Friday, August 16, 2013

EDGE OF ANARCHY- Haunted Fortunes

           
                                      
               

Things we learned during 'The Ritual':

-Aerodus:  After a few drinks, he will divulge his address to the first (and possibly to any) attractive young lady who asks.
-Baelgren:  Who knew he could hold his own in a duel?  New career path: swashbuckler?
-Lucien:  Might not be washed up as a performer after all...
-Lugo:  Has developed a new outlook on life which is summed up in one word: PAIN!
 
 
     With time separating the companions from the ordeals of the 'Skinsaw Murders' and the 'Shadow Pact', their lives begin to return to normal.  No longer wanted men having to watch over their shoulders, they feel liberated and are able to start healing the physical and mental scars accrued over the past few gruelling months.  For some, Lugo in particular, things might never be as they once were, though it remains to be seen if this a positive or negative occurrence.

     A few weeks following their release from Citadel Volshyenek, each member of the group is surprised to find a curious note, found in a location where no one could have placed it without some degree of secrecy or stealth.  Even more disturbing is that each note is written on the back of a harrow card (the sacred tool of choice employed by Varisian fortune-tellers), each is personalized to the individual in question, and each mentions Gaedren Lamm; a man who has had profound, negative life-changing effects in their lives.  Three of the four companions meet, but oddly, Baelgren cannot be found (one member of the group seems to recall Baelgren mentioning he would be busy taking care of family matters for a few days).  Lucien explains to his companions that the note is from a Varisian woman named Zellera; the very same woman who, many months ago, divined that Lucien was to meet three individuals who would help him find Gaedren Lamm.  The three decide to pay Zellera a visit.
 
     Located in the Midland district of Korvosa, the companions arrive to find Zellera's front door slightly ajar.  After knocking several times without answer, they carefully enter.  The cozy chamber of the small home is filled with the fragrant haze of flowers and strong spice.  The haze comes from several sticks of incense smouldering in wall-mounted burners that look like butterfly-winged elves.  The smoke itself seems to soften the edges and gives the room a dream-like feel.  On top of a table covered with a bright red throwcloth sit a basket covered with a blue cloth and a note.  The note reads:  Thank you for coming.  I had to step out for a bit, but shall return shortly.  Please, have a seat while you wait.  The basket under the table contains bread and drink for you.  Suddenly the front door swings open forcefully, banging hard as it hits the opposite wall.  Standing in the doorway is a short, stocky figure dressed in armor and brandishing a weapon.  The companions, feeling threatened, assume defensive positions, but after a few tense minutes cooler heads prevail and weapons are lowered.  The trio discover that the dwarven stranger is a longtime friend of Zellera's, recently returned from years-long travels.  Sven, arriving at Zellera's, thought the three suspicious and assumed they were thieves breaking into the home.  The four converse for awhile but before long an attractive middle-aged Varisian woman with long dark hair walks in off the street.  Immediately she rushes to Sven and embraces him tenderly before bursting into tears.  Composing herself, she greets Lucien, then introduces herself to Lugo and Aerodus.  Turning back to Sven, she reveals that her son Eran, who Sven cherished and mentored, was murdered many months ago, "Thank you for putting up with my unconventional method of contacting you, you see-a terrible man would see great harm done to me if he knew I was reaching out for help.  This is a man you know, for he has done grievous harms to you too.  I speak of Gaedren Lamm, whose cruelty and capacity to destroy the young lives of those he touches are matched only by his gift for avoiding reprisal.  You see, a year ago, his thieves stole this, my Harrow deck from me.  It is important to me, an heirloom passed down through a dozen generations, and also my sole means of support.  When the pickpockets stole it, Eran tracked them down.  The thieves were in the employ of Gaedren Lamm, and in reward for finding them, Gaedren murdered my son.  I sought help from the Guard, but they turned me away.  And so I asked around.  I paid bribes.  I consulted my Harrow deck for advice.  And recently, I was rewarded-I found out where Gaedren dwells.  He can be found in an old fishery north of here at Westpier 17, where he trains his abducted children to be pickpockets and counts his stolen treasures.  And now, I need your help.  I cannot face this man on my own, and the Guard moves so slowly that if I were to go to them, Gaedren would certainly know of their coming well in advance.  Even if they did arrest him-what guarantee would I have that he would be punished?  This criminal has evaded the law for decades.  But you know of these frustrations as well, for Gaedren has wronged each of you too.  So there we are.  It is time for him to pay!" 
 
