Difference between revisions of "The Thieves"
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Back in the ballroom, saw the Birkmaster but no sign of his wife. Roese headed to help in the pantry, Amonie stuck around in the ballroom. ''Roese heard a fellow servant mention that they were off to tend to Mrs. Hilda Monocleese, and another asked to be updated on how she was looking as she had been ill of late.'' Amonie heard a couple nobles talking - ''a court sorcerer mentioned a magician and adventurer of some repute lived in the Dreg area at some point''. | Back in the ballroom, saw the Birkmaster but no sign of his wife. Roese headed to help in the pantry, Amonie stuck around in the ballroom. ''Roese heard a fellow servant mention that they were off to tend to Mrs. Hilda Monocleese, and another asked to be updated on how she was looking as she had been ill of late.'' Amonie heard a couple nobles talking - ''a court sorcerer mentioned a magician and adventurer of some repute lived in the Dreg area at some point''. | ||
A+R kept their heads low for the rest of the evening. Roese overheard a ''drunk noble suggesting that it was in Malbleat's bloodright to rule all of Dolmenwood. Malbleat didn't seem | A+R kept their heads low for the rest of the evening. Roese overheard a ''drunk noble suggesting that it was in Malbleat's bloodright to rule all of Dolmenwood. Malbleat didn't seem against it, but was certain it wasn't the right time, and didn't wish to speak openly about it''. ''Birklin had heard that Malbleat had kidnapped a missing woman from Lankshorn''. At midnight, the Birkmaster made a grovelling address to the guests and declared the party over. | ||
===Eggfast, the 13th of Haggryme=== | ===Eggfast, the 13th of Haggryme=== |
Revision as of 10:49, 4 September 2024
Records detailing the exploits of members of the Dreg Thieves' Guild, particularly Guillem and Wendlow, two locals.
Session 1
Eggfast, the 20th of Lymewald
Clear, cold.
Dreg is a bog town located in 1110 that's slowly slumping into the river, and is controlled by Lord Malbleat. The most influential person around here is the merchant who owns the port, Madam Shantywood.
Guillem and Wendlow are canvassing for jobs in the Spawning Salmon, a warehouse converted into a seedy gambling establishment. They heard from a drunk that Birkmaster Monocleese is in league with witches and is allegedly going to ritually sacrifice his wife.
The propietor of the casino, by name of Sidley Crump, offered to get us involved in his operation. He warned us to stay away from Shodgury, and invited us into the backroom bar which was pretty obviously a thieves guild. The first contract offered was to rob the tower of a magician who had gone mad in the woods to the south.
Sunning, the 21st of Lymewald
Clear, cold.
The pair of thieves explored the area surrounding Dreg, and ran into some herb peddlers. Sadly, the wolfsbane on sale was out of Guillem and Wendlow's budget. They pressed on, and discovered a watermill with strangely dark windows. It turned out to be the residence of Merissien the Mutable, a magician who was willing to pay excellent prices for magical crystals. He was good enough to inform the thieves that the tower they were looking for was the Nyfward Tower, built by Nyf Nimbly.
Later that day to the south, the two adventurers found Nyfward Tower, and entered the magical structure. After a tense negotiation with some very vain manticores and escaping a hoard of boars(!), the thieves were teleported back to the ground floor by a magical trap. Despite the short length of the excursion into Nyf's tower, the pair made it out with some silverware, bed dressings, and some sort of magical scroll. They marched back to Dreg, arriving late at night. At the Thieves' Guild, they sold the cutlery and bed dressings to prove themselves to their bosses, but kept the magical scroll.
Session 2
Colly, the 22nd of Lymewald
Cold, windy, gloomy.
Guillem and Wendlow took a full day to rest and relax, doing only some light shopping.
Mercenaries are more common than usual in Dreg.
That night they used the second and final night of their "welcome package" free accomodation at The Spawning Salmon.
Chime, the 23rd of Lymewald
Frigid mist.
Guillem and Wendlow were handed responsibility of inducting Amonie Dunsallow into the guild. The trio were tasked with sorting out some sort of local issue so that Amonie could prove herself. The thieves were treated to multiple leads, including a heads-up that the bog workers' underground bar would be getting raided by the constabluary soon, so it was best to try and rob it now if ever. Additionally, a few abandoned buildings had been scoped out recently.
