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
- We enter library, find nothing in his desk
- 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
- In the nicest tent, John searches papers in a desk
- 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
- John notices a woman arguing with a man who has several burly men with him
- 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
- We find a contract for Shane Dormont to pay back 100 gold by working at rate of 10 / year

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