emphasis on tried) is now down, courtesy of her rapier and the channel. She leaves him to Lann and goes to block one of the other cultists trying to get to the archers.

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Seelah would also like to do that but, actually, a half-naked feathered woman grappling you is a big impediment to swording someone else!

She settles for hitting her over the head with her pommel and hoping it will eventually knock her out without actually killing her.

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He can run away as fast as they run towards him but only if he's not shooting, and anyway it would take him back through the other door and he doesn't want to split the party. On the other hand, he can't really fight in melee, not even against glaives; all he has is a dagger.

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As a much more experienced adventurer, Anevia does have a backup sword she knows how to use and can hold the door against them while Lann and Wenduag try to shoot past her.

Even with her superior abilities at dodging, though, she can't last forever against four cultists!

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No worries, that's what Camellia is for, stabbing the right people in the back! She is helpful, is she not?

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The two cambions will shoot whoever looks softest with their longbows! Seelah obviously isn't it; they waste a turn on Lucette's natural armor before attacking Camellia, who is ripe for a shooting-in-the-back herself.

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Ugh, this battle is really turning chaotic - 

Moving away from the guys with glaives just gives them the advantage, unless she moves all the way away. On the other hand, she's not feeling up to attacking two cambions by herself.

Camellia dithers in indecision, drinks a healing potion (looted off the previous set of cultists), and finally bolts towards Lucette. If she can just get the stupid mongrel off of her, she'll be able to turn this around.

(This means more judicious stabbing, to be clear, because whatever Lann may think, hitting someone on the head with a rapier's hilt or the side of its blade makes about as much of an impression as you'd expect.)

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Lucette gets some stabbing in of her own, because okay, the bite-off was not the best idea she's ever had, and then she and Camellia can go after the cambions. 

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Then the cambions can get another couple off before switching to their own swords!

This fight is beginning to look like the kind that requires some serious healing and rest even after you win it.

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With Camellia gone, Anevia is having serious trouble holding the door! She tries closing it in their faces, but she's not strong enough to hold it and by the time Lann runs up to help it's open again.

This results in a brief tangle which leaves Lann down and Anevia forced to retreat towards Wenduag.

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Wenduag is hardly going to help her fight three men in melee!

...it's going to be a pretty big disaster if the party dies here and leaves some cultists who have seen her help them. Also, she doesn't trust Anevia alone to shake off their pursuit.

She runs past the cultists, who have Anevia surrounded in a corner, and back towards the other half of the party. It doesn't matter where she goes so long as she keeps shooting them in the back, right?

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Seelah finally manages to subdue the third mongrel and runs frantically to help Anevia.

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Lucette sings AT THE TOP OF HER LUNGS. 

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This has the possibly unintended effect of both cambions attacking her, because she's being obnoxiously pretty and loud and distracting!

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Oh good! Stab stab stab them in their backs.

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On second thoughts, maybe one-on-one was a better plan?

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Seelah takes down one cultist from behind before the rest turn on her, which lets Anevia make distance and start using her bow again.

Frankly, she's just happy to finally be contributing, and terribly worried about Lann and the party members she can't see at the moment! 

...Then she can hear Lucette's song, and relaxes a little. She can take on three men if her party's alright.

(She does have to use her last lay on hands to do it.)

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Three-on-one at least lets them use their glaives properly! But Seelah's well-armoured and has a shield; as long as she stays on the defensive they can't finish her off before Anevia and Wenduag drop one of them, and from there it's all downhill.

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And once they're dead, they can go help Lucette and Camellia - wait, no, what about Lann? Wenduag skips her turn shooting the last cultist to make sure he's breathing properly.

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Amazingly not dead yet! Despite a total lack of healing or other assistance! ...not quite conscious, though.

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With the cambions finally dead, the party are all various amounts of wounded. Lann has to be given a potion of cure light wounds, which (after looting the latest set of bodies) brings them to five remaining potions.

Also, there are two unconscious-but-alive mongrels, the feathered woman and the man with a dog's paw; the third, who might have been Hovlan, didn't survive being stabbed and channeled at.

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"Sorry," Lucette says softly of Hovlan, but it's sympathy rather than apology; it's terrible that he's dead, of course, every death is a tragedy; but if it was him or her it wasn't going to be her. 

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Lann can't, fairly, be angry with Camellia for defending herself or for not having a non-lethal weapon. She didn't even kill him; the channel did, or poor dumb ill fortune. He settles for being angry at the universe at large, instead.

"Can we - wake up the other two? Tie them first, I guess, and it would take a healing potion or a lot of time or a lot of luck..."

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"I don't see a point in not waking them. Worst thing they could do is scream for help, but we've made a lot noise already. If we're taking them back to your tribe, I'd like them to walk there!"

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Every time she thinks she dodged an arrow, there comes another. This expedition is rapidly running out of ways to turn out well for her. Who knows what these two have heard or seen? They can't be entirely incapable of memory and speech, or the cult wouldn't have kept them around.

"Or we could leave them tied in a room and keep searching for the kids. Interrogating them and forcing them to walk to the tribe and coming back will take time we may not have. And use up two more potions before we know we're done fighting."

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"Wenduag has a point...as long as there's somewhere than we can put them somewhere a cultist isn't going to untie or kill them." 

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"We passed a small room off the barracks, we could put them in there. And the cultists probably wouldn't kill them, since they fought on their side? They would untie them, though. So it's a question of whether any cultists will sneak around behind us looking for allies, instead of facing us head-on, after they see -" she gestures at the rooms full of bodies left in their wake. "Personally I think most cultists who see that would focus on running away and not on rescuing two unarmed crazed neathers who are barely alive anyway, but cultists are, well - unpredictable."

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"Or they could slit their throats when they find them tied up. Because they're demon cultists."

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"Or that, yeah. It's a risk."

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"Put them in the small room and drag a bed in front of it?"

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"Alright!" Seelah is still smarting over spending the first half of the fight not helping, and throws herself into the work. Hauling heavy objects, she can do.

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Anevia surveys the group. "Most of us are pretty badly wounded. Should we drink the potions before we go on? Miss Wex, do you have another cure in you?"

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"Yeah, I've got a few." 

She issues the last of her spells and they can drink less-than-all of the healing potions to cover what she can't. 

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There are two doors out of the far end of the hall: the one with stairs downwards that the cultist reinforcements came from, and another, smaller side-door.

"Through that one is a big room and then a long staircase up. That's as far as I ever got, but stairs up must lead to the city - or another floor of this maze."

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"It's also where the... librarian said the ritual was," Lann reminds them. "And the scary demon."

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"If we're clearing the place, we should probably head down first; everyone who wanted to fight would have come out, but we don't want to leave any stragglers in our rear."

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Lucette and Seelah can jointly lead the way down the stairs, why don't they. 

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At the bottom of the stairs is an open door that leads to another small room, which looks unfinished; the ceiling is braced by wood beams, and there's a small earth elemental diligently excavating it from the living rock, which pays them no mind as long as they don't come too close. The little room has another door, which is closed.

And there is also a corridor leading to a bigger set of open doors, through which they can see a large room. There is deep rectangular pit in its middle, containing a mess of dead bodies in various stages of decay, and despite this bodies and body parts are strewn all over the rest of the room as well. Two barred cells are set into the far wall, and various torture-implements stand all around as if on display. A terrible stench permeates the place.

Mercifully, there is nothing living here, except a cloud of flies. Probably they were there even before Deskari's visit.

Also, four of the stones in one of the walls glow in different colors: red, blue, green, yellow. 

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"The cambions' playground," Anevia says quietly. "I'll check if anyone's still alive. You don't have to come." She's used to being the most desensitized party member in this kind of situation, and doesn't want to inflict it on anyone else.

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Are some of those things for real? She was so sure that one was just a stupid story, there's no way it could actually work -

On the other hand, ew ew ew, this place is gross, she is not going in. She is in fact going to take out her handkerchief and retreat as far as she safely can.