Lady Mulbreck's manor has fallen to fungal ruin after her husband died, but many valuable posessions are still inside.
The great Fernebal House contains a magic sword that can send its victims to sleep for a century.
The trio chose to go stake out the bog workers' bar on the other side of town. When they arrived, they found the bar was concealed within an old ruined building, with no apparent entrance. The only clue was a pair of bootprints leading to a peculiarly well-stacked pile of rubble. Once the trio cleared the rubble, Wendlow managed to unlock the trapdoor that was concealed underneath. In the cellar, "The Bog House Boys" was branded on a lot of the furniture and barrels, and the thieves lifted a map of the surrounding area from behind the bar. The map had many markings concerning the Birkmaster's manor, and was accompanied by a small purse of gold and gems.
With the bar pilfered, the trio covered their tracks as best as possible and returned to the Salmon's thieves' guild. At the guild, the rumour that the Birkmaster was in league with witches was heard from a few drunks again. In order to try and curry favour with witches, the thieves decided to follow rumours of wise women to the House of Harridown out west.
Following the Ditchway west, the party then turned south onto Harrod's Path, and eventually found the House of Harridown. They were greeted there by a very friendly pair of female human twins who were finishing each other's sentences. The thieves obtained food and lodging, and tried to warn the (almost certainly) witches that The Bog House Boys might have it out for them.
Beware of owls, for they are an omen of death. People have been disappearing after seeing them.
The trio had a round of Hameth Foam, a local beer, as a nightcap before heading to bed. That night, there was no sound sleep for any of trio though - Wendlow was disturbed by a young voice at his door claiming to be looking for their father. However, no footsteps were heard, and when Wendlow went out to check, he saw the ghost of a teenage girl. Later that night Wendlow was disturbed again by the ghost of a young boy, who he ended up playing marbles with. Apparently the boy's father had gone to the woods and not returned. Later on again in that night, Amonie and Guillem heard the crying of a babe, but chose not to investigate.
Hayme, the 24th of Lymewald
Cold, windy, gloomy.
When asked about the ghosts, the witches explained to the party that Mr. Rundalow and his 3 kids were currently staying at the inn. Apparently the father had gone out into the forest to hunt or gather firewood and hadn't returned. He wasn't able to pay for meals the last time he was here.
Elsewhere in hex 1010, the thieves found a valley absolutely festooned with black slime fungus. They harvested some, and tried to clean a shrine of Saint Ponch of the muck. A strange mushroom man with a creature in a jar came across the party and there was an oddly tense conversation. He traded in riddles, and Amonie had a potent mystical vision when he asked one that she didn't find the answer to. It appeared to be a real vision, for she was in communion with the local mycelial network. The mushroom man told Guillem and Wendlow that Amonie would know the name of the black slime mold they had just gathered when she woke from the trance.
An hour or so later, Amonie awoke and reported that the fungus was Hobb's Lewd, a rare mycelium that causes energetic cavortions. The group carried on travelling, combing 1011 for any sign of Mr. Rundalow or his corpse. They found a ruined stone house covered in nodules of Hobb's Lewd which was surrounded by tracks of strange, small footprints, similar to the mushroom man's tracks. The thieves descended into the basement where they stumbled upon a trio of the mushroom men poring over many rows of the tiny people trapped in jars. They were not at all happy to see that they had apparently been followed, and chased the adventurers out of the basement.
Back at the House of Harridown, the trio looked around the outlying buildings, and found a set of gravestones. Some of them had the last name Occland, and there were graves for a Tom, Mildred, and Gretchen Rundalow. The party also noticed that there are far too many guest rooms for the exterior size of the inn.
Session 3 - 23/02/2024
Amonie asked the innkeepers about the graves - they gaslit her about the children's graves but admitted their family had lived in the area for generations. They also admitted they could not remember the last time they had been outside.
In the barn, the thieves found some kegs, some crates of mundane supplies, and a crate full of scintillating purple moss. When Guillem ate a little, he was flooded with memories of his youth, which then permanently faded. There was another crate nearby of fresh moss as well. When Guillem ate the fresh strain, the memories returned, but did not fade that time.
