{{Marginally Game RelatedI'm just finishing a three week intensive stats course and have been studying hard, so that's my excuse. I don't know why you guys haven't been posting though. Thanks to this stats course though, I have been able to finesse my schedule into giving me four day weekends every weekend for the rest of the semester, so I should have plenty of time to keep this game going.
Actually game related: Driak'ttl is the horrible name I gave to the Minister of Mining. I haven't told you the tout's name yet, but rest assured it will be equally horrible.}}
The tout leads you through roads and alleys, up ladders, down steps and through tunnels (and tries to lead you through more tunnels once she sees how Polp reacts to the first one), until you are all somewhat disoriented. The dwarves know the elevation but not the position, Kadar knows the position, but not the elevation, and Polp is just plain lost. Finally, she leads you into a little tavern carved right into the sandstone wall.
The inside of Kurtalmak's Spear would be spacious and inviting if you were kobold-sized, but you're not, so you are left feeling uncomfortably cramped, especially by the four foot ceiling. Polp is the only one who can stand up straight. The walls are smoothed sandstone with little curlicues and stylized spears carved in it at regular intervals. In a couple of spots they have been patched with adobe. It is lit in such a way that it would be hopelessly gloomy without darkvision, but is downright cheery with it. The furniture consists of four round tables (all of which are hopelessly small for you) plus a fifth table that is obviously the the big person table as it is twice as tall and contains the rooms only light source, a small oil lamp. The bar is long and low and cuts off a third of the room. Behind the bar is a door to the back room, a collection of strange looking liquors in stranger looking bottles, a cast iron wood stove (most bars you've been in use fireplaces, but, evidently, when you are cold blooded, efficient heating is more important than atmosphere), and, of course, the the barkeeper, a wiry brown-gray kobold indeterminate gender.
The bar isn't that crowded at the moment, and is pretty quiet when you walk in (perhaps because you walk in). A couple of kobolds stare at you for a moment but then go back to their drinks. The tout immediately walks up to the bar and greets the bartender the two talk quickly and quietly for a moment and then the tout motions you to sit down and says, "Minister Driakt'll usually doesn't come in here for another hour, so looks like we're in for a wait. He also wants to know if you cutters want something to drink."
Polp follows along with his usual easy-going demeanour, waving at any kobolds who looks his way and letting out gasps of joy if they travel down any tunnels.
OOC:
Don't know why there's a hold up. It's been pretty much spelled out that we were going, if not explicitly.