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"Inheritor. We didn't come in time. We failed so many. Forgive me..."

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"I - should go in. To check for mongrel bodies I can recognize." This place doesn't feel horrible yet; it just feels - incomprehensible. He expects this will change if he finds a face he knows in there.

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"Do it later. Focus on the living." 

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"Wenduag is right, but I'm going to help Anevia look for survivors." She has prestidigitation, this isn't something she's going to regret in an hour when she still smells horrible. 

And right now she's too angry to be grossed out. 

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It takes a couple of minutes to be really sure, but there are no survivors. A couple of the corpses look like they might have died a day or two ago, but none are fresh enough to be plausibly from today's attack.

Most of the corpses are humans - one halfling, one half-elf - but there are also at least two mongrels (it's hard to tell with the older, half-decayed and dismembered bodies). Not ones Lann or Wenduag recognize, though.

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Anevia looks at the glowing wall-stones, careful not to touch them. "I think they're touch-panels that activate something. Can you check with detect magic? There might be another, secret cell... Yeah, here's the slit in the wall. I don't think I can bypass the mechanism entirely to open it, there's no keyhole so any moving bits are probably behind those panels."

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Lucette detects magic. 

"Magic," she reports. "The librarian might know how to open it." 

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Well, yes, the fact that it's magic was obvious from the glowing lights! Anevia was rather hoping to learn what the magic does, or what else is magic besides the glowy bits. Ah well.

"We can go back and ask him... Assuming we don't find anything - or at least not the missing neather kids - what's our next step?"

"We can't fight a vrolikai. Are we going to try stealth and spying? It might be worth the risk just to learn a powerful demon's plans, even if we can't rescue the kids that way. But the risk is hard to quantify; if the vrolikai captures our scout and learns we killed its cultists, it could teleport all over the Maze looking for the rest of our party. Or outside to the neather camp, for that matter."

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"It will find out we killed them eventually," Camellia points out. "Like the next time it calls for a cup of blood tea, or whatever it is demons want cultists for. Staying around here at all is risky; if we're not going forward, we might as well go back."

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"Evocation," she reports when the spell gets to that point. "I think spying would be worth the risk."

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A doubtful proposition, when the risk is shared but she cares nothing for the reward.

"Should the rest of us leave the Maze, then? We'd only be of help if the spy finds more cultists and not a vrolikai. I signed up for winnable fights."

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"...Lann, Wenduag, what do you think? You know more about the situation than I do." 

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"I... don't know anything you don't? I'll risk myself to save the kids. I'd risk myself to help the city - within limits - but I'm probably no good at sneaking, Wenduag is better actually. And I don't know any other languages or anything like that."

"I don't know what's up ahead. I'd risk myself to find out but none of you have a duty to help me do that."

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"I'm good at sneaking in the dark. Sneaking up on vermin. Lann's the one with delusions of crusading."

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"We could send the librarian up. Except we don't trust him and he'd tell them all about us. We don't have a way to coerce him..."

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"Well, I can do the sneaking if nobody else is both willing and able. The chainmail could interfere but it could also come off, it's not like it's going to be the difference between victory and failure against a vrolikai. I would rather have at least one confederate on the stairs, though, so that if I am discovered I can possibly shout some pertinent piece of information and make enough noise while dying that the other guy can get away undetected with some intel." 

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"I'm willing and able," Anevia clarifies, "and frankly I expect to be better than you at sneaking, armor or no. You can be my second... but you'd still be at risk, even if the vrolikai doesn't see or hear you, because once it knows enemies are coming up from the maze it will investigate. In that case our best hope is that it sends someone to look instead of risking teleporting blindly, and you can outfly them. Although you'd be left without a way up into the city, or to pass the message."

"I think that, most likely, it will only have been worth it in retrospect if the scout doesn't die. I'm willing to make that gamble; I'm not sure if it's worth it for you to stay behind as well."

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"I can be your second!" Seelah really, really doesn't want to leave her friends party members in mortal danger while she flees for safety! This kind of thing is what paladins are for!

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Lann also doesn't want to leave the extremely Good and generous strangers to risk their lives for his tribe while he goes and hides.

He can be persuaded to do it, on tactical grounds, but he doesn't like it.

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"I'm a better second on tactical grounds because I expect to be able to outfly them," Lucette points out to Seelah. Plus a chain shirt is less antisneaky than Seelah's full plate, but that might be better left unsaid. 

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Yyyeah, Seelah understands "fight or flight" but is constitutionally incapable of the latter. 

"I'm sorry I can't go with you."

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"So am I. I wish -"

It makes sense that they're doing it; it's for their own benefit (or everyone's) and not just his tribe's kids. If only the kids were at stake, Lann would be the right choice to scout ahead, with Wenduag as his second. It all falls together neatly, there is nothing wrong, so why does he still feel bad about this?

"Thank you," he settles on.

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But first they're going to ask the librarian about the four colored stones and the secret room!

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"Oh yeah, I set those up for them. You have to press them in the right order to open the door, or you get jolted. And the reverse order to close it again. The cultists are idiots who can't remember a four-press sequence to save their lives, or even write down the secret in a secret location, so they hung up those paintings outside in the right order to remind themselves. Which makes the whole thing entirely pointless, as I've tried and tried to explain to them but - Baphometans!" He says it like it's a curse.

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"Make him do the pressing in case he's lying," Camellia suggests.

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"I mean, it makes the paintings make sense. And it's not like a jolt is that big a deal. But seriously, why else those paintings, they aren't, like, good." 

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"Maybe your jolts aren't a big deal, but I assure you my traps leave people satisfied!" he says, indignant.

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...She raises an eyebrow. "Satisfied isn't the word I would use for a bigger jolt." 

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"Hosilla asked me for it! And she's hard to please but she never complained about that."

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Snicker.

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"If you're prepared to trust a Baphomet cultist's taste, I can't help you." 

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"You're more than welcome to try it yourself!"

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She wrinkles her nose. "Pass. I think Camellia is right and you should play with your own toy."

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"I can open the door for you. If you want to be jolted, do it yourself. I told Hosilla and I'm telling you now, I'm not going to make super-jolts if I have to jolt myself to test them."

"...what about the books you wanted?" The aforementioned books are laid out neatly on one of the tables.

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"I don't want to be jolted. Anevia has a bag of holding." 

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Anevia puts the books in her bag, and the party sets off again, with a slightly grumpy librarian in tow.

Once he sees the battlefield strewn with corpses the party left behind them, he nods approvingly. "It's going to be much quieter around here - quite worth cooking my own meals again. I do hope someone cleans up all this before it rots, we have one stinking room too many already!"

Speaking of which: he walks up to the colored panels and presses them quickly: yellow, blue, red, yellow.

The poorly-hidden stone door slides down into the floor, leaving a clean opening. "All in working order," he says, somewhat pointedly.

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The room behind the door contains several chests and Baphometan banners and, on a little horned altar, a sword surrounded by six clean skulls.

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"That's Radiance! I'd recognize that hilt anywhere, look -" Seelah moves forward excitedly and Anevia has to half-lunge to stop her with a hand on her shoulder.

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"First we check for traps." She inspects the scene carefully, as well as the floor leading up to it. "Nothing obvious, at least... Detect magic again, please?"

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She detects. 

"Well, it's magic," she says after a moment. "...The aura matches what I'd expect, for Radiance," she adds after a couple of rounds.

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"Mm. Mr Librarian, care to pick it off the altar for us?"

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He picks it up and passes it over. "No-one here does traps worth a damn other than me," he says dismissively.

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"I mean, is it surprising that the lone Nethysian is more competent than all the Baphomet cultists put together?"

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"It's surprising how they manage to do anything at all! Like keep this place secret, or steal all those books. They have these odd flashes of competence sometimes. Maybe they're demonically inspired."

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"...Do you know where they were stolen from?" Because Lucette might be obligated to give them back. 