     Zellera emphasizes that the time to strike is now; the authorities will soon be distracted with other matters and an assault on Gaedren Lamm will go unnoticed.  How she knows this is unclear, but what is clear:  Zellera is absolutely convinced that she is correct in her divinations.  Her conviction and her passion ultimately persuade Aerodus, Lugo, Lucien, and Sven; they decide to strike at Gaedren Lamm after dusk.  Before leaving, Zellera insists on performing a harrowing for the companions.  She pulls out her Harrow deck; a large sized deck of cards hand painted and gilt in silver that sparkle and flash in the light.  Despite their worn condition,the images on the cards are so vibrant they seem to move when viewed out of the corner of the eye.  The ease and speed with which Zellera shuffles the deck is captivating, the cards seem to float and dance in her hands.  First, she has each individual draw a card, then she reshuffles them into the deck and performs a group reading.
 
Individual Card Drawings
 
Lugo = The Locksmith:  "The Locksmith is always an interesting draw, young rogue.  It would seem you have recently been given the keys to unlocking your true destiny.  Sometimes the keys manifest as material things, other times they come in the form of power or insight.  Regardless, remember that a key used in the wrong lock will not open you any doors." 
 
Lucien = The Peacock:  "After many years of torment, it would seem you are rediscovering the beauty within yourself minstrel...it is good to see, it gives you strength and confidence.  Yet the very thing that lifts you up can just as easily blind you and bring you down..."
 
Aerodus = The Juggler:  "The Juggler represents fate, the gods, or those who play with the lives and destinies of others.  Someone has had or still has a direct hand in shaping who you are and who you are destined to become. For the time being, this plays in your favor, use it to your advantage.
 
Sven = The Dance:  "Coming back to Korvosa at this time has landed you in the middle of  events that will force you to make hard moral decisions.  Do not be tempted into a mis-step; stay true to yourself and to your ideals."
 
Group Card Drawings
 
Past = The Juggler (Opposite Match/Misaligned):  "Again the Juggler appears, which increases its significance.  If matched correctly, the Juggler often indicates that fate has been on your side.  In this case, the card is diametrically misaligned; you have all suffered tragically, and these tragedies, whether recent or long ago, still have a pronounced effect in your lives and they continue to guide your actions even now."
 
Past = The Unicorn (Partial Match):  "In this spread, I also see the Unicorn, though its influence is not as prominent as the Juggler's.  It seems to indicate that tragedy, though difficult, has ultimately helped you find that which you have sought."
 
Present = The Keep (True Match):  "This card is a symbol of quiet strength, of unshakability when threatened.  Standing together to achieve goals you are strong and can endure through great hardships unscathed.
 
Present = The Mute Hag (True Match):  "The Hag invokes blood pacts and dark secrets, the kind that pits brother against brother.  Some of you carry secrets that threaten to divide the group and topple the influence of the Keep."
 
Future = The Courtesan (True Match):  "I see a woman of power shaping events in your lives.  Be wary of this woman, how you treat with her will determine your fates."
 
Future = The Sickness (Partially Misaligned):  "There will come a time where you will be given the chance to stop a great plague.  Remember, not all plagues are of the physical variety.  It is likely that the Sickness is somehow tied to the Courtesan...it might be that the Courtesan has the key to stopping the Sickness...or that the Courtesan herself is at its source...or both..."
 
