Part 28: Time to Pay
Entry 26: Time to PayUnder the cover of darkness, the party returns to Ancheim.
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The merchantry at night. Still empty. No matter, we've taken what we needed from here.
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Talking casually to the guard in front of the palace reveals no change in the king. We'll have to do this the hard way.
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The town is mostly empty, but that won't stop this fellow from having a party.
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The Grand Mill door now has a light blue strip in front, meaning it's a usable entrance. It's also the source of our blue exclamation point.
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What do you know? The guard's gone. Now's our chance.
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An empty mill. Seems harmless enough.
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There's a door in the back.
If Profiteur hasn't been defeated, checking the door prompts this:
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And the party won't bother investigating further.
But after stopping Profiteur, we know there's more here than meets the eye.
It's just after midnight. Tiz knocks on the door five times, at two second intervals, as mentioned in Profiteur's notes.
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Our reward is the final dungeon of Chapter 1.
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The secret of Ancheim's corruption is hidden here. We're going to track it down.
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Unsurprisingly, the party runs into opposition. Kill these fellows quickly and there's no problem.
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Even with Profiteur dead, the Merchantry doesn't skimp on defenses.
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The dungeon is split down the middle. Need to go up to the second level and over to get across.
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In a change of pace, the Adventurer is near the entrance. The area behind him is, as usual, the end of the dungeon. The trick is figuring out how to get past that gate. There are connecting gears on either side. If both sides are activated via conspicuous switches, the gate will open.
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First gate switch is down a short path to the right of the gate.
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The dungeon is a small maze. This treasure room is hiding off in a corner.
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A pair of knuckles and a stick with a figurine on the end. We'll be meeting this game's take on the alraune/mandrake soon.
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Due to RPG building design, the second switch for the left side of the gate can only be accessed by navigating through a maze of corridors and staircases.
The unopened chest is the blue one in the treasure room.
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The last place reached in the dungeon is the second switch. Pull it and the gate opens.
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Return to Adventurer, save properly, pass through the gate, and use one last lever inside.
The surrounding machinery clunks and jitters. The gate closes the party in.
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After a minute the party steps out to their destination.
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The rooftops of Ancheim. A pathway leads to the east, with an entrance at the end.
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We're in front of the buildings but behind the turning windmills.
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Cross a rickety bridge from one building to another...
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And reach a door above... the palace?
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The king wasn't willing to see us, so we've come to see him.
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In a short time, Agnès has gone from beginner's thief to sneaking into palaces. She's got a knack.
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A closeup of the clock behind Khamer's throne. The cherubs are a modest touch.
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Tiz forgets to use his indoor voice. Luckily all the machines are making a racket.
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Khamer sounds sincere here, for once.
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That explains the strange headgear. Somewhat.
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Here to right wrongs and fight injustice... it's Agnès and her sidekicks!
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Next: An ending, a beginning, a fateful meeting, and a strange miss.
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Event Viewer
Sub-Scenario:
The End of the Mill Works
The Mill Works Passage
Shadows over Ancheim
The King Unmasked
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