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"Not for most of them. A few have the Blackwing Librarium's stamp on the flyleaf. Some have dedications, I didn't bother memorizing those. Or scribe's names, the owner's heraldry, all kinds of - peripheral parts." He waves his hand dismissively. "The almanac by pseudo-Zacharius claims to be from his personal collection, because of course it does, and that's in Estrod..."

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"So this is a magic sword? And it has a name? Why'd the cultists lock it away and not use it?" At first Lann thought it was another sword that burned the unworthy, but the librarian picked it up without any trouble.

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"It's not just a magic sword, it's the sword of the famous paladin Yaniel! It was lost when she fell defending Drezen, decades ago, but there are legends of it, in her hands it would light up the battlefield and smite demons and inspire her allies. There's a replica in the museum in the Tower of Estrod, and in all the statues of her, it's really distinctive."

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"It looks like a regular sword to me. Did you spend your time memorizing a replica of a Second Crusade sword like it's your family heirloom?"

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Seelah flushes. "It's - she's worth it. Yaniel is a hero, and I - really admire her for what she did. Even details like the engraving on her swordhilt are worth committing to memory if it helps me keep her example in mind!"

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"But why's it here?"

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"That's a good question. It was lost along with Yaniel, of course, when Drezen fell..."

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"It could be another replica, a magic one. But making a magic sword as powerful as Radiance is very expensive, and a lesser copy wouldn't be a good replica... I wonder what they planned for it. Mister Librarian, do you know?"

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"It was here before my time, and I never heard them talk about it except in the context of hiding it away." He is peering at it with his own detect magic. "The aura is complex, and strong..."

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"I got Abjuration and Evocation off of it, and not Illusion, which means that at the very least it isn't an ordinary sword disguised as a magic one." 

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"If we could be sure it's not cursed or otherwise a trap, Seelah could use it. If it looks magically normal, and was 'only hidden away'... to be honest, that just makes me more suspicious. It's probably best not to try to use it until we can have it looked at by an expert wizard - no offence intended, Miss Wex! Or until it's a life or death fight, anyway. It might even be a trap triggered by a paladin touching it." 

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"It doesn't detect as evil..."

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"Neither does a fireball."

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"Or a giant centipede. Anevia has more experience than the rest of us put together." 

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Seelah really just wants to hold it before it's handed to someone responsible and competent like Irabeth that's very uncharitable of her, and is not the way to follow Yaniel's example at all.

"You're right, of course."

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Then Anevia will carefully wrap it in a cloth, scabbard and all, before putting it away in her bag.

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"There's one more door we haven't opened, besides the one leading upstairs. In the room with the earth elemental."

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"Do you know what's in there, Mr. Librarian?"

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"Another room... nothing of interest," he says dismissively.

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"What kind of nothing of interest?" Because, like, she doesn't actually trust this guy not to define "nothing of interest" as "not books."

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He has to think about this for a few seconds. "Some kind of storage? Spare glaives, stuff like that... Oh, and caged lizards, I think someone was raising them for the meat."

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"Spare glaives might be useful later but yeah, not a priority right now." 

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 "We're leaving it alone then? If there's even a small chance the children are in there..."

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"...Yeah, that's fair." 

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To get to the door they'll have to get close to the earth elemental. It has ignored them until now...

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"An elemental that small probably isn't smart, but if we look big and threatening then I hope it won't decide to attack us even if it becomes hostile for some reason."

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Seelah will play the part of a big and threatening wall of metal! She's pretty good at being threatening to people who don't know her any better!

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A strange insider moves close to it! It's not one of those it was ordered not to attack! And it's made of meat like the others, hateful meat like those who bound it here. 

...but it has nice metallic earth around its meat? Is the earth-metal a good sign? Or just another poor creature like itself, tyrannized by the meat inside?

What if, tentatively, it pokes the metal skin. Not strongly enough to injure anything really made from earth-metal. And tries to talk to it, in Terran.

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"--Do not try to scare it," Lucette whispers urgently to Seelah, and then kneels by Seelah and the little elemental, softly humming the tone that silver makes when you strike it. 

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This new person looks like meat. It moves like meat. But it sounds, impossibly, like silver. It's a soft, comfortable sound, a sound that reminds it of the place where it grew and was happy.

Are these new meats... somehow... metal at their core?

It really really wishes it could just rest next to the sound of silver, rest and dream of home.

But after a round, the hateful meat's command binds it. Reluctantly, it returns to its work, moving and eating the earth.

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"We can't dismiss it without a fourth circle spell... Mr Librarian, you said no-one here is a strong enough wizard to call outsiders." They very obviously did not fight a fifth-circle wizard today. "Do you know who called this one, and the water elemental?"

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"No, they were here before me. One of the cultists has delegated authority to command it, you could ask him. ...He might be one of those you killed, I didn't pay attention to all the bodies."

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"We can ask this Hosilla, if we ever get around to fighting her." Anything to interrogate Hosilla about anything other than neathers and the ritual is a welcome diversion.

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"Right. We have one more child to bring home," Lucette sighs. "Poor thing. Alright, let's check the room." 

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The door isn't locked, and the room behind it turns out to be as described. There are three caged medium-sized lizards, of the kind that live in the tunnels outside the Maze; they hiss and snap at the bars. 

In addition to the promised glaives, the place seems to have been used for miscellaneous storage; there are crates with carpentry and masonry tools and various odds and ends.

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Lucette will give the odds and ends a very brief rummage for anything useful and then they had better go, since the kids aren't here. 

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Usefulness is in the eye of the beholder (*)! All of these tools might be useful to someone on a mission which is not hers. (None of them detect as magic.)

 

(*) The one and only aberration Golarion doesn't have, and so safe to mention in casual speech. The saying originally meant beholders are tyrants who destroy that which they see no use for.

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They send the librarian back to his room, and go back to where they put the three knocked-out neathers. (They haven't woken up yet; it hasn't been an hour.) Lucette, Lann and Seelah can each carry one - slowly, with the others helping - back to the tribe.

And then they prepare for Anevia to go spy with Lucette keeping well behind her to hear her dying words hear or see something and live to tell the tale.

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(Seelah really, really hates that she can't be the one in danger.)

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(Lann really, really hates that he can't be the one accomplishing something worth risking his life.)

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(Camellia is pretty miffed that she's stuck with a bunch of ugly mongrels, but it's not like spying on cultists would be any more fun than that, if she's not meant to stab them!)

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(Wenduag really, really hates that she can't be present to betray one side of the confrontation to the other protect her interests - okay, no, that's stupid, even if she betrayed Anevia and Lucette to Hosilla it wouldn't change the fact that they've slaughtered all the rest of the cultists, and even if Hosilla doesn't realize to blame Wenduag for that, she isn't a powerful master to serve anymore. The only factor in the equation is Savamelekh, and betraying a spy to him directly is honestly a toss-up in that it causes you to come to his attention as well.

She debated sneaking after the two but, ultimately, decided it was better to stay out of the whole affair. If Savamelekh suddenly teleports on top of the tribe she'd better... be patrolling the tunnels away from them, how about that. She'll do perimeter patrol.)

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Anevia leaves Seelah her bag of holding as promised. Besides her personal belongings and a bunch of generically-useful items, it contains some letters to be hopefully delivered in the even of her death, and the maybe-cursed Radiance. And then she goes with Lucette back to the one room they haven't gone through yet.

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The room past the long hall is square, and large enough to require pillars to hold up the ceiling - or maybe they're decorative. It's otherwise devoid of anything of interest, other than another door which will prove to be unlocked, beyond which stairs spiral up.

On that door is pinned a piece of paper which says, in messy handwriting,

If you idiots bother Lord S. again, you deserve whatever happens to you. 

     -- H.

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Anevia takes her boots off and wraps her feet in tough-but-very-stealthy cloth, and makes doubly sure nothing she carries can possibly produce sound by clinking or rubbing against something else. She's already wearing mostly gray and black, but she puts gloves and a hood that leaves the fair skin of her face shadowed. 