     As dusk settles in, the companions ready themselves, meet, and proceed towards Pier 17, located along the west shore of the Jeggare River.  Sticking to side streets and back alleys, they slowly make their way northward.  The city seems quiet, most citizens likely still not comfortable venturing out at night even with the Guard declaring the solving of the Skinsaw Murders.  Yet, despite caution, the PCs are caught unawares as a figure steps out of the shadows.  The man, as the companions learn afterwards, is recently known to Lucien; a bounty hunter who had questioned him many weeks ago concerning the aforementioned Skinsaw Murders.  At the time Lucien believed he had thrown him off the trail, but the man's presence clearly spoke otherwise.  With two companions hiding in nearby alleys, the bounty hunters attack but quickly realize they are overmatched.  Sven displays his  combat prowess by caving in the head of one of the assailants.  The leader is also dispatched through group effort but the last bandit flees into the night.  Unfortunately, the group (and Lucien in particular) learns that the  hunters are in fact trying to collect a bounty issued by the Hellknight Maralictor Drane;  a sobering thought, though one that has to be put on the wayside for the time being.
 
    Putting on their detective hats, the foursome (rightly) think they have located the Old Fishery.  After some hours spent casing the exterior from across the street, they have noticed a few things:
 
1) People coming to and fro, some purchasing buckets of slimy looking fish slop (chum), others seafood (dock dumplings).  All the customers appear of the poorer variety, most dirty and wearing threadbare clothing.
 
2) A few hours after dark, more than a dozen children of varying ages make their way inside the fishery through double doors off the loading dock.  Eventually, no more children (or customers) are seen and the double doors are closed.
 
    The group manages to quietly infiltrate the fishery, which reeks of fish and sweat.  Their stealthy entrance is short lived but effective as they are able to catch the inhabitants off-guard.  Sven again proves his worth, quickly dispatching a giggling half-orc taskmaster and a foul-tempered guard dog.  Lugo, however, finds himself in some trouble amidst a screaming gaggle of Lamm's lambs vying to escape the fishery.  A gnome, masquerading as a child manages to score a viscous strike with his kukri before Lugo is able to recognize the danger.  Eventually the wicked fey-kin is brought low, though he nearly escapes in the process.  Aerodus, meanwhile confronts an old acquaintance in Yargin Balko; a former professor at the University of Korvosa discredited years ago and apparently joining Gaedren Lamm's gang.  Yargin does his best, but he is clearly outnumbered.  Unable to activate his magical wand, score grievous injury with jars of acid or stop them with a tanglefoot bag, he unsuccessfully attempts to flee.  The companions nearly usher Yargin to death's door, but do their best to stabilize his wounds before leaving him lying unconscious on the dirty Korvosan street outside the fishery.
 
    As Aerodus explores the derelict ship tied behind the fishery (where he finds a nest of cat-sized spiders), the three others find Gaedren Lamm in a hidden room accessed beneath the fishery floor.  Navigating the slippery walkway floating above the shark patrolled water, they burst into Gaedren Lamm's hideout to find him waiting for them.  The criminal shoots a crossbow bolt into his 'pet alligator', enraging the beast just as another of Lamm's guards charges the party.  Unfortunately for the guard, the indiscriminate reptile chooses him as prey, exploding from the water to snatch him into the dark waters below.  Alone, Gaedren Lamm is easily overpowered yet the old scoundrel loses none of his venom.  Already unhinged by recent events, Lugo is driven into a frenzy as Lamm recounts in detail the abuse he administered upon Lugo so many years ago.  Sven, recognizing that Lugo is intent on torture and that Lucien is likely not going to intervene, decides he wants no part in such actions and delivers a coup de grace to the bound (and now naked!) criminal.  Denied vengeance, Lugo screams with furious anguish and for some tense moments Sven (and the DM) wonders if the rogue will turn his rage on the dwarf.  But Lugo's anger dissipates as they all stare at the emaciated body of the minor crime lord and wonder how such a pathetic figure could have destroyed so many lives...
 
    Searching Gaedren's hideout, the companions discover a variety of items, two of which prove to be of particular importance:
 
1-  A circular gold brooch that Lucien recognizes as belonging to Queen Ileosa...
2-  A hatbox containing the decomposing (minimum several weeks old) but recognizable severed head of Zellera!
 
