Blinkin' & Nods
Important note: Blinkin' & Nods is a Choose Your Own Adventure location. This means:
- Your character is free to mention this location in conversation or thought.
- You character is free to to observe this location from a distance or up close.
- But in order to enter this location or interact with it, you must adhere to the story structure below. Your character is not free to interact with Blinkin and Nods as you see fit. The behaviour of Blinkin & Nods is determined by dice rolls listed in the tables below. You must perform the associated dice rolls using the on-site dice roller and link the outcome of these rolls in your posts to this location.
One might think a teashop would have bright windows and chatter, but the windows are cloudy and the lace curtains have gone out of fashion a decade ago. Two twin brothers, Blinkin and Nod, are said to run the establishment, having taken over from its previous owner, Ms. Beryl, some years ago. Ms. Beryl's Teashop was a popular establishment in its time, but after her passing the shop was transferred to the twin brothers and hasn't officially reopened since. What do you do?
- Knock on the door: Go to: 02
- Peer through the windows: Go to 03
- Leave: Your story ends here.
02. The door opens
When the bell is rung, the door cracks open just a sliver, lest the daylight creep in, and a mild, courteous fellow with a sleepy smile and half-lidded eyes greets you and introduces himself as Blinkin, one of the two twin brothers who own the shop.
- If your character is an adult, roll a d10.
- If your character is a student at Penwick, roll two d10s and pick the lowest outcome.
Roll result | Outcome |
---|---|
1-5 | Blinkin informs you that the shop is regrettably closed at present and politely makes you go away. You are not allowed entrance and the door soon closes shut. Go to 99. |
6-10 | Blinkin observes you quietly for a moment, then opens the door wider, wide enough to let you enter into the shop. He apologizes, explaining that he was not expecting any visitors at this time, but promises he will do his best to cater to your needs. He asks you what tea you like and how you like it (with milk or sugar?) Go to 04 |
Note: if this is a repeat visit by your character and they tried knocking on the door before, but Blinkin did not let your character in, then any roll between 5-10 will count as a success. On your third visit, this chance is improved again by 10% and any roll between 4-10 counts as a success. On your fourth attempt, 3-10 is a success, on the fifth 2-10, and so on.
03. Peer through the window
Roll a d10 using the on-site dice roller. and add the outcome to your character's intelligence. If this outcome exceeds 15, you will succesfully observer the interior. Else, you will fail to notice anything important. After this roll, return to 01.
Success, 15 or higher.
Spoiler (click to show)
You peer through the cloudy windows, and see a dim interior which looks to be Ms. Beryl's original teashop arrangement of velvet chairs and neat, ornate tables. Everything is arranged just so, and while the windows are cloudy and dirty, the interior seems to be well maintained. You might wonder if you are still able to get tea and cake here.
Upon critical hit (your 1d10 roll is a 10): when you step back from the window, your eyes briefly flit upward toward the window above the shop. You see a pale face there, looking down at you from between the curtains before they're hastily shut.
Upon critical hit (your 1d10 roll is a 10): when you step back from the window, your eyes briefly flit upward toward the window above the shop. You see a pale face there, looking down at you from between the curtains before they're hastily shut.
Spoiler (click to show)
The lighting is so dim that you can't really make out much and don't notice anything out of the ordinary.
04 Tea with Blinkin
The first thing you notice inside the shop is the heavy smell, bergamot perhaps, and lavender mixed with other herbs you struggle to name. The scent is thick and sweet and masks all other smells. You are led into the main room of the teashop where tables on long, thin legs and velvety chairs stand perfectly arranged. Only a little light comes in through the lace-curtained windows and half the room is still in shadow. Blinkin invites you to sit and bustles behind a dusty counter, preparing tea for you. "How do you like it?" he asks courteously. "Milk? Sugar? Perhaps both?" The tea is delivered to you on a silver platter, just how you ordered it.