None of this would be any good against a vrolikai or other powerful demon with true seeing, but it could save her life spying on mortal cultists.

It's a pity there are no buffs to be had. She does have a potion of actual invisibility, which she's saving for emergencies, but people don't make potions of silence since it doesn't last long and she doesn't have a wand.

The winding stairs will block line of sight, which is good for Lucette's chances of getting away but bad for her ability to judge how close she is to Anevia and where to wait. Anevia will come back to advise her, if there doesn't seem to be an extra risk to it.

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Well, since the stairs block line of sight, Lucette can stay relatively close without being visible. She'll get as close as she feasibly can and then retreat one half-revolution away. 

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That seems a bit risky, in that there will be a period in time during which they are close to each other and could both be caught! Can Lucette even fly quickly down the winding stairs to make her getaway?

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...Lucette will retreat another half-revolution. 

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That seems like a better trade-off; Lucette's role is to hear things, not see things.

And so, Anevia creepts up the stairs, every movement slow and quiet and deliberate.

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The stairwell goes up for several floors' worth of height. (This makes sense; something as big as the Maze couldn't be hidden beneath the city without being reasonably deep beneath it, although it doesn't hurt that Kenabres is built on a steep-sided hill.)

At the top there is an open door (good thing Anevia was being quiet!), which leads to a sort of balcony overlooking a room two stories in height but well under a hundred feet across. Staircases connect each side of the balcony to the room's floor, and there's another door at the room's far end.

The room currently contains:

- Three neather children, terrified and even quieter than Anevia if at all mortally possible

- An armored human woman with Baphomet's unholy symbol on a chain around her neck

- A large demon with huge bat wings, a long tail, and four arms, which are holding three different books open

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Savamelekh is bored and angry and annoyed and offended and itchy.

This is normal. Any demon as old as him has learned to bear the constant indignities of life without counterproductively torturing his own minions or suicidally slaughtering crusaders. It's just the constant, background state of his existence.

Right now he is bored-angry-annoyed-offended with his minion for making him wait, and with the books for being wrong and stupid and sometimes knowing things he doesn't, and with his minion for giving him such books.

"How long until you fetch the sacrifice?" he demands of her.

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Hosilla is also bored, angry, annoyed and offended. Unlike Savamelekh, she shows absolutely none of this in his presence. She keeps to her perfectly correct posture, grovels when appropriate (that is, nearly always), and waits for the opportunity to backstab the damned Alushynirran interloper for Lord Baphomet's greater glory.

"I am sorry, my lord, I do not know. It is hard to find and capture an aasimar with the city in such chaos." Just as she told him every five minutes for the past two hours.

Eventually he'll get bored or annoyed enough to go kill someone - outside her Maze, that is - and she'll go back to doing something useful, such as, for example, working on procuring said aasimar. This is a routine, nothing more. This is fine. Everything is fine.

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"These books are wrong," he complains. "And stupid. And presumptuous. Mortals writing about the Abyss! Mortals who think the Abyss can be defined and described, captured in petty words! Mortals who dare attempt to put bounds on my glory!"

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"Yes, my Lord. The crusaders believe these wrong books about the Abyss, which is well for its servants."

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"But you dare give me this inane drivel to read?"

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"My Lord, you commanded to be informed about the recent advances in public knowledge beliefs about the nature of the Abyss." You asked for it two hours ago, you idiot. "The crusaders consider this Lavinia an authority on the subject."

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"She uses far too many stupid words to say something which is obvious half the time and wrong the rest." Any claims coming from a human about the quintessential nature of the Abyss, that Savamelekh doesn't already know about, are obviously wrong. She's not even a wizard! "And this is enough to mislead the stupid and the weak who call themselves wise!"

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"Yes, my Lord. Perhaps she is a servant of Geryon." Now there's a fun thought... sadly, unlikely to be true.

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He snorts in amusement, and turns three pages in unison. A minute passes in reflective silence.

Then Savamelekh cries out in anger and rips one of the books in half.

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"My lord?" Hosilla inquires sweetly.

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He throws the other books to the ground. "These books were written to waste my time," he hisses. "They make even less sense when read in parallel. She must be made to rewrite them while boiling in oil."

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Then perhaps you should not read three books at once, Hosilla obviously does not say.

"Yes, my Lord. She disappeared with Terendelev's body. If you ask him where he took the dragon, he may give her to you." Ha, ha, but the posture of a dumb servant making dumb suggestions often works better with Savamelekh than a smart servant making smart suggestions Savamelekh hadn't thought of himself.

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"No, better! I want to make her undergo a ritual based on this nonsense. If she comes back to the city, you will capture her."

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"Certainly, my Lord." If Lavinia comes back without Terendelev, and the demon attack isn't repelled, this might even be borderline possible, not that Hosilla is stupid enough to try.

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He paces impatiently. Kicks one of the neather children - not hard enough to kill it, he's not an idiot.

(This child is really unreasonably good at suppressing agonized whimpers!)

"I'm going to kill people. Have the aasimar ready by tomorrow morning, or I'll start killing your people." And he teleports out.

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Hosilla lets out some of her own tension by unleashing a long stream of curses in Savamelekh's general direction, that asshole monsterfucking blaggard with more strength than cunning who isn't even wise enough to teleport just beyond the corner to catch out his subordinate ranting about him most traitorously, you miserable bag of slimy death!!

She tries kicking the other two neather children, on the principle that if anyone knows how to efficiently deal with frustration it would be Savamelekh, but it doesn't work nearly as well as she'd hoped. Maybe you do need that ridiculous strength to get it right.

"Back to the cells with you," she tells them, and the terrified children walk - or limp - ahead of her towards the balcony.

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Anevia goes back down as quickly as she can while still being reasonably quiet! 

"Hosilla's coming," she whispers hurriedly, "the vrolikai left for the day. She has the children." Unspoken is that Hosilla may or may not have a way of contacting the vrolikai in an emergency.

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"Let's retreat for now and get the others," Lucette suggests in a similar whisper. 

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"When she sees all the bodies she may run away, and/or hurt the children," Anevia half-objects even as they run. It's not that she wants to take on the presumably-strongest empowered cultist here alone with Lucette. "Maybe I should shadow her from a distance while you get the others."

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"Alright." 

As soon as they get out of the staircase, Lucette spreads her wings and leaps into the air. 

A labyrinth is, to put it mildly, not the best environment for flying in. It's still faster than going on foot. 

She reaches the entrance to the maze. Wenduag...isn't there, okay, probably there's a reason for that. 

"The vrolikai left, we're going to try fighting Hosilla." 

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Seelah, Lann and Camellia are ready to race back to where Hosilla was last seen! They can't, as a group, be stealthy, but they can try to be quiet enough to hear Hosilla or Anevia if one of them starts shouting in an adjacent room.

Unfortunately, while Lucette flew over the rubble in the long hall and could fly back, the rest of them have to take the long way around.

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What the Abyss? Has everyone in the place been killed, sometime in the last two hours, without her even hearing about it?! 

Gods damn it, she shouldn't have put up that notice. She should have told them to keep interrupting her and then Savamelekh wouldn't be as bored and also someone would have told her the place was overrun with mongrels, or whoever actually did this!

Now she has to decide whether to go look for survivors, or retreat above for reinforcements. Some of her men went looking for an aasimar, others just went to the Gray Garrison hoping to loot something. 

...eh, who's she kidding, she's not risking her precious skin looking for survivors. The next batch of inductees will learn to be wiser by cleaning up their predecessors' bodies. It's practically traditional at this point.

(Smart Templars stay in small, well-hidden cells, not band together in dozens right below the biggest fortress of the city guard. She gets lavish funding, but good staff is much harder to source.)

(Obviously she's smart; you do need at least one smart person to run every operation. She's in it for the lavish funding, obviously.)

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However, she doesn't want to give up her prize - namely, the mongrel kids - and there are no holding cells in the sewers where she could securely leave them. This presents a certain conundrum.