    Reeling from the shock of finding Zellera's head and trying to piece together the puzzle, the group stumbles onto the Korvosan streets in a haze only to be confronted with more madness:  
 
    Something terrible has happened.  Korvosa is in flames.  Smoke rises on the horizon.  The frantic clang of alarm bells sing out in harmony with a multifarious cacophony of screams, the clash of steel on steel, moans, and even the periodic detonation of arcane power.  A wing of Sable Company griffon riders swoops overhead, angling towards Castle Korvosa at a breakneck pace.  One of the badly wounded mounts rains blood down on the street around you before it succumbs and crashes headlong into a statue, taking its rider and itself to a bone-crushing demise a few streets away.  The others in the flight do not pause to check on their fallen ally.  Amid the chaos, the voice of Korvosan heralds cuts through the din:  "THE KING IS DEAD!  LONG LIVE THE QUEEN!"...

Monday, March 18, 2013

EDGE OF ANARCHY- The Ritual

 
 


Things we learned during 'The Halls of Enchantment':

-Aerodus:  Baby otyugh bites, though not as painful as adult ones, are almost as filthy and prone to infection.
-Baelgren:  Unlike his companions, does not suffer from hallucinations when exploring Korvosan dungeons.          
-Lucien:  Is a fan of rainy, nighttime cliff-scaling expeditions.
-Lugo:  Does not get the praise he deserves when fighting rat-men.


     Their mission to deliver Skeener 'dead or alive' complete, the companions are left waiting on Laori to make the next move.  Unsure of what to expect from the elven priestess, they take the time given to rest, heal wounds, and gather resources.  Still wanted in Korvosa and beholden to a woman of questionable morality, Lugo in particular, wonders if his life will ever again reach a semblance of normality.
     The days pass, with each 'hero' experiencing an interesting encounter that he may or may not have shared with his fellows.  Regardless, just as the companions begin to wonder if they have been duped, Lugo receives a letter:

     Dearest Lugo,
 
     Soon, I shall be able to repay you for services
     rendered.  I would rather have you all to myself, but
     will not try to dissuade you from bringing your
     esteemed followers.  Rendezvous at the Posh and
     Turtle at dusk in two days time.  I eagerly await our
     (re)union!
                                                                                   L.
 
     The Posh and Turtle, an inn bordering the Heights district, is reputedly the finest establishment of its kind in Korvosa, if not the whole of Varisia.  The companions think it best to dress the part; foregoing their usual attire for a more refined appearance.  They are greeted at the door by a regally dressed man sporting a fine rapier housed in an ornate scabbard.  After collecting the entrance fee (1 gold sail each), he allows the group to enter.  The inside of the inn is nothing short of spectacular; the main feature being a thick glass floor in the middle of the sprawling building overlooking a wide but shallow sea cave.  In the cave is a giant sea turtle, lazily munching on its dinner, oblivious to the activity above it.  Apart from the cave, an enormous and intricately carved bar spans the back wall of the room, and two large staircases adorned with exquisite railings lead up to the second floor.  A raised stage is located to the left of the entrance; currently empty of performers though many instruments occupy its space.  Finding a seat in the crowded tavern, the companions order expensive drinks and wait several hours before meeting their contact, who ushers them away in a horse-drawn carriage of the finest construction.  This is not to say that the time spent inside the inn was at all uneventful.  Indeed, a week later, the regulars at the Posh and Turtle were still talking about the newcomers who charmed some young noblewomen (Aerodus, Baelgren, Lucien), out-dueled their dates with masterful skill (Baelgren and Lucien), then delivered an extraordinary vocal performance (Lucien) before mysteriously disappearing into the night.

     The carriage takes the companions, in a roundabout way, into a large gated property.  Here they are led into a building housing a large oval ballroom.  The ballroom's ceiling is nothing short of amazing, with dozens of skylights housed between large ornate wooden beams.  In the center of the room is a sinister-looking studded metal chair and an immense table.  The table's surface is occupied with various bottles, breakers, candles, and other instruments normally found in a laboratory setting as well as sinister looking tools and two objects recently in their possession:  the Book of Shadows and the Scourge of Pain.  Laori enters with a flourish, attired in a tight black body suit of spiked chainmail armor.  Wrapped around her waist is a long spiked chain adorned with ringed handgrips.  Stopping before Lugo, she caresses his face with both hands before passionately and unabashedly embracing him in front of his friends.  She states, "We'd best get started, this will take awhile."

