Polite Enquiries: Difference between revisions

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===Shipment arrives===
===Shipment arrives===
Riptide arrives on the barge the next afternoon with the shipment from Emmitsburg. We have the goods, a dozen barrels of winter ale and a dozen crates of spirits, taken on wagons to the “Wild Frontier Distilleries”. We arrange passage via the Kingdom Lines, they will only ship to Southend and we will need to arrange shipping up the river ourselves. The river is fairly treacherous due to the amount of pollution coming from Dumar- the channels are narrow and shallow.
Riptide arrives on the barge the next afternoon with the shipment from Emmitsburg. We have the goods, a dozen barrels of winter ale and a dozen crates of spirits, taken on wagons to the “Wild Frontier Distilleries”. We arrange passage via the Kingdom Lines, they will only ship to Southend and we will need to arrange shipping up the river ourselves. The river is fairly treacherous due to the amount of pollution coming from Dumar- the channels are narrow and shallow.
===Ship Ahoy===
The Swan arrives a few days later, the weather is bad and its treacherous conditions for loading the cargo and we lose a barrel of beer over the side. The ship is departing before dawn the next day so we board that evening, we are given a simple cabin and bunks. Travel to Sanctuary is slow due to poor winds, their water mage Ithilgith is working hard. Remel shared whisky with Ithilgith and summons fish to stock the larder. A storm appears in late afternoon and we make up time and arrive at Sanctuary that evening. There is a ship anchored a miles outside the breakwater flying red flags, the signs of a plague ship.<BR>
We head off early the next morning and ask about Batrim and Sons and it doesn’t take too much time to find their offices, an old building. Mr Batrim , a distinguished older gentleman, weathered and bald, long white beard greets us. He explains the delivered to Southend and put on the “River Gypsy” and it reportedly made it as far as Dumar, but there was no further contact from the barge. The Esmerelda has caught the “Curse of Zumular”, having been forced into the forbidden area by a storm. They have been in quarantine for six months with regular supplies of food and healing send to the ship, the curse will abate over time and the crew are been kept alive by the healing potions. Mr Batrin explains the they do have paperwork, but its on the Esmerelda, but can provide us a letter for Ishmael. <BR>
===South End ===
We depart that afternoon and made good speed to South and arrive that evening, we anchor a few miles out as the captain doesn’t  want to try to dock in the evening. The sailors explain the sea is black and black ice often area around the area what was Zumular. If you enter the area you will catch the curse, a wasting disease. Its rumoured that the curse is drow magic, charged by the souls of the thousands that died in the destruction of Zumular. Goods are dropped off at Southend and shipped a few moles overland, to avoid the curse area, to Cromptom, a small town on the river, and put in river boat from there.  <BR> 
The next morning we dock and arrange for the good to be off loaded and stored while we arrange for shipping to Cromptom. We head to Crompton to hire a river barge, is a small down with just one inn. There are three river barges docked, including the River Gypsy – which seems heavily armoured. <BR>


== People and Places ==
== People and Places ==

Revision as of 04:07, 1 August 2021

Summary

GM: Ross
Season: Winter 821 WK
Location: online
Level: Low-Med

Party
Employer
Ishamael
Mission
Find where missing shipments of alcohol to MMHS went.

Scribe Notes

Down to business

In the guild meeting room are

  • Marcus – a middle aged man and retired soldier. He expresses experience in kicking down doors.
  • Mirage – a young elf wearing unusual light silks. A talented healer.
  • Remel – a grey haired man and talented chef.

Its been over a decade since Mirage and Remel have Adventured with the guild

A rather gruff gentleman has hired us, on behalf of his boss – Don Ish and La Croix enterprises, to track down a missing shipment of bourbon that never arrived at Mittelmarkhauptstadt. He is a violent sort, and asks us to find the thieves, kill them, then bring them back so he can kill them again. Ishmael arrived eventually and explains he setup a deal about a year ago, in Sanctuary, to ship up bourbon to MMHS in the western kingdom. He has sent two shipments, using different shipping companies, and neither have arrived, he has been busy for the last few months and doesn’t have time to investigate so is hiring some adventures. We should head to the Ship and Anchor, a pub in old Seagate, and ask for Marlinspike, his representative in town, and Amelia Windspine, who arranged the shipping.

Making Enquiries

We head to old Seagate and find the Ship and Anchor in the middle of town. The doorman won’t let us in, but upon hearing Marlinspike's name, allows us in. We are showing to an expensive suite on the second floor and introduced to her, she is young and dressed in ornate black silk with silver filigree. She looks at our shabby clothes with disdain and explains there is a disused office of La Croix in Fountain Court that hasn’t been used for a number of years, we should clean it up and base ourselves there, and should talk to Amelia.