She has no immediate solution, other than going back up with them - locking the door behind her - and waiting for one of her men to come back, at which point she'll leave him to guard the prisoners and go round up the others.

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Anevia is hiding in the dormitory and can't physically stop Hosilla from leaving, but she can try to draw her attention enough to keep her here for a minute. If Hosilla attacks before the others get here, she'll run for it.

"Help!" she calls out in a voice filled with pain, as of a cultist left for dead among the wounded, stewing in his pain for an hour. (She is very good at performing pain.) "Is someone there? ...Hosilla?" Her voice becomes panicked. "Don't leave me in here!"

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Ugh, those useless pitiful weaklings. But Hosilla does, in fact, want to question one of them about what the fuck went down here, and maybe find a way to blame them for it.

"Come here!" she commands in her best voice of authority. And retreats back towards the winding stairs, because she is not stupid.

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"I'm coming - I think my leg is broken - argh!" Anevia can do an excellent imitation of limping on a broken leg, courtesy of this morning, but she doesn't want to show herself, because Hosilla can probably tell she's not one of hers; she wants to draw this out. She pretends to limp (loudly, painfully) across the dormitory, as she peeks out at Hosilla across the room.

This also helps mask the sound of Lucette flapping back across the pile of rubble; the others are taking the long way around and will need another half-minute to get there.

"She's retreating," she whispers to her, and breaks a chair against the floor; it makes a satisfying splintering crash, which can hopefully be taken for the sound of a delaying accident.

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"Imbecile! If you're not here in three rounds I'm locking you with the carrion! Crawl on your belly if you have to, maggot!"

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Well, someone is here in three rounds. Hosilla probably wasn't expecting it to be a charging half-dragon and paladin, though. 

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And a charging Camellia! She's not as physically imposing as the other two but she strives to make up for it with her battle-cries.

(How effective they are on a veteran cultist who wasn't really bothered by the slaughtered remains of her comrades remains to be tested.)

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Crusaders and mongrels working together? What the Abyss is this unholy alliance? Maybe they're just random adventurers.

"Up the stairs!" she barks at the prisoners. She'll have to delay them a round or two before she can retreat and lock the door.

Eh, she can take them. Hosilla isn't some pathetic cleric of Baphomet. She's an unholy inquisitor, and every bit as effective as the ones working for Hulrun.

Bane weapon, on the - she doesn't know if 'mongrel' is a valid target and she has no idea what's inside the armor - the half-elf. And a judgement of destruction, to strike true. She's not walking away from this.

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Urgh, this is what comes of being so helpful!! If left undisturbed she might limp away from this, but not very quickly

A stupid risk to have taken, but the rush of rushing into stabbing range! Pity how she didn't make it all the way to the stabbing...

But also, this is what paladins are for. Seelah will guard her to her dying breath, not because she particularly likes her - they barely know each other - but on sheer principle. They're so convenient that way! Camellia promises herself she really has nothing to worry about here, and can try to forget the pain of her wounds by watching Hosilla get stabbed by other people.

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Seelah will absolutely try to push Hosilla off of Camellia so she can't finish her off. She can't even be angry with her, she's not trained - or, trained to fight with her rapier, but clearly not trained for real combat - anyway she'll focus on being angry with Hosilla.

She does have to fight defensively to avoid the same fate; this is one tough cookie, for all that she's alone.

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The neather kids walk obediently back to the stairwell, but they're wounded and slow and aren't trying to run because, well, they weren't ordered to and it hurts!

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"We're here to save you! Get away from her - don't do as she says!" Lann can't run towards them because the melee is in the way, and also he can't run because he needs to carefully shoot into said melee, but he tries to move around the room in a way that'll end up next to the children in a few rounds.

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They are terrified of disobeying Hosilla, and she just killed (?) one of their would-be rescuers, and also her orders already have them moving away from her! What else should they be doing?!

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And Lusilla pauses for a moment in her swording of Hosilla and starts singing. 

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She's going to take a beating, retreating from them towards the stairs (and to use her glaive effectively), but she can, in fact, take it for another round, especially with a judgement of protection.

"Run," she barks at the prisoners.

She doesn't want to mess with the bane weapon settings for mongrels in the middle of a fight, so she takes a stab (metaphorical and literal both) at the armored woman. Humans are the most common by far, let's go with human, do you have squishy human bits inside your armor?

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Unfortunately she does! She's lucky that only one of Hosilla's blows lands (see: fighting defensively, uses of), but Seelah isn't sure they can win if Hosilla is that strong! Is she using some sort of smite Good? And she can't smite her back, she used hers up -

 

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Baphomet's protection isn't going to be enough to keep Hosilla from sprouting lots of arrows.

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The neather kids do their best to run!

One of them, emboldened by seeing Uncle Lann and by the song - she doesn't understand any of the words but they just sound so, so something - anyway, she runs to the far corner of the room, where Lann will hopefully make his way.

The other two run towards the stairs, or try to, because one of them is limping and the other is trying to help him and so they don't quite achieve a running speed.

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Noooo her prisoner is getting away! The ritual needs to go through tomorrow, or Savamelekh really will be angry at her!

She has to make a split-second decision between getting away and coming back later with reinforcements, or trying to kill all her enemies here and now.

Running for the door and locking it while holding it closed is also risky. And Hosilla is, fundamentally, a simple sort of woman. When people attack her, she likes to kill them back. But she doesn't like her odds, here - oh, blast it all!

She bull rushes (*) the two prisoners who are still going the right direction, takes the two parting stabs in her back, makes it to the stairs and slams the door shut as she fumbles for her key.

 

(*) Empowered cultists of Baphomet get bonuses to bull rushes, bull's strength duration, and bullying.

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Seelah runs after her and tries to push the door open, but it's honestly pretty hard!

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Lucette shakes her head at Seelah, and stops singing so as to hear better. 

She draws from a pocket a key she had gotten from a dead cultist who also had a very interesting note on his person, and listens for Hosilla's getting far enough away that Lucette can unlock the door again without being noticed. 

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Unfortunately, this door has one keyhole on Hosilla's side but two on Lucette's! It apparently needs two keys to unlock; at least, inserting the key into either one doesn't do it.

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Hmm. How curious.

She bets she can pick one of them while using the key in the other.

...it still takes her almost a minute to manage, by which time Hosilla has gotten away. 

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Meanwhile, Seelah can feed Camellia one of their last healing potions!

"That was a brave but -" she doesn't want to say stupid, stupid is the kind of things Seelah does, this was - "completely reckless charge! You shouldn't run ahead like that! Even if you, uh, really want to get at the enemy, which is a very understandable and fundamentally Good impulse!"

Is the woman some kind of berserker? She uses magic, though...

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Camellia makes a face. "I think I learned my lesson," she says dryly. "Let the armored paladin take the first hit from the scary cultist."

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Those are fundamentally sound tactics for someone with a needle-thin excuse for a sword and barely any armor!!

Not that Seelah's judging her, it's just that - that combination doesn't seem to be chosen for its melee effectiveness. Which is very valid of her, because no-one should have to dedicate their life to combat who doesn't want to and also spellcaster, but. She really scared her for a moment there!

She grins. "Make sure that you do," she says, offering Camellia a hand up.

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Meanwhile Lann is holding a sobbing girl who is extremely sorry she went into the Maze and can't wait to be out of it and also desperately hopes they'll rescue her friends too?

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They will totally rescue her friends, also they should hurry. Hosilla can’t have gotten far but they don’t know what’s on the other end of the ritual room and having to find her in more maze would be bad.

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Once Anevia has the door open they can hurry! ...Lann should stay a bit behind to watch over the child, they don't want her in the line of fire.

The problem with hurrying into the unknown, however, is that it might be an ambush.