Roll a d10 and add your character’s intelligence to detect anything unusual. If your total is 14 or higher, you may choose to act on what you notice. If lower, you fail to notice anything unusual.
Success, 14 or higher:
Spoiler (click to show)
There is a small chip on the teacup set before you and this leads your eye into its contents. A small, crystalline residue clings to the rim. It smells sweet. You have a choice:
- Politely refuse the tea, go to 06
- Drink the tea, go to 05
Spoiler (click to show)
Warm steam curls into the air and tickles your nose. The tea smells lovely. Whether it is the smell or Blinkin's courteous charm, you are compelled to drink it. (You are unable to refuse the tea and must go to 05).
05. In Vino Veritas
The warm tea relaxes you almost immediately. Everything becomes that bit softer, a gentle haze clouds your mind and judgement. Blinkin's voice sounds soft and lulling. He seems very interested in you and asks you all sorts of questions that are easy to answer: who you are, where you live, who might expect you home.
Roll a d10 and add the outcome to your character's spirit or to their physique. Which aptitude you choose to use is up to you, but choosing spirit should be flavored as mental resilience whereas choosing physique should be flavored as poison resilience.
Success, 15 or higher.
Spoiler (click to show)
With a jolt, your mind sharpens, or your gut resists the poisoned tea. Whichever it is, you are now aware that something is wrong. You have a choice:
- Excuse yourself and leave (go to 101)
Spoiler (click to show)
The conversation flows without alarm. Blinkin keeps inquiring about you and you effortlessly answer him. Eventually Blinkin seems satisfied and the conversation winds down to a natural end. Go to 102
05A. Observe the Tearoom
Roll a d10 and add this to your intelligence.
Success, 17 or above:
Spoiler (click to show)
Behind Blinkin, a narrow door leading into a hallway sways lightly, as though someone forgot to close it behind them when they came down the stairs. You observe scratch marks on the inside (the hallway facing) part of the door.
Spoiler (click to show)
You are unable to discern anything out of the ordinary in this dim lighting.
05B. Steer the conversation
You decide to turn the tables on Blinkin and start inquiring about him, and the rumours surrounding him and his brother, Nod.
TODO: charisma roll
99. The Way is Shut
Despite your knocking, the door remains shut. It appears that no one is there. Perhaps another time...
The story ends here. Your character may attempt to visit Blinkin & Nods again a month later, though their visit should make sense. For example: a Penwick student will likely only be in Brynwell a few times during the year (during one of the breaks, most likely). An adult character has more liberty in this regard. On your second visit, 02 will work differently and any roll between 5-10 will make Blinkin open the door, on your third visit, it becomes 4-10, and so on. Essentially your odds of Blinkin opening the door improve by 10% on every retry. This only affects 02.
101. Nevermore
You get up and head for the exit. Blinkin does not stop you. You make it safely outside, shaken, but otherwise unharmed. As you cast a final glance over your shoulder toward the shop, you see a pale face watching you from the window above the door before the curtains are sharply pulled shut. You could return here, but you probably don't want to.
Result: You are aware that something shady is going on at Blinkin' & Nods and suspect that you were poisoned. You leave shaken, but without any hard evidence to prove any wrongdoing. The dazed feeling wears off naturally after a few hours, though this may be hastened by taking an antidote to common/uncommon potions, or by consuming a bezoar. While your character can return to Blinkin' & Nods, they are unlikely to want to do so. If they come back anyway, the door will not be answered when they knock.
102. Exit
Blinkin thanks you for your company and politely guides you back out of the shop. You step out into the light and the door quietly falls shut behind you. You feel a bit dazed, but happy. By the time you leave Widderlane, you have quite forgotten ever having set foot inside of Blinkin' & Nods.
Result: unless your character consumes a memory restoration potion, they are unable to revisit Blinkin' & Nods. Your character only hazily remembers having had tea with someone, but does not remember where or when. Your character feels well and the pleasant daze wears off after a few hours.