Thursday, October 14, 2021

Kay's Journal - 10/1 - Reaper Errant

The party has won a wagon full of art stuff. We make plans to sell most of it, keeping a signet ring with a stylized ‘MC’. No idea who that is.

Pujol and Gooseneck go looking for draft animals to pulls the wagon back to town. They find a stable with a wide variety of animals, including some horses that should do the job. Pujol asks about renting 2 horses and appropriate harness for pulling the wagon. The fellow running the stable asks for 150gp, which seems a little steep, considering that we just want them for a day. The stable keeper also asks for collateral, considering that it would be easy to abscond with the horses. Gooseneck suggests the stable keeper comes along with the horses; then he can look after them and make sure we don’t take off with them. He’s amenable, and under that arrangement only charges us 5gp.

CornCob and I head to the place that’s selling the ship for us. The guy says there’s been some interest in the ship and that it might sell in a couple days. CornCob asks about where we could sell a wagon. Our friend says he could probably sell it. We give him a gold to reserve some warehouse space to store the rest of the stuff before we sell it, and he agrees to sell the wagon for us on commission.

Abran and Fathom stay with the wagon to keep an eye on it. Abran very much wants to set stuff on fire. While they are debating if there’s a reasonable way to do that there, an older halfling man walks by with a younger person following him. Fathom looks for magic, but neither of them is carrying any. The younger person’s clothes are clearly built to blend in, but they are high quality and in good repair. The older man looks like he is alone. The older man goes into a building, and the person following him disappears into an alley.

CornCob, Pujol, Gooseneck, and I get back to the wagon after our respective errands. We learn the wagon has a spell on it – it will clean your clothes when you enter.

The man at the docks is pleasantly surprised by the quality of the wagon, definitely thinks it will sell for 500gp or so. CornCob wants to be there when the wagon is sold, and the dock guy says he’ll send a runner to the Mud Worm.

Abran & I sneak in to the alley and see the younger person who’d been following the older halfling looking in a window of the building the halfling went into. I sneak up behind them, ask what’s going on in there. They double-take and almost fall off the little platform outside the window…I was expecting that and grab them by the collar, and then pull them back to safety.

It turns out she is a young girl named Kit. She says the old man is buying stuff on her behalf in an auction that’s going on in the building, as she’s not allowed to do it herself. She asks if I’m part of the thieves’ guild, and seems pleased when I say I’m not part of it (just passing through). We trade names and where we can be found. She also says we might be able to unload the art stuff at the Broken Bell, up by the cliff docks. It’s basically a place for fencing stuff.

We head to the new site for the conference to check on the preparations there. Timothy sees us, and ushers us in to Riverside Park. He tells us they found a druid willing to help regrow the tree we killed at the old site. Timothy also thinks it’s odd that a vampire would be in this town; certainly, none live here.

Timothy tells us that some representatives of the various churches will be allowed in. Each must show the seal of their church to get in, and someone is actually checking them. Fathom wants to look at the list of dignitaries and maybe see the speaker himself to make sure he’s not compromised. Timothy thinks that’s unlikely; also, the speaker has a bodyguard who looks pretty butch.

We go to Patrick to see the list of dignitaries. Timothy goes to cast wards along the walls; the wards are meant to discourage people from jumping the walls to get in.

We look for high points, and see the top of the gazebo itself and a nearby bridge over a river. The river is maybe 4-5 feet deep and isn’t very fast. The speaker’s guard is giving us the stink eye and CornCob goes to confront her. He learns her name is Lairdethian.

Fathom looks around for magic. She sees the wards Timothy is putting up and Lairdethian’s maul. She doesn’t see anything that looks like it doesn’t belong.  

We see the list of dignitaries, and note that the signet ring we took from the vampires is not on it. Fathom makes a wax impression of the signet to show Lairdethian.

There’s a tallish building across the street from the site. CornCob asks Patrick and Timothy if they’ve done anything about the building. They say the building is closed for the day, but we still think we should go sweep it. We get the key from Patrick and head over.

The first floor is storage. We hear some sounds from upstairs, like someone moving around, and then quiet. CornCob, Gooseneck, and Abran storm upstairs. Pujol goes outside to tell a guard to warn Lairdethian.

Inside, CornCob and Gooseneck go up the stairs first. Someone jumps at them and casts a spell, which does some damage to Gooseneck. A second attacker jumps out and casts another spell. Abran fires arrows at one of them, hits. CornCob casts a spell that damages one, and casts another spell that causes some vines to grow in the corner and try to grab one of the guys. Pujol comes up the outside stairs, trying to flank them. Gooseneck attacks one of them, then I do. I hit him hard and tell him to yield or die. He’s intimidated and casts a spell at me, and I go…elsewhere. The other one casts a spell at CornCOb and does a bunch of damage to him. Fathom and Abran attack the wounded one, and take him out. When he goes down, his spell ends and I come back.

We all pile on the second one and taken him down before long. We search the bodies. They have spell components, but no other magic, no papers or coin, nothing that will identify them, except the Fall tattoos on their arms.

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