Back in the inn, under the influence of the fresh moss, the innkeepers explained that Mr. Rundalow had headed off into the woods when he was unable to afford both bed and board. Shortly after, a mossling arrived with the yellow fungal creatures and gave the ladies some of the memory moss. The innkeepers named the yellow mushroom folk to be Jack O' Lanterns. They are sometimes used by mosslings as servitors.
The thieves surmised that Mr. Rundalow had been captured by the Jack O' Lanterns on behalf of some mosslings who were now dosing the landladies with the memory moss.
Inspired to try and rescue Mr. Rundalow from miniaturisation and perhaps dispel his children's ghosts, the thieves decided to set out to the fungus covered shack once again. They went at sunset such that they could approach under the cover of darkness.
The region around the shack revealed two entrances into some sort of cave system: one to the east of the hut, the other to the north west of the hut. Guillem used a summoned fairy servant to bait the Jackos away from their weird little hideout. Wendlow went ahead to scout, and made quiet entry into the glass jar shelving area. The party followed in, but couldn't find Mr. Rundalow in there. They exited via a northern door. In the next room, they found a huge diorama and two jackos painting miniatures. On the loop back, the thieves raided a small storeroom. They then killed the painting jackos, rescued a miniaturised human friar, bagged a load of money and gems, and ran back to the House of Harridown.
Wendlow purchased a private room for 5 nights. He awoke that night to the youngest Rundalow crying because they couldnt get up the stairs. He summoned Tom, the middle child, and got him to pick up his sister.
Moot, the 25th of Lymewald
Clear, cold.
Awoke in the morning. The Friar told the thieves that there were a few mosslings involved, and one seemed to be in charge. He had seen Mr. Rundalow being carried out of the jar room a few days ago.
On the way to the eastern subterrenean entrance, the party ran into some black shaggy red eyed goat things being led by a longhorn breggle and 8 short horns. They were hunting for bandits and were suspicious of the trio, but ultimately let them go.
The thieves crept through rooms until they found a huge sleeping longneck boar, and stabbed it whilst it slept. Searching through its pile of fecal matter and trinkets yielded two gemstones of respectable size.
The party ran into some mosslings chilling out. They realised the trio had killed their guard animal, and gave chase. The thieves were caught momentarily at the exit, but they managed to barge past the mosslings and give them the slip once outside the caves.
Session 4 - 24/06/2024
Back at the House of Harridown, Amonie and Wendlow found two strangers, Dale and Brom, haggling with the twin propietoresses over the cost of a room. The 4 guests sat down to a round of buttered buns, battered fish, and pints of Hameth Foam. The tiny friar mentioned that some members of the Pluritine church were keen to try and restore the Abbey of Saint Clewed. From his description, it appeared that the jack-o'-lanterns were using their strange riddles to entrance and kidnap people. The party soon headed to bed after a peaceful evening.
During the night, as expected, they were disturbed by Gretchen's ghost, who was apparently looking for the "witch room". Wendlow followed her, and found a magically locked door. There was a well-concealed slot for an emblem of some sort. Brom had a brainwave, and when he dug up Gretchen's grave, he found a small Gwyrae holy symbol had been buried with her. The group resolved to try the door in the morning.
Frisk, the 26th of Lymewald
Snowstorm.
Over breakfast, found out that the propietoresses had not been sleeping well, presumably due to the moss withdrawal. They failed to acknowledge the strange architecture of the inn, and when Amonie tried to show them the witch room, it was simply not there. The twins did mention that somebody witch-like had visited frequently in the past. The party waited for the staircase and door to reappear, which only happened when they stopped looking at it after dark.
Inside, the witch room was unlit, and notably dusty. It had plain furniture but a conspicuous lack of a bed. More promisingly, there was a part-filled potion rack and a small chest. Amonie watered the desk-top plant when she noticed it wasn't dusty, and it tranformed into a woman! It was quickly observed that she was a witch, and she explained that Gretchen had been quite friendly with her. Her perception of time appeared to have been warped by her time as a plant, and she was quite saddened to hear that Gretchen had died. When she learned of the jack-o'-lantern and mossling shrinking conspiracy, she revealed the the mossling in charge was a fungus farmer named Shmolde Mossbeard. She had dealt with him before to secure reagents for her potions. She theorised that he must have modified the moss from its original strain, as the purple scintillating kind was the usual variant.
