Land of the Dead Gods

20130105

January 09, 2013 20:36

A bit past midnight on the 30th of Summertide
John heads to the Frothy Leprechaun to discuss the message

  • Bumps into Koreloff, describes message and need to gather the crew
  • Meet up with Koogel and Raylek, ask where Brethen is
  • John looks for Brethen and easily finds him, hiding like a black cat on a snowbank
  • Our group heads out to Leder’s, which is locked up at this time of night
  • John insists on trying to wake this fine fellow in the middle of the night, eventually guard answers
  • Jimick eventually arrives, dressed in studded armor with a sword
    • Jimick was asked by other folks what happened to Domico
    • Seems that Domico was asked by counsel to bring ransom to the army
    • Domico hasn’t been seen since, nor have his guards (about 2-1/2 weeks)
      • Jimick responds to question about the rune in Domico’s doorway, says it’s not uncommon thing to do
    • We are offered a job to find out what happened to Domico
    • The counsel was the group that inquired of Jimick about Domico
    • Jimick currently knows nothing about Domico’s departure, his party, or which direction he headed
    • Jimick provides us with a gold each to help us get started

We head back to our rooms for the night

  • John inquires if anyone wants to try breaking into Domico’s estate during daylight
  • We plan to do so after a little rest

The morning of Summertide Festival Day
A bit warm today with a light drizzle
Today is Freedom Day

  • Koreloff inquires about the day, gathering at the slave market for the emancipation lottery
    • Brethen has submitted his parents names for the last couple years
  • Supposedly, there is a carnival of some sort arriving tomorrow

We start out for Domico’s

  • We try to identify which buildings are part of Domico’s estate
  • Guards are at the courtyard gate, facing toward the street and watching traffic
  • Our plan: walk around to “back” (riverside) and Koogel will move us through the earth into the courtyard
    • We successfully get to where we want in the courtyard
    • Koogel learns that he moves at half speed through stone
  • Koogel enters the building and begins searching the inside of Domico’s place
    • Nothing of interest in the cellar
    • Nobody in the kitchen or parlor
  • Koogel opens the stable doors to let us inside
    • We find no signs that anyone has been here for the past couple weeks
    • Up stairs leads to hallway with 3 doors
      • We enter library, find nothing in his desk
        • Variety of general books, but no specific area of interest is indicated
      • We enter the guest room, appears unused for months
      • We enter a large bedroom with large bed, lamp, a couple paintings
        • Wardrobe, nightstand are empty, no personal effects in this room
  • Koogel mud warps to enter an adjacent building
    • Raylek follows after the outside door is opened
    • Building is slave quarters, cleaned out
  • Koogel starts checking out adjacent buildings that are likely not Domico’s
    • One appears to be occupied, woman probably cooking, probably a residence
    • Other has stacks of vellum in the cellar
      • We recall that this is a bookstore
  • It’s pretty obvious that Domico had planned an extended leave, probably not coming back

We head off to the slave market for the festivities

  • We listen to the gossip, but nothing noteworthy
  • Guards begin showing up in advance of the counsel members
  • Eventually, about 10 guards are there when a very well dressed man and woman arrive
    • Ahmkin Coinick (slaver whose warehouse we invaded) and Anund Kott (counsel woman)
    • 5 names called, but none are Brethen’s parents
      • One new free man is one of the guards on stage (Beshrek Sayon)
      • One of the freed folks is seemingly not excited about his freedom
        • Seems concerned about getting employment
  • We head back to the inn and practice our training

Later that night

  • John hears a wolf howl
    • Treks out to meet wolfie
    • Wolfie says, “I found your mass of tasty two-legs,” points and indicates a “day cycle” distance
    • Wolfie somehow conveys that there are probably thousands in the army
  • Koogel practices seduction, Brethen plays a bar, the others kick back and relax

The morning of the 1st of Highsun
Cloudy and showers most of the day
John inquires about the carnival

  • Weather may not cooperate, but they should have a freak show and possibly a light show
  • Will probably set up on the outskirts of the north end of west side of town
  • On our way, a group has gathered around a magician performing something more than simple sleight of hand

We enter the carnival

  • A number of attractions
    • Dwarves, man without arms / legs, eyeless fortune teller
    • Swordplay contest with 15 silver purse
      • Koogel obviously plans to participate
  • Koogel discovers that the carnival came up from the south but had been in the east
    • They have not heard of Kokkor Hekkus
  • There is a walled off area in the center of the carnival area, John shimmies under
    • In the nicest tent, John searches papers in a desk
      • Finds map of area
      • Finds plans to head farther northwest to Silvestress and back up to coast
    • Searching another tent, finds hammocks and chests
    • Searching a third tent, finds someone lying in hammock with another hammock empty
    • John exits, undiscovered
  • We hear a scream from the center of the carnival
    • Someone almost fell on the tightrope
  • Raylek discovers that they had heard of “problems” to the north (while they were at University)
    • Feuersberg had been sacked, so they stuck to the south
    • The conflict is probably still going on, and it is probable that it was Ulrich’s group
  • Koogel is up for his sword contest
    • Koogel smacks down some local smartass with delusions of grandeur
    • With 2nd contestant, Koogel swings wildly at the air, fumbles and ends up stunned, losing the match

After we depart

  • Raylek fails in getting any intel about Domico’s departure
  • John goes to stock up for our trip at All Your Needs General Store
    • John notices a woman arguing with a man who has several burly men with him
      • Argus claims that he owns her building, she claims he’s lying
      • John, of course, sticks his nose into this, demands to see Argus’ copy of the contract
  • Not surprisingly, John incites a conflict with Argus, the thief of buildings
    • Koogel whacks Joseph the guard, who fails to return attack
    • John clocks Argus in the head with his staff
    • Koogel easily takes out Joseph, taunts the other guards
    • Argus whips the horses, John attempts to pull Argus from the wagon as it starts off
      • John fails, Argus gets away
    • The woman provides a description of Argus’ home
  • John and Koogel divert to Bercy’s General Store to avoid any investigation of their recent conflict
  • On their way back, they stop by Argus’ house and look inside
    • Notice one of the guards from the encounter, the downed guard lying on a table
    • Coming down the back alley, they find another entrance with a dog tied up
  • They mud warp into the cellar, enter the man’s home
    • Clumsily making his way through the house, John is stopped by a guard
    • Predictably, battle ensues
    • Koogel takes down a guard as the other warns Argus to escape
    • Koogel races up the stairs to find Argus
    • John scares the last guard into throwing his weapon and retreating from the house
    • Koogel chases Argus, who carries a leather portfolio, across the roof of an adjacent building
    • After Argus jumps to the ground, Koogel attempts to leap on top of him
      • Koogel crushes Argus to the ground, rendering him unconscious
      • Koogel grabs the leather satchel and purse from Argus’ inanimate body, fails in his attempt to climb back up
      • Koogel almost fails again, even with John’s assistance in climbing to the roof
    • Koogel finds 10 silver and 3 copper in the purse
  • John and Koogel attempt to exit the same way they entered
    • They take a roundabout route back to the inn to avoid all the points of chaos they’ve initiated

Back at the Portly Boatman

  • John orders two ales for himself and divides up the contracts for us to review
    • We find a contract for Shane Dormont to pay back 100 gold by working at rate of 10 / year
      • Includes clause for Potions Aplenty store, stating that the possession will revert to heir
    • John asks Brethen to give the contract to Jimick, so that he could deliver it to Miss Dormont

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