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Hosilla's thoughts, as she runs up the stairs while carrying one mongrel child and still being faster than the bloody other one, are roughly as follows:

- Can't set an ambush, don't trust the mongrels to keep quiet

- Can't leave them and come back to set an ambush, she has no rope and might not have much time either

- Can't go into the city, it's bloody chaos up there, she'd be lucky to escape with her glaive, never mind two little mongrels in tow

- Could run into farthest part of the sewers and hope they lose her trail, but her men won't find her there and so what, exactly, would she be waiting for?

- Could make a stand right here, because standing at the top of a stairwell is actually a pretty good position to be in, even if it's not an ambush, but then what the Abyss did she start running for?

Oh for fuck's sake!

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So it is, when the party rushes up the stairs, that they find Hosilla hasn't run far after all, and instead has spent the time drinking all her healing potions and casting first-circle cure spells and, when she hears them run up the stairs, also casting flames of the faithful and weapon of awe.

It's a pretty obvious ambush. She stands at the top of the stairs and, when the first person comes into view, she throws the mongrel with the broken leg at them. Who's the lucky recipient?

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Me! We were just discussing how it should be me in front - oof!

She has her sword in hand but instinctively fumbles for the kid with the other one, and the kid is flailing and making her footing uncertain and before she can do anything about this -

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My glaive has range. And guess what else it has? Profane flames and two more rounds of bane.

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Gah! She can get past the child but her chances in melee with Hosilla aren't great when the stairwell strongly encourages them to go at it one on one. Or she can fall back (with the child) and expose someone else to the same treatment.

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Important facts about the situation:

1) Lucette doesn't count as human for many purposes, including banes.
2) It is hard to have the high ground against a flying opponent. 

Lucette takes a hit tackling Hosilla to the ground, but, uh, Hosilla isn't actually strong enough for Lusilla to have a hard time tackling her to the ground. 

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Hosilla was ready for them to try to tackle her and push her back, but this move takes her by surprise - for just a second she doesn't react, doesn't set her glaive vertically against the flying creature, because her instincts are to defend in front

And then she goes down in a tangled heap with Lucette on top, rather like she'd hoped Seelah would with the mongrel kid, except Lucette weighs a lot more than the kid did, and ow she can bite! Hosilla's plan did not include wrestling on the ground with a mongrel!

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You know what, letting the armored paladin go in front actually worked out pretty well! Camellia claps Seelah on her (armored) shoulder as she moves past her.

Her rapier might not be very magical at the moment, but do you know what it is? Fast enough to stab stab stab you where it will fucking hurt while you're down and disarmed.

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The honorary mongrel can bite, claw, and, critically, prevent Hosilla from preventing the rest of the group from piling out of the stairs and onto the balcony. 

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Hosilla doesn't, actually, see any way of getting out of this. She can't even bite back!

At times like this, tradition calls for some famous last words, but she's already done 'I'll go down fighting', 'you'll never take me alive' invites a certain unfortunate response, and 'you may have stopped me, but you'll never stop my cunning plan' is just begging to be tortured.

"Savamelekh will feast on your entrails!" she screams, but it comes out broken and undignified in the scuffle, and also OW, that bloody rapier! 

She finally gets her hand free and pulls out her backup dagger for one last baneful stabbing. Time to find out if she can target mongrels after all.

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She can!

However, it has no more effect on the woman holding her down than a baneless dagger would. 

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...she'll absolutely fight to the death, because what else is she going to do, just lie there and take it?

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How does she feel about, "get tied up." 

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Not while she's conscious. At least, if she has anything to say about it.

(She holds out a faint hope Savamelekh will notice her being unconscious and bother to do something about it. If he kills them all and her along with them, it will still be a strict improvement.)

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Yeah okay fair. It'll be easier to remove her stuff while she's unconscious than while she's tied up and awake, anyway. 

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Then they can get her unconscious!

The other two neather kids have a tearful reunion with Lann and the girl. The one with the broken leg is pretty badly hurt but he's still alive (and even conscious) and in a world with healing potions that's what really counts.

On (and around) Hosilla's body they will find, besides the usual gold coins and sundries, a magical amulet (faint transmutation), a magical ring (moderate divination), and her magical glaive (faint evocation).

The ring doesn't come off her finger when they try to pull it off.

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"The glaive has a minor enhancement and an effect I can't identify. The amulet is natural armor. Theeee ring doesn't come off and has a divination aura stronger than any of the other ones, I think it might be a prisoner's ring." 

They will also divest Hosilla of, like, her non-magical armor and dagger and any other backup weapons she may have, obviously. 

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Camellia fingers her own dagger. "She's our prisoner now. I seriously doubt it categorically 'doesn't come off.'"

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Sigh. "A prisoner's ring lets the wearer of a matching 'jailer's ring' know the prisoner's status," she explains patiently. "If they're injured, poisoned, unconscious... or dead. And it lets them scry them, and for a demon I guess it might help targeting a teleport. If you cut the ring off her finger, I expect that would be detectable too."

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"So... she's not actually a prisoner, right? I mean, of whoever has the matching ring. It means someone cares about her." Seelah is aware this may sound stupid, but. Even cultists have people who care about them!

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"If it's Savamelekh, he only cares about her as a tool. It still means he might come back at any moment to check why she's bleeding and unconscious, so we shouldn't linger."

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(Mortals are weird. They sleep, like, all the time, it's practically recreational unconsciousness for them! And Baphomet's guys are possibly weirder than usual, who knows what they get up to when he's not around, they've put in a literal blood fountain like they're playing at vampires.

Savamelekh's finally having fun; going back to check on Hosilla wouldn't be fun at all.)

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"But you're not sure if it's that kind of ring?"

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Meanwhile, Anevia has been stripping Hosilla of her bloody armor (in case she wakes up) and ended up finding some rather interesting correspondence!

"Either she's the rare cultist who actually writes down her plans and keeps her secret letters unburned, or the more common kind who fakes those. Either way we should get this intelligence upstairs. If this is to be believed, the Tower of Estrod was taken over by cultists weeks ago."

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"The Tower of Estrod? That's where the museum is with Radiance! I mean, the copy of Radiance." Seelah frowns. "I could swear I heard the Tower of Estrod mentioned somewhere else today..."

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"The librarian said one of his books claimed to be from there," Anevia supplies. "That's a little evidence in favor, I guess."

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"I recognize that my personal offense that they would choose somewhere I like to make their nest is irrelevant, but I am in fact annoyed. ...We should probably bind Hosilla and heal her a little bit before the vrolikai starts wondering why she's been beaten unconscious." 

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Anevia will tie her up very expertly! There's no way she'll get free, or cast anything with somatic gestures.

She can hobble her legs in a way that would let her walk slowly if she proves cooperative, but Anevia's not very optimistic about this. Tying her legs means they'll have to carry her around, but at least she won't be able to kick at them, or (with an extra hogtie) even squirm too much while being carried.

(If your have to drag your prisoner kicking and screaming, you're doing something wrong.)

Healing her requires using what is in fact their very last potion, but she agrees it's the prudent thing to do.

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"Okay. Well. This ended better than it had any right to, given the involvement of a vrolikai. We should probably warn the rest of the Neathers, I don't want to bet that the tunnels won't become an unpleasant place once it finds out its little nest has been cleaned out and your people know what it's been doing to them." 

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Grrr! Rrrraaah! Did you forget you healed her? Hosilla's not about to let you forget!

She's tied and disarmed and unaware of why they brought her back, which lets her hope they're stupid enough to knock her out again, which might, just barely possibly, cause Savamelekh to investigate.

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"Hello!" Lucette says brightly, pinching Hosilla's cheek in a parody of an affectionate aunt. 

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I will BITE OFF your FINGERS!!!

(Except not in so many words.)

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Man, good luck trying to bite off dragon claws. Actually she'll have to be relatively careful not to cut the inside of her mouth on them, if she tries that. ...Actually Lucette should remove her claws from Hosilla's mouth so she doesn't, like, use them to knock herself back unconscious from blood loss or something. 

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Blasted mongrels!

Hosilla sulks. And plans her revenge. She only needs them to leave her alone for a few minutes...