We head off and locate the “office” it’s a run down three storied building, it looks like it might fall down soon and there are holes in the roof, the windows are boarded up and there is a large guard at the front – its seems a criminal gang are working there. We decide it’s a problem for later in the day and head off to see Amelia, we find her in her office near the ports. She was expecting us and makes us a cup of tea and explains the issues – there were two shipments that are missing;

  • Batrim and Sons – a small family local shipping company based out of Sanctuary. Their ship, the Lady Esmeralda, and the company seems to have disappeared. Bankrupt or killed?
  • The Kingdom Lines – Based out of Freetown, the confirmed the good had been delivered by their ship, The Swan, to the arranged agent in Southend (what was Zumular), about 5 months ago. Zumalar was destroyed in the Drow invitation and its still hazardous up there.

There seems to be a lot more danger in the last six months as there are a large number of shipping misadventures reported. Amelia would like us to arrange shipping, under a different name using the derelict offices, and escort the good all the way to MMHS. She will provide us the paperwork for the previous shipments and assist us with the new shipment.

Eviction

We head off and arrange accommodation for the next few days at Mother Gerds Tavern, the rooms are cold but we have cold protection so we’re all fine. We drop our equipment, rest up until it gets dark, and head back to the derelict offices – Marcus is excited about kicking in some door. We observe from the end of the block and Mirage, using his illusions, sneaks up to the building. There is a large guard outside wearing half plate with a rusty, but large sword, and the smell of kerf coming from the ground floor and sewerage coming from the basement. As a ‘guest’ is let through the front door Mirage see people lying on mats smoking. He heads back and, after some deliberation, the party decide to head in through the hole in the roof. We sneak onto the rooftops, aided by an unexpected fog, and head in through the hole in the ceiling on the third floor. The floor appears to be abandoned and exposed to the elements, is damp and mouldy.

We sneak down to the second floor which has an elderly lady a chair and ladies ‘entertaining’ in various rooms. We create a fog an yell there is a fire, hoping that people will flee. A guard head up the stairs to investigate and we net and sap him quickly. A second guard, the one at the door, heads up soon after and gets in a few blows with his sword before we restrain him. All seems to be under control until we are Blackfired by a elderly man in one of the rooms (the boss?. We struggle with the fear and damage but fortunately he flees the building. We soon recover and lock the front door and ask those that can stand to leave.

Exploring the building further, we find a family of seven huddling in the basement. We coax them out and bring them up to the ground floor, offering them food and water. They explained they were Barovian refugees that were strongarmed into working for the gang and have been living in the cellar for several years. The are all in poor health and Mirage, a talented healer, tends to them. The confirm the dark mage was not part of the gang, but a customer that traded magic for services. We throw the two tied up and unconscious guards, Boz and Scroat, in the street. The eventually recover and run away. The working ladies loot the rooms and stay in the building, as they have nowhere else to go. Remel sets up his kitchen and cooks up a filling beef stew for everyone.

A quiet night

The night passes uneventfully and the next morning Remel servers poached trout and fresh bread to the hungry inhabitants. In the late morning there is some pounding on the door and some thugs asking for Boz, we explain we are the new inhabitants and, unable to gain entry, they shout abuse at us and leave.

Remel heads off to see Marlinspike as the others guard the house. Returning with her 30 mins later she is pleased we have occupation of the building but doesn’t progress beyond the ground floor, given the state of the building, and provides us fund to begin cleaning up the building. She also agreed to pay a stipend for the family, as we need someone to inhabit the building long term.

Tanni seems to have regard her spirits and offers to assist fixing up the building, we provide he coin and she heads with her son to buy some supplied. Remel head off to see Amelia, and discovers more about the previous shipments, no one has head from Batrim and Sons but she has confirmed Mateus Zoller, the contact in South End, has received the shipment from The Kingdom Lines and sent it off from there. South End is a dangerous place and there is a lot of crime. She recommends we use Kingdom lines again.

Following a lunch of beef sandwiches with fresh orange juice and some discussion we think we need to prepare for an attack that night, its what we would do (and did). Mirage can cast illusions partially over the hole in the roof and we can create some traps so we can bottle them on the top story and fight there. Tanni has returned with buckets, brooms and other cleaning equipment and has made a start on cleaning up the place.

Retaliation attack

Remel head off later that day to the Fly by Night landing strip, just outside the walls, and makes arrangements for Laticia. She turns up later that evening to cast Witchsight on the part and partake of Chicken stuffed with Orange and a light fruity white wine.

Having laid the traps we prepare for an inevitable relation attack by the gang. A ground of six attack, coming throught both the basement and roof. Our plans are somewhat changed when we discover they can see through the mists and we retreat to the first floor and fight in a tight corridor there. It’s a close thing, but with Mirages flash of light and Marcus' martial prowess we are able to capture five of them, with only Scrote escaping.

Prisoners dilemma

We are contemplating what to do with our five bound prisoners when there’s a knock at the door. An elder lady, Mrs Fontaine, has come to ask for her two lads Brigden and Moldren. Mrs Fontaine explains they aren’t smart lads and have been roped into helping out. Afters some discussion, we release the terrified lads into her possession, and she agreed to provide us information about the gangs. As Mrs Fontaine is leaving with her lads Marlinspike walks in the door, she looks very scared at the sight of Marlinspike. We update Marlinspike about the attack and she talks the prisoners away, they will be going for a swim.