The witch offered to restore the friar and Mr. Rundalow to their original forms before the jack-o'-lantern shrinking (a natural ability of the creatures apparently), but she wanted the theives to retrieve some Hag's Tears herb from Hag's Addle for her. Whilst they were doing that, she planned to negotiate with Shmolde. Hag's Tears is a marsh succulent with olive-green outer skin.
Hag's Addle covers 0908, 1008, 1109, and half of 0807.
Eggfast, the 27th of Lymewald
Freezing rain.
Set out for Dreg along the Harrod's Path and then the Ditchway. Back in the village, saw 4 fishermen fighting over a catch of trout. Fenced some gems to Sidley at the Spawning Salmon.
Lady Shantywood wants to meet a discerning crew to retrieve a magic ring from 1011.
Rumour says there is a pelucidium chalice hidden in a magic pool in a secret hall beneath an ancient faerie keep on Droomen Knoll.
A band of mercenaries were hanging around in the fishmarket opposite a gang of 3 yellow-smocked pluritinites and a hessian-robed monk evangelising to the allegedly sinful masses. Wendlow and Amonie purchased dogs. When enquiring about boats to Hag's Addle, the thieves were told that most sailors wouldn't stop in the wilds of Hag's Addle and went to the woodcutter's encampment (1109) instead. Wendlow hired an enforcer from the theives' guild for the group, Roese Logueweave.
Sunning, the 28th of Lymewald
The Feast of Saint Eggort.
Bitter, silent.
Went to the logger's encampment by boat. Saw 5 animated corpses fishing fresh bodies out of a marsh. At the port, saw all the wood barges and fishing boats of the beautiful trade village. A local man in woodcutters' garb was scolding two youths for laughing under an elm tree. Whilst in the marshes looking for Hag's Tears, the thieves spotted 4 walking scarecrows, downtrodden and morose due to the poor weather.
After a day without Hag's Tears, the party headed for the Stump & Poynerd tavern, where the drune were held in little respect. A local erupted from the tavern, shotuing "Oistace-kyne arise, baggle-men bedroggle!" as he ran to the north side of town. Inside, the look of the tavern was rather striking, with a varnished tree growing through the roof around which the bar was set. The bartender explained that the shouting man as part of a local tradition, and he shortly returned to buy the whole bar a round of barrowblaster.
The party stayed over at the Merry Medicant, a narrow tower-like building with absolutely gorgeous decor.
Session 5 - 03/07/2024
Colly, the 1st of Haggryme
Frigid, icy.
Good night's sleep. Found an elf speaking to the propietoress. Wendlow recruited Violet-and-Clementine, the rather abrasive elf, who was good enough (and not pressured) to buy breakfast for the troupe. Wendlow opened a tab with Clement Brancher, the propietoress, which covered the 7-size breakfast. Spent the whole day looking for herbs. Found two cuts of long-bearded yellow moss growing from a rotten stump. Also found two cuts of Witch's Oyster (visionary trance). 5 clusters of inch-round red fruit with a slimy texture (rations).
Witch's Oyster can be used to induce a visionary trance and receive an answer to something troubling the character.
Back in town, found a stout, round-faced man in his 40s furtively examining some fungal specimens brought to town by a strange black-cloaked individual. Wendlow tried to sell the guy the yellow moss, which was quite frustrating due to the guy's meandering speech. Jock Ferngal - propietor of the Stump and Poynard! He was interested in specific mushrooms. Getting information from Mr. Ferngal was a circuituitous and frsutrating process. He spoke of a fungus running wild in Bogwytt Manor, south of here in 1210. He wanted us to retrieve some Devil's Grease from the manor, which was apparently very potent. Jet black slime mould that glows in ultraviolet and grows in cracks and trees. He IDed the yellow moss as Snogglebeard, which promotes personal empathy. Sold half the yellow moss for 100gp.