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"So! What can you tell us about what you were doing to the Neathers? It wasn't the librarian's area of interest." 

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"What, d'you want to get in line? Are you showing off for Savamelekh and me, so you're chosen for elevation?" She's being sarcastic, obviously, but in her current state it might be hard to tell what she's aiming for from her tone.

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Condescending head-pat. "I'm not a Neather." 

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"Could have fooled me." There's no real point to this conversation but the only alternatives she can see are torture and self-mutilation, so she'll take it.

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"Well, don't feel too bad about being fooled, you're not the first person to make that mistake. I'm Terendelev's daughter." 

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"You're -"

Hosilla starts laughing, a little shakily.

"So, what, Deskari killed your parents, and you and your friends ran underground, and then you found someone your own size to pick on?" Very valid of her, a real shame about Hosilla being in the way.

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"Oh, nah, ending up underground was an accident. And Deskari only killed Terendelev; my other mother made off with her corpse before he could get around to killing her. I'm trying to get back to the surface and also rescue children, because," she gestures to herself, "Good, you know. Oh! Also, we noticed your Prisoner's Ring, so we're just going to haul you around for a while and not kill you or anything else that could maybe tip off the fucking vrolikai."  

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Well, damn, that rules out one-half of her two escape plans! 

"Glad you're keeping me informed, don't let me keep you," she says with feigned disinterest.

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"Nah," Lucette says, physically slinging Hosilla over her shoulder as the party moves back towards the entrance with the kids, "we're also going to have to supervise you to make sure you don't bite out your tongue or something. It'd be bad for the local tribes if the vrolikai came back as soon as the surfacer adventurers left." 

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Oh, she thinks Hosilla's going to kill herself to get revenge? Nah, that's, like, plan D at best.

She doesn't want to annoy her captors too much, though, because freedom of speech is valuable, so she'll settle for a shrug. Being carried sucks but doesn't really register on the scale of 'being captured and tied up with all her men dead' to 'being lectured by Savamelekh for hours on end'.

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Cool, cool. 

"Lann, if we recommend that the Neathers evacuate to the surface to get away from the vrolikai, how d'you think they'll take it? Will it improve our credibility any if we bring back Hovlan's body?"

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Lann grimaces. "They - I mean we - I think some of us might take it poorly. Bravely going up to help save the city feels very different from running away from danger, even if the action's the same, you know?"

"People will probably ask, if we're not going crusading but trying to get away, is it really safer fighting demons up there than finding a dark corner of the tunnels to hide in until the danger passes? And once some decide to stay - the sick and old who'd need to be protected anyway, maybe one of the more remote tribes - others will start asking, is it right to go up to fight for others while our own are in danger here below? We could tell them there's nothing they could do against a vrolikai, and - I don't know what people will decide. I'm sorry."

"If there's a safe refuge, somewhere our people can stay on the surface that'd be safe from the vrolikai while the others went out to fight the lesser demons, I'm sure everyone would go for it. But if people see it as a choice of where to hide... they might not choose to hide somewhere unfamiliar, among strangers."

"...of course we have to tell them about the vrolikai, and I still think we should all go join the crusade, I just - wish I could be sure it was safer for those who won't be fighting."

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"...Yeah. If it would soothe spirits, we could--just--mention the vrolikai and also exhort everyone to go crusading separately...probably a lot of what's going to be possible depends on how the crisis on the surface gets resolved."

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Anevia taps Lucette on the shoulder and gestures her back a bit so she can whisper in her ear without Hosilla overhearing.

"We might learn something from the prisoner to inform this decision. Maybe about the ritual. What's the vrolikai's interest in the neathers? But don't discuss this in front of her yet."

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Lucette nods subtly. 

"Anyway. It definitely and truthfully is the case that we surface crusaders could really use some backup from the underground crusaders right now."

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"Yeah! Usually I'm not sure when it's right to encourage people to put themselves in danger, or endanger their families by leaving to crusade. But Kenabres is at risk of being overrun by demons, and they and the cultists already know about the Neath, so it might not stay safe down here."

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"I know we need to help the crusade for our own sake, not just for others'. I don't care if the payoff is tomorrow or in a decade, eventually the demons would have come for us. And I'm here today so I want to fight today." Left unstated is that he probably won't be here in a decade. "It's not my choice to make for everyone, but I'll try to convince them it's the right one."

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Hosilla can't really figure out why he doesn't consider "run up to the surface, and then keep running", but far be it from her to discourage fools from fighting demons. She's a Baphometan, not an idiot Deskarite; let them self destruct while she sits safely out of sight. 

...admittedly she's not in that position right now, but a girl's gotta dream!

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"Let's get everyone topside this time, because I'm not coming back down here tomorrow when a vrolikai could teleport in at any moment."

Camellia would much rather go up into the city without shepherding a bunch of mongrels, but she wants her adventuring companions with her when she ventures out into the fighting. (And Horgus Gwerm.) 

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Lucette nods. 

Alright, the next step is to go talk to the other Neathers, probably. Maybe incidentally find out what happened to Wenduag. 

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The Neathers are still milling about the entrance to the Maze!

One of the three tied-up unconscious neathers has woken up, but she's... uncooperative. And weird. And frightening, in the 'what happened to her?!' sense. 

(Wenduag is not immediately visible.)

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"Fuck you peck you to death you die," mumbles the (barely alive) owl-woman covered in purple feathers.

Someone in the crowd tentatively identifies her as Krilla, a fletcher from a neighboring tribe.

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Well. They have, uh, some information, on what happened to her. There was a fucked-up vrolikai ritual. 

 

On the brighter side, they totally did successfully rescue these kids! Before they got fucked-up vrolikai ritualed!

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The kids are tearfully embraced, and their parents and relatives thank the party profusely. (The close relatives of three unrelated kids make up most of the tribe; this is a small community.)

News of the ritual is more of a muted tragedy, since none of their own tribe were affected. They really hope these people can be cured, but fundamentally they're waiting to pass them off to their own tribes to take care of. The off-screen victory does serve to stir people up against the demons and eager to go crusading.

If they defeated dozens of cultists and a vrolikai and rescued its prisoners - with two of the tribe in the party - then how hard can it really be, right?

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Yeaaaah, about that...

Lann has to tell Chief Sull they have bring up all the mongrel tribes to the city in the next bell, two bells at most, and any tribes who don't come have to hide in the remotest corners of the tunnels. Because a couple of bells from now, the Maze, and probably the part of the Neath closest to it, are going to get... doomy.

He'd rather convince Sull in private first, but he can't exactly whisper in the middle of a crowd and everyone's expecting them to tell them what happened, so. 

...but they - Lann and the rest of the party - well, some of the rest of the party - are definitely going up to secure somewhere safe for the tribes' civilians to stay in the city, so everyone else isn't tied up guarding them and can actually fight the demons! They can go ahead of the tribe, as long as they're very sure the tribe (and all the other tribes, most of which aren't here yet) will follow them promptly without Lann having to personally hurry them along.

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"We have deshided to go; there ish no reashon to wait. And the Light promished to protect us."

"But I cannot shpeak for the other tribesh. If they shee the Light of Heaven and hear itsh promishe, they are more likely to come quickly. If they come when you are above, shecuring our refuge -" he spreads his hands - "I will do what I can."

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After some hurried organization, most of the tribe goes back to their village to pack everything they can carry; they can still be back before everyone else has assembled. The few people who had trickled in from the nearer neighbouring tribes go back to warn their people to hurry, and Chief Sull sends another runner to the two tribes farthest away, warning them to come quickly or not at all; the runner's parents are from one of those tribes, so he can stay with them if they can't make it in time. 

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Wenduag drifts in, out on the periphery of the gathering, takes one look at the bound Hosilla, and promptly disappears again. No-one questions her in the general rush.