The next three days are spend arranging some temporary repairs on the building and arranging signage “Wild Frontier Distilleries”. Mrs Fontaine visits and explains the Dark Mage, who people call Von Bugger, is staying at a seed inn near the docks called the “Soiled Dove” and sells his services to whoever has money. We make some various purchases and the party practise using water magics in the river.

Shipment arrives

Riptide arrives on the barge the next afternoon with the shipment from Emmitsburg. We have the goods, a dozen barrels of winter ale and a dozen crates of spirits, taken on wagons to the “Wild Frontier Distilleries”. We arrange passage via the Kingdom Lines, they will only ship to Southend and we will need to arrange shipping up the river ourselves. The river is fairly treacherous due to the amount of pollution coming from Dumar- the channels are narrow and shallow.

Ship Ahoy

The Swan arrives a few days later, the weather is bad and its treacherous conditions for loading the cargo and we lose a barrel of beer over the side. The ship is departing before dawn the next day so we board that evening, we are given a simple cabin and bunks. Travel to Sanctuary is slow due to poor winds, their water mage Ithilgith is working hard. Remel shared whisky with Ithilgith and summons fish to stock the larder. A storm appears in late afternoon and we make up time and arrive at Sanctuary that evening. There is a ship anchored a miles outside the breakwater flying red flags, the signs of a plague ship.

We head off early the next morning and ask about Batrim and Sons and it doesn’t take too much time to find their offices, an old building. Mr Batrim , a distinguished older gentleman, weathered and bald, long white beard greets us. He explains the delivered to Southend and put on the “River Gypsy” and it reportedly made it as far as Dumar, but there was no further contact from the barge. The Esmerelda has caught the “Curse of Zumular”, having been forced into the forbidden area by a storm. They have been in quarantine for six months with regular supplies of food and healing send to the ship, the curse will abate over time and the crew are been kept alive by the healing potions. Mr Batrin explains the they do have paperwork, but its on the Esmerelda, but can provide us a letter for Ishmael.

South End

We depart that afternoon and made good speed to South and arrive that evening, we anchor a few miles out as the captain doesn’t want to try to dock in the evening. The sailors explain the sea is black and black ice often area around the area what was Zumular. If you enter the area you will catch the curse, a wasting disease. Its rumoured that the curse is drow magic, charged by the souls of the thousands that died in the destruction of Zumular. Goods are dropped off at Southend and shipped a few moles overland, to avoid the curse area, to Cromptom, a small town on the river, and put in river boat from there.

The next morning we dock and arrange for the good to be off loaded and stored while we arrange for shipping to Cromptom. We head to Crompton to hire a river barge, is a small down with just one inn. There are three river barges docked, including the River Gypsy – which seems heavily armoured.

People and Places

Places

  • Ship and Anchor – an up market inn near the center of Old Seagate where Marlinspike is based

People

  • Marlinspike – factor of Ishmael
  • Amelia – employee of S-mart and La Croix enterprises, based in Old Seagate
  • Batrim and Sons – small shipping company based out of Sanctuary
  • The Kingdom Lines – Large shipping company based out of Freetown
  • Family (Basement) – grandmother, parents (Tanni and Frederic) and two children – teenage son and adult daughter with baby.
  • Mateus Zoller – the factor in South End
  • Boz and Scrote - thugs that members of a gang
  • Heines and Mechlan – part of the gang - they ran the drug business. (Toke and smoke)
  • Fontaine family- Mrs Fontaine (namer) and her sons Brigden and Moldren (dim muscle)
  • "Von Bugger" a vile Dark mage that is staying at a seed inn near the docks called the “Soiled Dove”. He sells his services to whoever has money.

Buffs & Mil Sci

Loot and Expenses

Calendar

Winter: Frost 821 (7)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Samhain 1 Guild Meeting Seagate
Visit Marlinspike and Amelia. Eviction
2 Retaliation attack by the gang 3 Repair building 4 Repair building 5 Repair building 6 Riptide delivers goods
7 8 9 10 11 12 13
14 15 16 17 18 19 20
21 22 23 24 25 26 27
28 29 30 1 2 3 4
Winter: Snow 820 (8)
5 6 7 8 9 10 11
12 13 14 15 Solstice 16 17 The Duke of Carzala's Winter Ball 18 Yuletide
19 Days of Chaos 20 DoC2 21 DoC3 22 DoC4 23 DoC5 24 DoC6 25 DoC7
26 DoC8 27 DoC9 28 DoC10 29 DoC11 30 Twelfth Night 1 2
Winter: Ice 820 (9)
3 4 5 6 First Plough 7 8 9
10 11 12 13 14 15 16
17 18 19 20 21 22 23
24 25 26 27 28 29 30