That evening, Dayle and Wendlow had Witch's Oyster tea and tripped their asses off. Wendlow saw a vision of a huge mushroom glowing underground after falling through layers and layers of the purple scintillating moss. Dayle felt they were flying, astral projecting even, over Dreg, travelling further south. He saw a keep standing atop a hill quite a bit south of dreg, and flew into the ground below the keep, where he heard the bleating of crookhorns amongst corridors under the earth. Finally, they came to see a frozen pool of glowing liquid in a cold room.
The keep appears to be in 1111.
Chime, the 2nd of Haggryme
Clear, cold.
Sought ferrymen or merchants to take us and drop us off. Eventually found a dude but had to pay him quite a lot. Set off upstream. In the fungal forest, saw an elderly longhorn fishing. They only had one horn. He offered to sell us some goldenring octopus, a bloated red fish, or a long eel. Wendlow purchased all of them. One-horn offered to purchase swamp curiosities from us if we found owt. Got off the boat in the swamps and had a quick, unsuccessful forage. The strange brackish pools in the swamps appeared to be flooded, which Dayle almost plunged into. The pools had splashed up some oceanic fish and other oddments. Violet picked a beautiful snowdrop-type flower. We returned to the raft, where Hogrid Gruewater the rower was safe and sound. Saw a stilt-house off in the distance as we left.
Back in the Woodcutters' Encampment, a local fisherman was very confused by the red fish. Violet charmed the bugger and dallied too long - he realised the glamour and kicked off at Wendlow and Violet, chasing them away from the docks. Wendlow then ran the fish past the cook, but he also didn't recognise them. Wendlow then headed to the Stump and Ponyard to try and flog the sea critters. Amonie took a look around the village. Huge weathered copper bell topped with the antlers of a stag that seems to be related to the bagglemen ritual. Overlooking the village is a tall wooden church, with a pale yellow flame burning in its tower. It is a church to Saint Foggity, guider of the lost. The vicar has a shaggy dog. He is a long-term local who wants the hag gone. He and his dog Clewyd spend a lot of time in the swamp, and he was starting to map them. He let slip that Hag's Tears can be found near the pools. Vicar Jaymes Horsely. Violet and Dayle canvassed for rumours at the pub.
South bank of the Hameth, near Lake Longmere lives a beautiful woman named Agnall, who is very hospitable.
Islands of fungi have been seen drifting through the black waters of the swamp, as well as a monstrous frog.
The bargemen reckon the goldenring octopus is poisonous. A local fisherman corroborated that idea. Nobody knew about the red fish. Apparently the eel looked edible. Took the eel to the chef, and when he cooked it up, it was delicous!!! The small octopi were definitely lethal poison. The chef and the propietor had a meal with us. Clement wants a magic dog as a pet and to marry a dashing swordsperson. Apparently good smokeleaf is available in the encampment.
Session 6 - 10/07/2024
Hayme, the 3rd of Haggryme
Clear, cold.
The next morning, the party awoke after a good night's sleep in the Merry Mendicant. Set out to find Hag's Tears again. Explained to the boatmen the plan, and they were amenable given it had worked before. Uninterrupted journey to 1008, but once again didn't find any Hag's tears.
Back in town, Amonie, Dayle, and Bram went to speak to James Horsely whilst Wendlow went to the docks. He managed to repair his relationship with the fisherman that Violet had annoyed yesterday. The trio found an enormous old oak tree with a roped-off grassy area at its base that is used for weddings, dances, and special occasions. It is called the Oistace Tree. Allegedly over 1000 years old.
Amonie found Father James rushing down into the village from the church, looking to warn people to stay inside as he had seen the hag stalking the borders of the encampment. The party headed back to the Merry Mendicant, and spoke to Clement about the hag. Apparently the vicar had been there longer than Clement. The hag is known as Black Alice in Castle Brackenwold. Apparently the hag stalks the swamps at night, looking for flesh. She can allegedly be found in a good mood sometimes, but her gifts are not worth the costs.
Had some scran and headed to bed.
Moot, the 4th of Haggryme
Freezing rain.
