Low Estate/Turns/Turn 14

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← Turn 13 • Turn 15 →

  • Aernoud van Nevel (josh_g): forest wanderer — FATE ▣▣▢▢▢ • Stress ▢▢ • Consequences unused (2), unused (4), unused (6)
  • Antheunis Opgieten (lpsmith): slippery urchin — FATE ▣▣▢▢▢ • Stress ▢▢ • Consequences unused (2), unused (4), unused (6)
  • Boudin Verdonk (maga): bravo and expeditor — FATE ▢▢▢▢▢ • Stress ▢▢▢▢ • Consequences unused (2), unused (4), unused (6)
  • Mattius Rothmann (Fang): brutish warmage — FATE ▢▢▢▢▢ • Stress ▢▢▢▢ • Consequences unused (2), unused (4), unused (6)
  • Willem de Vos (Jota): student magician — FATE ▣▢▢▢▢ • Stress ▢▢ • Consequences unused (2), unused (4), unused (6)
  • Lazer Dennis (Rob): manic-depressive man out of time — FATE ▣▢▢▢▢ • Stress ▢▢▢ • Consequences unused (2), unused (4), unused (6)

[Ok, so here's the deal: I'd like very much to wrap this game up by the end of the month. I think that's doable, but it's going to mean jumping to the climax. So let's go to the ball!]

Cutscene

In the dark of the catacombs, Antheunis calls forth the mist, and one by one, the candles of Ruud's men wink out. Willem is alerted by the noise that something is going on, and he manages to run into Antheunis just as the two of them come into the glare of Ruud's lantern. Ruud shouts something and comes towards them, drawing a shadowy knife, but Willem summons up a distracting illusion and he and Antheunis flee past Ruud and out the catacombs, where they eventually join up with Lazer and Aernoud and compare notes about what Aernoud's been seeing at the workshop. Lazer is still intent that it's all going down at the masquerade, so you arrange for some costumes, while Boudin manages to lift a couple of invitations from a drunken young man -- they're not in your own names, but close enough.

Masquerade Ball

It's taken more time than you expected to arrange for the proper costumes (and Lazer was very particular about his false moustache), but this is the sort of thing everyone is fashionably late to anyway, so things haven't reached maximum party when you arrive at Lord Laurent's mansion. It's pretty impressive grounds -- gazebos, tents, ornamental ponds and streams and fountains, braziers to provide light (since it's now after sunset), waiters wandering around with delicacies, jugglers, singers, painters, sculptors, and a large fireworks display promised later on. It's starting to look like Lazer's hunch was in vain when you spot some familiar faces: Ruud in a feathered mask, playing dice with two lads from the East Arsebrouc Boys next to a low stone wall; and Griet, sitting in the driver's seat of a covered wagon, brightly painted and sitting near enough to a large corkscrew-shaped fountain to catch some spray.


← Turn 13 • Turn 15 →