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"Chief Sull and Lann both have valid points. If the area of the city where we come out is secure, it won't take too long to come back here to show the Light of Heaven to the other tribes, but that's the best case. Also, we still need to question Hosilla; she might even know something time-sensitive to the fighting up above, but without truth spells there's a limit to what we can do quickly. Miss Wex, what do you think? You are the bearer of the Light, so it's mostly your call."

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"If we're sure this place is safe until tomorrow, we could rest before going to fight in the city," Camellia offers.

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“I don’t think we can be sure this place will be safe until tomorrow. Separate groups could question Hosilla and scout the surface?”

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"We certainly don't need everyone to question Hosilla. And you're right, we should hurry as much as we can, and not take up all of today. If we're splitting up, it probably makes the most sense for me to question Hosilla, and you to lead a scouting party, since you can fly." And since Anevia is experienced in questioning people, including being evil hurting them if she has to, although there's only so much she can do without a truth spell.

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Lusilla nods. Okay, who wants to volunteer for the scouting party?

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"Ugh. I really want to help and not sit here uselessly but I'm not sure you want me for scouting." 

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Lann volunteers! Obviously!

He saw Wenduag out of the corner of his eye and would really like to ask her what's up, but she's vanished again and presumably has her reasons, he doesn't exactly have the time to track her down. At least he knows nothing bad happened to her.

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Camellia doesn't really see the point of scouting where she doesn't get to stab people, when there are others who'll do it for her while she rests.

On the one hand, she'd enjoy stabbing Hosilla some more, and maybe Anevia will welcome her help?

On the other hand, stabbing opportunities are likely to arise even on a scouting mission, for a smart girl who's on the lookout for opportunities. If she's very, very lucky, she can stab so many people that when she does rest, she'll wake up second circle!

"Do you want me along? I'm out of spells and I've never practised sneaking."

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"Well, I'm not amazing at the version of sneaking that involves pretending not to be there* instead of pretending you're supposed to be there,** so it's probably fine."

 

*Stealth checks

**Bluff checks

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This startles a laugh out of Camellia. "Terendelev's daughter and a half-dragon, pretending to belong among cultists and demons? Now this, I have to see."

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"I don't suppose you have a place for me in this non-sneaky band of scouts?" Seelah asks hopefully. "I could, uh, maybe tie a scarf over Iomedae's sword on my armor?" The sword is big and shiny and placed right in the middle of her chest-plate.

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"I think we can do better than a scarf." 

How many ratty shitty cloaks does the Shield Maze contain, Lucette has no problem with stealing dead cultists' stuff. 

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They can absolutely find a cloak large enough to wrap all around Seelah and miraculously unstained with blood! It even has a hood to drape over her helmet, for that authentic hulking-and-skulking look.

She can dramatically fling it open at the right moment, to reveal her emblazoned sword and also her actual sword. 

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"Is this... really... going to work?" Seelah asks doubtfully, but with an intonation suggesting she really wants it to, rather like someone contemplating an inviting piece of candy that is totally not trapped.

She never knew she wanted to play the role of Sudden Reveal, Paladin Action Girl!! until it turned out she really, really did. She realizes it's objectively very silly, which means it can't possibly work, but if the Serious People in the room approve, then perhaps...?

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(Snicker.)

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"I... wouldn't count on that working," Anevia says diplomatically, "but as long as you're going, I don't see that it can hurt? Just don't rely on culists being taken in by it and stay on your guard, please."

Cultists can be very silly too (see, e.g.: Hosilla taking Lucette for a Neather), and far be it from her to discourage a paladin from maybe having a tiny little bit of fun in the middle of an unusually grim day.

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Lusilla also finds a cloak that will hide a bunch of her draconic features, paired with gloves, and scoops up some mud and rubs it on the few shiny bits that remain visible. 

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Anevia gives Seelah some of the notes she wrote earlier again, in case they meet someone friendly and trustworthy to pass them to.

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And thus equipped, the party (sans Anevia) sets out again into the Maze. It's rather gloomy, strewn with dead bodies and smeared with blood, but not in a worrying kind of way, because they made all of those bodies themselves.

Past the room where they fought Hosilla is a tunnel that looks like a storm-sewer, with a little stream of dirty water flowing down the middle.

There's no obvious way to pick which direction to go from here, but after some careful exploration they find a tunnel where a portion of the ceiling has collapsed, making it possible to fly or climb up the rubble into... someone's basement, it looks like, with storage crates.

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If any of the crates aren't nailed closed she'll peer inside and otherwise creep cautiously up the stairs. 

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The crates are labelled, actually! (The owners of almost twenty identical-looking crates didn't want to pry open the wrong one by mistake.)

According to the labels, they contain: assorted rags, metal scrap, boots (sorted by size), winter greatcoats, carpentry tools (this one is open, to enable easier access to the others), and six whole crates of potatoes.

All in all, they are unremarkable except for the sheer amount of stuff.

 

Up the stairs and past a trapdoor (unlocked), there is a room lit by a couple of candles in sconces. It contains weapon racks; mostly empty except for a dozen identical shortswords, and a few spears and daggers scattered on the floor. The whole room is rather disorganized; a struggle may have taken place here.

The room is built from well-dressed but plain stone, and has two doors; a large double door to the right, which is barred from the inside, and a much smaller one to the left.

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...Lucette peers around slowly. 

"I think this might be the Grey Garrison." 

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"That's great, right? Let's just make sure we don't surprise the guards; they're probably jumpy already, if we pop up unexpectedly behind them we might get shot at."

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"What, and waste your wonderful costume?" Camellia drawls.

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"Let's keep the costumes on just a bit longer; we don't actually have any holy symbols on, so we work perfectly well as somewhat grimy crusaders, and it would be a minor pain to put them back on if we end up leaving the Garrison." 

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"I do actually have a holy symbol on my armor! That's what I'm hiding!"

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"So this is a friendly place, with guards, and we can bring the tribes here?" Lann can see them relaxing a bit but would like more explicit reassurance, please.

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"Good question! I have no idea how intact the building is. We should check." 

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Seelah is going to open the door on the left, then; the one on the right was probably barred for a reason.

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This door leads to a large refectory. It also has a large, double door, which can be barred but isn't; it is locked instead.

There is also an open door that leads to a kitchen, which has a door leading to a stairway down to food storage cellars, which have yet another barred door.

All of these rooms are empty and show signs of being hastily abandoned, but not being ransacked or fought over.

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"The Garrison has a sort of internal courtyard, right. I think the barred doors are the ones that lead to it. The guards must have left via the unbarred one which they had to lock from the other side. We can unbar one of the others but we don't have a key to lock it behind us..."

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"Unbar the door, peek in, come back the way we came and re-bar the door." 

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Right, that makes sense; they can at least look through. 

Seelah and Lann working together can easily unbar the door.

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Through the door is indeed the square inner courtyard of the Gray Garrison! They are currently on the second of five floors; the food cellar must be on the ground floor.

There are several noteworthy things in this courtyard, but the most glaring one is the three-story-tall Wardstone, torn from its housing in the fortress called the Kite and smashed into the ceiling of the Garrison (or perhaps it was just dropped from a great height). Its bottom pierces all the way to the third floor, and the top is sticking above the ruined roof.

Whether as a result of this or because of Deskari's earth-splitting quake, the balconies that surround the courtyard on each floor have collapsed in places, in addition to the rubble strewn all over from the hole in the roof. On the ground floor, the great front doorway to the Garrison is shut and barred, but the postern door next to it is half-open.

The place is mostly silent; there are faint noises that might be fighting or shouting outside, and others that might be quiet conversations on higher floors.

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"Well, that's not great."

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"Inheritor," Seelah swears. "How is that possible? What does it mean, if it's here and not in the Kite, is it broken? Can demons cross the border?!"

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"I...don't know. I think if it were completely nonfunctional, it wouldn't be glowing anymore, but...that still leaves a lot of potential malfunction." Deep breath. "Well, we've got to try to fix whatever's wrong with it, or bring a report to someone who can. Not knowing what's going on just means we have to find out."