These choices are rather bland. It's either this or that with not much room in between. Seeing as running sounds life saving let's do that.
lacing boot on real tight we take flight. Nice to have you back LDS
While your legs do not match the stride of the three humans, you are smart enough to lose them quickly by ducking under a series of moving carts (sending some horses running wild, alas) and then heading northward. This leads you to think that it might not be wise to go right to their den!
If they were holding Patricia there, why would they chase you away from a possible trade for the magic ring? It makes no sense, but it probably means that Patricia is imprisoned else where. If worse comes to worse, you will return to Quaside Street, but a quick glance around you reveals that your flight from the Grey suits has taken you very close to Short Alley. As long as you're in the neighborhood, you might as well investigate the alchemist.
You slip nervously past by two city watchmen patrolling on horse. While your intentions are nothing but honorable, you know that you might end up breaking a law or two before the day is out. the watchmen don't give you a second look, and you arrive at your destination.
Grymray's Apothecary and Potion House
In stiff writing beneath a picture of a smoking vial clearly intended for the illiterate masses. the sign is topped with an inch-thick layer of snow, and creaks in the wind. the door is ordinate and has a glass window, tinted deep green. A small placard says "enter". Stepping forward you recall an old friends words: Magic is a poor servant and a stubborn master ....
You push open the wooden door, and a tiny bell announces your arrival as your eyes adjust to the gloom.
The shop is oppressively atmospheric. Shelves are loaded down with dusty bottles, Jars and boxes filled with powders or scales or worse. Weak shafts of light piece the dusty air and paint the floor from narrow windows near the ceiling, and it is as nearly cold in here as the streets ...
At the far end of this macabre display of sorceries canned good, a pair of owl like eyes stare into yours and burn. the eyes are framed by the face of an ancient, withered man sitting quietly behind a lamp.
"Sir" he says, "How may I help you sir?" He does not move when he speaks, only his lips articulate. he reminds you of some wicked predator, frozen until the prey is within reach.
"I", you begin, pausing to recollect your voice, "I am looking for the alchemist who made this." You walk to his desk and lay the empty vile before him. His eyes momentarily diverted as they rake over the vile, then they return to you.
"I made it", He says."Was its performance unsatisfactory?"
your instinct is to grin with sarcasm, but you find you can not manage that. "It worked well" you say, "but it was used against me."
The dark thin man rises out of his seat, and his eyes grow larger and sharper in the cold gloom. "Little man ," he says, "I am not responsible for the uses of my art no more then a swod-maker is responsible for a life taken with his sword."
"No no!" you say "It isn't that at all. I just want to know about the gentleman to whom you sold this, I would like to meet him." you think quickly. " I am ... alike in profession ."
the large eyes seem to dim as his face presses near your own. "You are seeking allegiance then?"
"Um. Yes that is right."
The alchemist lick his dry lips and draws then in a tight smile. "They are regular customers of mine. I like doing business with them."
You wince at the thought of anything this creature might like, and stand, waiting. He watches you for a second, his face pulled taut in a mockery of a smile.
"They constantly ask me if I know any new recruits for them, and I am always willing to help my customers. Of course, I must be certain of your sincerity..." The smile slack slightly and it look like the face might never recover.
Roll against story teller difficulty 10.
86 succeed 75 failed
we have 2d6 for this that means 2 to 12 for our score. We can use one luck point that leaves one and increase the odds to 3d6 or 3 to 18. What do you wish to do?
That roll is 11 or 12 out of 1 to 12? If that is how I am understanding it then it is better to use the luck point.