The Danger Gang Returns Once More To Chrysopolis
Martialis wakes up every few hours to heal his wounded companions. Once Gershom is feeling a little better, he joins in. Marty then casts Reflecting Pool, but is unable to find the assassins. Lugurix hobbles his way out of the farm house to say to Martialis, hoping with all hope that he doesn't turn into a bear and maul him, but heal him up after his fights with Modrons. Martialis agrees, and says that while he's proud of progresss Lugurix is making, it might be worth his while to join up with a party; preferably one with a Cleric. Lugurix takes this under advisement.
After a little more healing, everyone hops in the cart and they ride out to Chrysopolis, arriving in the afternoon. Arben spends most of his afternoon introducing B The Beholder to assorted movers and shakers around town. He conveniently doesn't tell Oeonoe that B has the ability to create wine at will. Arben also hires a carpenter to build an addition onto the Governor's mansion so that B has a place to stay. He's unable to enter the main part of the mansion, what with all the wards and such. Until it's built, B's gonna hang out in the stable.
Gershom and Can head over to the library for a little light reading. Gershom talks to Leo about the collection to see if he can find anything about the 50 true names, while Can keeps working his way through The Odyssey.
Meanwhile, a humble shephard meanders in to town. He tries to speak to Ilya of the Bogatyrs about something, but they share no common tongues. He points him to governor's mansion. Once there he introduces himself as Beau, a shephard from Corsica. His island has been overrun with pirates, and he came here looking for help. He says he's willing to help out with what they're doing if they could would look into it. Everyone is dubious as to what help a shephard could be to this rough and rowdy band of adventurers. Beau claims to be pretty good with his fists and Marty agrees to test his metal. Marty whips out a club, and with a couple of well timed blows is able to best the fella, but he's still impressed by his flurry of fists. They decide to let him tag along, if they can, they'll head out to Corsica. Probably not though.
Martialis once more tries to scry on the assassins with a Reflecting Pool. This time he's able to get a fix on them. He spies them emerging from the ocean and setting up camp on the shore. They're on the southern shore of some body of water. It looks like a local beach, so they gather up their stuff and head out to the Euxine. They begin trolling along the shoreline. Beau stops and asks a friendly owl if he's seen anything, and the loquatious bird explains that he's seen a lot of things. With a little patience, the owl eventually explains that he saw a few humans walking into the ocean a ways down the beach. Martialis changes into a leopard and starts stalking his prey. The rest of the gang follows behind. He soon spies the assassins campfire. Hippomache and Martha Madeye are keeping watch while Ruth and Theodulf rest. Our boys leap into action, Xenon and Martialis leading the charge. Gershom casts Hold Person and is able to trap Ruth and Theodulf while Can stuns Martha with his trademark Color Spray. Just when everybody thinks victory is a done deal, a Dragonette crawls out of someone's back pack and breaths fire over Arben, burning him something fierce. Some dudes start whomping on that thing. Meanwhile, the unassuming Beau has entered the fray. With two swift punches, using his trademark Iron Fist technique, he busts the crap out of Hippomache's ribcage. Everyone stops for a second and gives the new guy a sideways glance. He can apparently dish it out much better than he can take it. Xenon gives her a quick chop with his sword, knocking her out. The Dragonette soon feels overwhelmed and starts to fly away. Xenon whips out his bow and fells him. The gang ties up the assassins and removes the headbands from Hippomache and Martha.
They seperate the groups, Martha with Hippomache and Ruth with Theodulf. Gershom casts Silence around Martha and Hippomache and Beau stands guard while the others question Ruth and Theodulf. It seems that Martha told Ruth that Eorl and Norwit were in league, and that to get rid of Norwit, they would have to get rid of Eorl. Since Ruth and Martha were old friends, she took her word for it. She was never really thrown off by Martha's regularly hailing Throk or her ability to allow them to breath water; Martha said she got this off a scroll. When Arben goes digging through their bags for these mysterious scrolls and none are to be found, Ruth is at a loss. There aren't even any scroll cases. The Silence spell is wearing off, so it's time to question the Throkians. They gag Ruth and Theodulf but let them listen to the questioning. Hippomache is very upset about being beaten by a bunch of men, but her tongue loosens after Martialis Charms her. Martha owns up to being a cleric of Throk and that she made up the whole thing about Eorl and Norwit being in leauge. She tells them about Throk and his greatness, and Hippomache tells them her back story. They claim not to know any other Throkians, and that Eorl wants Throk dead. The only thing Eorl can do is head east and debase himself before Throk. They also reveal that Throk is merely a messenger for the greater god Semuania. Everyone nods. It's asked that if Throk will be mad at the Danger Gang, and Ruth says probably. It's asked that if the Throkians are allowed to live, if Throk will get over it. Ruth says it will help. They take it under advisement.
Someone goes and tracks down the Dragonette. Arben recalls that the blood of the Dragonette easily combusts when exposed to air. They spend a moment thinking about how to exract this blood, then agree that it's not worth the trouble. Xenon tosses it into the fire and it explodes in a very cool fashion.
Marty heads over to the water and talks to a fish. The fish says he's seen an elf around under the sea. He's about to draft Eorl a letter, but then he remembers that Eorl can't read. Arben quickly sketches a little drawing of himself giving a thumbs up in front of a shining Chrysopolis. Marty stuffs it in a little bottle and casts Messenger on the fish, telling the fish to bring it to the elf. The little fish swims off.
They gather up everyone's stuff and begin the treck home to Chrysopolis. Marty throws Hippomache over his shoulder to keep her from bleeding out. Once they arrive, they lock them in windowless rooms in the governor's mansion; rooms with padlocks on the outside.