Set out on the same plan as yesterday, but the party spotted something in the mud just north of the encampment. Some huge leeches were shlurping around on the river bank, but the party outran them on the barge. On the shore, Amonie was successful in drumming up some herbs, including two doses of hag's tears and a bundle of marshwick - Seeds of a marsh flower ground to a blue powder - grants save vs animal poison if taken with wine. Also found two bundles of bogsnips - marsh parsnips.
Back in town, had a hearty fried bogsnip meal with cook.
Frisk, the 5th of Haggryme
Feast of Saint Clister.
Frigid mist.
Set out from the Merry Mendicant for Dreg via boat and then onwards to the House of Harridwyn. Got there with time to spare. Nothing had changed from the outside. Inside, the propietoresses looked much more bright and lively! They were very happy to be off the moss. They mentioned that the witch had brought back Mr. Rumbalow, albeit shrunk. They were kind enough to offer the party the night's stay for free.
In the witch's chambers, the party met the full-size Tom Rumbalow (senior). He was on his fifth day of restoration. He was distraught about the loss of his children, but held no ill-will to the old barkeeps. He revealed he was an Oistace-kyne, and didn't believe in the Drune at all. Tom did not like Vicar Hogbeard at all, the evangelist priest from Dreg.
Spoke to the witch, she was happy enough to take the hag's tears off of our hands in exchange for the tiny vicar's re-sizing. She also gave us 100gp in Duke Argibald coins for a dose of Snogglebeard. The party stayed over for a restful night after a hearty meal of Hameth sprats, sausage and mash.
Eggfast, the 6th of Haggryme
Feast of Saint Ponch.
Clear, cold.
Next morning, the party met the friar in full-size, and agreed to help him clean the shrine of Saint Ponch out in Hobb's Lewd valley. It looked set to take the whole day, and the party got lost on the way to the shrine. They wound up back at the inn, where Friar Arfred Wolder was distraught to have missed the chance to clean the shrine on the Saint's own feast day. To commiserate the holy man, Wendlow put down some cash for a feast
Sunning, the 7th of Haggryme
Relentless blizzard.
Stayed inside out of the cold. Arfred mentioned that there were combatant branches of the Pluritine church. That night, Amonie spoke to the witch about Shmolde. She told Amonie to not bother her again without good reason but did note that Shmolde wouldn't be bothering the inn again.
Colly, the 8th of Haggryme
Frigid, icy.
Amonie stopped the party from going off-course on the way to Hobb's Lewd valley, and the party spent the day clearing the shrine of the slime mould. Once done, Arfred commited to building out the path over winter to make the place more accessible. He then prayed, and summoned a great bounty of scones and fish for the party to eat.
Chime, the 9th of Haggryme
Frigid, icy.
Made it back to Dreg with no issues. Dropped Tom off at the ferry port with a few silvers. Back at the spawning Salmon, touched base with the guild boss.
The Boghouse Boys are planning to make a move on the Birkmaster. Sidley Crump wants them stopped.
Sold the poisonous octopi to Sidley for 40gp total. He reccomended the Boghouse boys be dealt with peacefully - he only wants info.
Session 7 - 24/07/2024
Violet rejoined Amonie, Wendlow, and Roese to go investigate the Boghouse Boys. The BHBs are generally bigoted, but Hogbeard's Zealots (yellow-smocked pluritinites) are the real religous extremists.
Birkmaster is a slight human man in black silks, often seen looking self-important on the streets of Dreg. He's really just a bureaucratic figurehead for the true economic power in the village - Madam Shantywood.
The quartet headed north out to the bog farms to try and catch some of the bogworkers and convince them that they'd had an encounter with a witch and wanted revenge. They were very hostile with Violet, but Wendlow managed to talk them round using some fellow proliteriat style rhetoric. They were interested in his offer of help, and looked to contact him at the Mermaid's Arms later that evening. Wendlow introduced himself to John as "Wen".
The party headed to the Mermaid's Arms, on the west edge of town, near a mermaid statue and wishing pool. Pool-dredger is a common insult in Dreg. The inn is also sometimes known as the Mermaid's Arse. No gambling, lewdness, or sea shanties. Burly, black-haired barkeep. It's a pub for travellers and quiet locals. Booked rooms and got some pie for the evening. The barkeep asked Wendlow to keep an eye out for a wiry human woman, late 30s, with cropped black hair, many earrings, both eyes, many tattoos of burly breggles. Probably goes by 'Gil' nowadays.
