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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