     The Shadow Pact ends some eight grueling hours later, and Lugo's three companions are numb at the atrocities they have not only witnessed but helped to commit.  Lugo is a slobbering, bloody mess of human flesh; his mind and body pushed far beyond its limits.    By the time they realized what the ritual really was- a complete submission of body and soul to Zon-Kuthon- the friends were powerless to stop it, to do so would only condemn Lugo to death or worse.  On two seperate occasions, fearing they had lost him, Lucien was able to bring Lugo back with healing song.  Through it all, Laori was a conflict of personalities, one moment a vile torturess, the other a soothing precense urging Lugo on with encouraging words...

"Know this Lugo; the success of this ritual happens only with the holy grace of the Umbral Lord.  Embrace him now and your rewards will be sweeter.  Embrace him now and be forever empowered by pain and suffering.  Embrace him Lugo and you embrace me!  Do you submit?"

Step 1-  As Baelgren sketches a rune on the floor            according to the instructions on the scrolls provided them, Lucien begins chanting an altogether unsettling tune, the words to which he does not even comprehend.  Once done the sketch, Baelgren transfers the 13 thick candles from the stands onto specific locations around the circle.  The positioning of the candles creates an orgy of undulating shadow activity around Lugo, as if the barrier between the material plane and that of the plane of shadow were dissolving.  Mysteriously, each shadow the candles generate seems humanoid in shape.  Unconcerned, Laori motions to Aerodus for the first potion, an altogether sickly, bubbling concoction of liquid discomfort.  She pours a small amount of the contents onto one of the candles and then walks up to Lugo, grabs his hair, then violently pulls his head back, slamming the potion to his lips and into his mouth.  Lugo chokes and sputters but Laori forces his mouth shut and Lugo has no choice but to swallow the vile brew.  Not missing a beat, Laori smashes the bottle over Lugo's head and begins to insult and intimidate, shouting obsenities and slurs.  Several times she reaches for a piece of broken glass and threatens to gouge his face, stopping just shy before resuming her barrage of verbal abuse.  This continues for some time.  Towards the end she hits Lugo with a half-dozen open handed slaps that reverberate throghout the chamber.  With Lugo clearly frazzled, she stops, leans down and says, "Submit!".

Step 2-  Laori steps back from the chair and continues to back away until she is a few body lengths from the outermost candle.  "See, the shadow circle and the first candle have been consumed, the Prince of Pain hears our pleas and approves!"  Sure enough, the complex diagram drawn by Baelgren and the candle's flame had disappeared.  Laori motions for the three helpers to begin anew.  The second level of the Shadow Pact is much like the first, except Laori uses the much smaller amount of alchemical mixture only to sprinkle upon one of the candles, seemingly content not to force any down Lugo's throat.  Again, she intimidates, using words and light physical abuse.  At one point she utters a dark spell that so unnerves Lugo that he screams as he strains with all his might to free himself from the restraints holding his naked body to the cruel metal chair.  At the end of this step, the candle Laori sprinkled with the potion fizzles and sputters, then flares unnaturally to a height of several feet before extinguishing itself with a loud pop followed by an eerie sound halfway between a moan and a scream.

Step 3-  The ritual continues in much the same way for the remainder of the night.  Aerodus concentrates on alchemy, Baelgren on runes, and Lucien on ambience; all the while trying to ignore the increasingly terrible mental and physical trauma Laori inflicts upon Lugo.
     In this step, Laori uses the Scourge of Pain to accentuate the insults and slaps.  The scourge, which is wrapped with barbed wire, broken glass and tiny fangs, not only leaves bright red welts on Lugo's chest ,but also rips out small chumks of flesh.

Step 4-  At one point, Laori walks over to the table and rummages through the pile of tools, slipping on a pair of wicked looking brass knuckles.  She then punches Lugo's face into a bloody, swollen mess.  Poor Lugo looks like he has been worked over by an ogre.

Step 5-  Laori pulls out pliers, clamping them to Lugo's genitals and sqeezing with barely contained glee.  The pain is so great he cannot even scream, though he manages to empty the contents of his stomach all over himself.  It is unlikely that Lugo will ever be able to produce offspring.