John arrived to speak to the gang. He was happy to vouch for Wendlow and co. but needed some more evidence so he could persuade his comrades. Wendlow retold the party's recent adventures through a bigoted lens, which was enough to perusade John. John told Wendlow that he was needed to break into the manor on Eggfast after the feast, when the Birkmaster and his entourage would be knackered from the three feasts in a row. The party (bar Violet) were told to meet the BHB the next day at the spot out near the bogs in order to get a full briefing.
Later that night, Wendlow snuck out to the Spawning Salmon to inform Sidley of the developments. The thiefmaster instructed Wendlow to go to the BHB meeting as planned to get more info. The plan was to notify the Birkmaster via a noble messenger to ensure the bureaucrat took the threat seriously. Sidley was thankful for the info, and told Wendlow that he didn't need to be involved "on the night".
Hayme, the 10th of Haggryme
Snowstorm.
Amonie had a look around the church of Saint Wyck, the patron of ferrymen and grandfathers. The reverend mother was a thoroughly depressing cynical woman who seemed to just want peace and quiet.
Roese went out to buy maille. Wendlow picked up a clay pipe and some Old Doby.
At the meeting, Wendlow met Brigg "Hollowhand" Meagre, an intimidating bloke who seemed to mostly believe Wendlow, but demanded that he stay at Brigg's farm for 3 nights until the big event. Roese and Amonie were allowed to leave. They filled Sidley in on the situation, and he told them that Wendlow would have to take the fall with the BHBs, but he would do his best to get him sprung from the force.
Roese, Violet, and Amonie booked themselves and the dogs in for three nights at the Mermaid's Arms.
Moot, the 11th of Haggryme
Bitter, silent.
Feast of St Flatius.
Violet headed off to meet Sidley Crump and officially joined the Thieves' Guild. He mentioned that aside from the Birkmaster, most Dreg residents wouldn't be doing much for the feast days. To prove himself, Violet was tasked with a personal job for Sidley.
Sidley wants Violet to find out why his wife was really visiting Lankshorn, allegedly it is to visit an ailing cousin. Apparently she is next setting off on the 15th of Haggryme.
Amonie and Roese planned to visit Madam Shantywood that evening. In the meantime, they canvassed the fishmarket for rumours.
Fishing in Dreg is good compared to Lake Longmere, where the beastly "Big Chuck" dwells in a crystal cavern at the bottom of the lake with his treasure hoard. Apparently the long-lost mirror of the witch queen is down there.
Violet ran into 3 longhorn breggle knights in service of Lord Malbleat. They were charging through town on horseback, headed for the Birkmaster's manor. They were welcomed in as heralds for somebody rocking up tomorrow. This caused quite the commotion amongst the manor guards. Headed to the Mermaid's Arms to try and pick up more rumours.
Rowing to the north cove of the Shantywood Isle and presenting a white rose will allegedly get free entry to the Chateau for a night.
Told Sidley about the knights arriving in town. He reckons Lord Malbleat could be visiting tomorrow. This seriously complicates things for Wendlow getting sprung from jail apparently. He told the trio to reconvene back at The Spawning Salmon sharpish tomorrow morning.
That evening, Wendlow was present at a high-tension meeting of the crew of 20 misguided bog farmers. Brigg is a firm leader tortured by dreams of the evils coming to Dreg. He is concerned with duty and morality and protecting the "good common folk" of Dreg.
In the same evening, Violet, Roese, and Amonie headed to the Shantywood Isle on the free boats, landing at the southern cove and heading up to the Chateau. It rather seems to be the upmarket hooters of Dolmenwood, serving a wide range of clientele. Madam Shantywood took the trio through to her office. She was very clear that any failure to retrieve the ring would be taken as admission that we had stolen it. She was incredibly haughty, and did not take well to Amonie, and then even moreso Violet interrupting her. The elf was evicted at swordpoint from the chateau.
Session 8 - 14/08/2024
Frisk, the 12th of Haggryme
Bitter, silent. Feast of St Quister.