Step 6-  Here, Laori applies a small dose of liquid to a knife, smearing some onto Lugo's open wounds.  Within minutes he begins to sweat, convulse and froth at the mouth.  The cindersnake venom very nearly kills him.

Step 7-  Using a hammer, Laori crushes all the bones in one of Lugo's fingers.  The finger is completely mangled and permanently useless.

Step 8-  Retrieving the pliers for a second tour of duty, Laori rips half the nails from Lugo's toes...very, very slowly.  Though not a life-threatening procedure, the pain is enough to cause short term blackouts. 

Step 9-  For their third tour of duty, the well-used pliers rip teeth from Lugo's pretty mouth.  His mouth is no longer pretty. 

Step 10-   Laori pauses after picking up a long, thick metal needle from the table, obviously deciding where she wants to stick it.  An eardrum wins the sadistic lottery.  Permanent hearing loss ensues.

Step 11-  Laori uses the rustiest knife the companions have ever seen to slice Lugo up.  The dozen or so incisions are small, Lugo barely registers the pain.  The damage will come later.

Step 12-  As the Shadow Pact nears its final stages, Aerodus, Baelgren, and Lucien are horrified by what has transpired.  Yet, despite their misgivings, the ritual seems to be working.  At every stage, the rune circles have been consumed, the candles quenched in bursts of alchmical fire while the human-like shadows they had cast remain, swirling round Lugo's chair.  Laori examines the table, carefully picking out a wickedly curved dagger and advances towards Lugo.  Unlike each earlier step, Laori does not begin by hurling obsenities.  Instead, she carefully examines him and gently speaks, "My poor Lugo, you've been so brave, much braver than that sniveling rat Skeener.  It is little wonder my Prince of Shadows rejected him.  We are close...so close, the Pact is near completion...do you still want it dear Lugo?  Submit!"  With fluid grace, she walks behind him, pulls one of his ears with her free hand and severs it with the dagger! 

Step 13-  Lugo sits head slumped forward, gurgling incoherently and dripping blood from his mouth.  Laori points to the shadows illuminated by the lone remaining candle.  Lugo's shadow lies apart, clearly distinct from the others and is slowly siphoning all the remaining shadows into itself. When the last one is absorbed, it begins to unfurl, no longer an exact reflection of the rogue.  it seems to spend the next minutes discovering itself; moving its arms and legs until it realizes it is still connected to Lugo.  At first the shadow makes slow experimental attempts at pulling its legs away from Lugo, but quickly grows frustrated and tries frantically to free itself.  Each time it does so, Lugo's legs move forward, straining at the straps holding them, eliciting painful grunts from the wounded man.  Laori says, "Time to finish this, we must make haste, if the shadow manages to tear itself from your friend at this stage, all will be lost!"  Aerodus and Baelgren complete their tasks as Lucien chants.  Laori joins her voice to Lucien's as she grabs the last vial of alchemical solution, carefully pouring a drop on Lucien's forehead, then on the shadow, and finally the rest of the contents onto the candle.  The candle flares to an unprecedented height, easily seven or eight feet, but unlike its predecessors, the eerie greenish flame does not fade.  All are drawn to Lugo as he begins to scream, blood spraying from his mulitated mouth.  His eyes are riveted to his feet; the skin is being pulled away gruesomely where it meets with the shadow, likely moments away from tearing off the muscle.  Laori steps into view.  Having unfurled the spiked chain from her waist, she starts twirling it into the air.  "Last chance Lugo, do you truly submit heart and soul to the joyous misery that is Zon-Kuthon?"  With Lugo's answer, Laori unleashes her cruel weapon, the blade ripping through the air unerringly to implant itself deep into his chest.  The flame explodes with concussive force...all goes dark.

     Knocked to the ground by the impact of the blast, it takes Lugo's stunned companions a few moments to regain their senses.  When they do, they hear Laori utter a short incantation and light once more returns to the chamber.  Drawing the serrated dagger, her face a stone-cold mask, she advances towards the chair.  She kneels, cradling Lugo's face in her hands.  Saddened by what they  believe is the image of their deceased friend, Aerodus, Baegren, and Lucien are slow to realize that Lugo, though still caked in dried blood, has no fresh injuries.  They connect the pieces when they see Lugo's eyes flutter open and hear him take in a long breath.  He is alive!  Laori stands, raising the dagger threateningly...and cuts the straps holding Lugo to the chair.  "It's over Lugo, you succeeded, Zon-Kuthon has deemed you worthy.  Whether you acknowledge it or not, you are one of us now."  She lets the words sink in before continuing.  "In moments, things will happen that might make you question my...allegiances.  All I ask is that you remember that things are not always as they seem."  On cue, they hear footsteps and the doors part.

     A host of armed men enter the chamber, numbering easily over a dozen and a half.  Most are estate guards dressed in midnight blue tabards worn over armor and wielding crossbows or spears.  Laori addresses the men, "I'm done here Selso.  I've completed my part of the bargain.  I would like my possessions returned to me, please have the hired help pack up my things...once you are done of course."  With a playful grin, Laori leaves without another word.

     Four men stand out amongst the group.  Two of these wear the grotesque masks and clothing attributed to the Skinsaw Cultists.  The third wears a gleaming suit of metal armor, while the fourth, the one Laori called Selso, is dressed in very fine clothing of the latest style.  He is a short balding man with chubby cheeks and beady eyes.  Lucien and Areodus identify him as Selso Salisfer; arbiter for the city of Korvosa, and head of House Salisfer, a minor noble house in Korvosa with roots in Cheliax.  He speaks, "  So you are the rabble rousers that have been killing my men and causing me no shortage of grief.  It is good to finally have you within my grasp."  Suddenly, the servant that met you at the Posh and Turtle enters, hastily squirming his way through the throng of guards towards Selso.  He mutters something in Selso's ear and the two exchange words for several moments.  Clearly perturbed, selso gives the man in the scalemail armor an angry look before commanding 10 of his guards to follow him outside.

     Until now, the man in the armor has stood stock still, chin high, with both hands behing his back.  As he speaks, he reveals the reason his hands were hidden from view.  "You may not recognize my face, but I trust you will recognize this."  He holds up a mask, similar to the ones worn by the cultists, yet distinct and unique.  He continues, "Yes, we met that night many weeks ago in an alley.  An unfortunate encounter that I am sure you have regretted ever since.  I, though, must thank you.  Were it not for your timely interference, things might have gone badly for me.  Not only did I manage to escape capture, but you took the blame for what had occured!  I could not have scripted it better myself.  Too bad you had to ruin things by hunting down Skeener; had you just fled the city, you would not be in this predicament."  During the dialogue, the two skinsaw cultists seem agitated, staring at the companions with thinly concealed aggression.  It is not long before the man, named Danvid Klast, grows bored of conversation and orders his subordinates to attack.  As the battle starts, a few of the group think they hear the sound of pitched battle coming from the grounds outside the ballroom.  Despite being unarmored and weaponless, the companions
account for themselves quite well.  Lucien bolsters morale, while Aerodus throws his lethal alchemical bombs that quickly even the odds and Baelgren unleashes sorcerous missles of energy.  Even Lugo, wielding the vicious Scourge of Pain, eventually enters the fray and scores,  only to take a crossbow to the torso for his efforts.  Lucien and Baegren pool their skills to prevent Lugo from crossing into Pharasma's realm.  Near defeat, Danvid Klast makes his escape, but is forced back inside the ballroom minutes later, the Korvosan Guard at his and Selso's heels.  With the help of Sergeant Grau Soldado and his soldiers, the group downs Danvid and forces Selso to surrender.

     Relief, however, is short lived as Grau orders the companions to drop their weapons and surrender.  A few minutes later, a giant of a man with a demon-maw breastplate enters and chuckles as he scans the prisoners.  The man, the group later find out, is named Maralictor Drane, and he is a Hellknight belonging to the Order of the Nail.  There are a few tense moments as Sergeant Soldado and Maralictor Drane argue over the custody of the prisoners.  The Korvosan Guard win out, likely only due to their superior numbers, but as Drane leaves with his two remaining armigers, he clearly states, "This matter is not over Soldado, those four should be brought back to Citadel Vraid!  We'll be talking again soon enough!"

Out of the fire and into the frying pan...