Amonie and Roese went to meet Sidley. He suggested putting them inside as servants in advance of the break-in, all they needed to do now was find out from Wendlow what time the break-in would be. Roese suggested an exchange of notes on arrows to communicate with Wendlow. At Brigg's farm, Roese got Wendlow's attention using their whistles, and told him to enact the archery plan. It took a while for Brigg to give up on Wendlow's archery skills, but once he did, Amonie and Wendlow were able to communicate. The BHB plan to hit the manor around midnight once the drinking and carousing of the feast is done.
Pranic Birklin is a minor breggle noble who is Sidley's guy on the inside. Amonie and Roese ditched their stuff and headed to the Birkmaster's manor in servants clothes and little else. A+R went in via the servant's entrance. It was rowdy, the dancing had begun. 6 of the Birkmaster's guards were stationed in the pantry, clearly expecting trouble. Matron Harner guided us to see Birklin. Peeling Malbleat wallpaper in the dance hall, different twin chandeliers, mismatched crockery, many minor nobility whirling on the dance floor in the centre of the room. Birklin met us in the hall, and we found a quiet spot. He confirmed that most people would be knackered tomorrow, and we should keep our heads down until then. He mentioned he was putting on a front just as much as we were.
Back in the ballroom, saw the Birkmaster but no sign of his wife. Roese headed to help in the pantry, Amonie stuck around in the ballroom. Roese heard a fellow servant mention that they were off to tend to Mrs. Hilda Monocleese, and another asked to be updated on how she was looking as she had been ill of late. Amonie heard a couple nobles talking - a court sorcerer mentioned a magician and adventurer of some repute lived in the Dreg area at some point.
A+R kept their heads low for the rest of the evening. Roese overheard a drunk noble suggesting that it was in Malbleat's bloodright to rule all of Dolmenwood. Malbleat didn't seem against it, but was certain it wasn't the right time, and didn't wish to speak openly about it. Birklin had heard that Malbleat had kidnapped a missing woman from Lankshorn. At midnight, the Birkmaster made a grovelling address to the guests and declared the party over.
Eggfast, the 13th of Haggryme
Feast of Saint Aeynid.
Cracked on with the cooking early morning, the nobles arrived for a very very late breakfast.
At 10pm, the dancing started again. Monocleese was knackered, and fell asleep drunk in the dining hall. It was 2 hours until the BHB raid. Amonie went to sniff up a rumour about Hilda Monocleese. Two Birkmaster guards were seen dragging a hammered merchant to the front entrance. He attmpted to re-enter the party, and managed to slam the door behind him. Amonie looked on as Monocleese was instructed to rip down the merchant's trousers and hang him from the belltower. It did not go well - the merchant walloped Monocleese before he was swiftly chucked down the main stairs by some Malbleat knights. Amonie confirmed with a servant that the lady Monocleese was unwell, and took her up on her offer to help tend to the lady. Past a guarded staircase, Amonie and the other servant ascended to the Lady Monocleese's bedroom. Hilda: a gaunt, pretty woman, coughing, folorn look. Apparently her husband's attention had been elsewhere recently, possibly on Madam Shantywood. She felt her illness had taken a turn for the worse, wanted the illness over with, and had a feeling her husband did too. Lady Monocleese had heard of numblings, a rare fungus that might be able to help. It was south of Lake Longmere (0607, 0708, 0608, 0508).
Down on the ground floor, Roese saw Malbleat ask the Birkmaster for a tour of the manor, which the latter seemed to be dreading. Amonie and Roese started seeding the rumour that a servant of Wendlow's description had gone missing. Amonie saw the rumour of Malbleat ruling breggle lands circulating again. Roese overheard a minor local human noble speaking ill of Madam Shantywood, apparently she lusted over too much and should know her place - he also mentioned that the grip on Dreg was slipping, but stopped speaking sharpish after that. Malbleat quite backhandedly ripped into Monocleese for the architecture of his manor.
At 10 minutes to midnight, shouts were heard from outside as the merchant (this twat again!) started bothering the robbery crew. Wendlow managed to defuse the situation, and get the merchant to leave. Shortly before midnight, Wendlow and a small contingent of BHB (but not Brigg!) ascended the ladder to the servant's entrance and broke in. The Birkmaster's guards pounced and captured the BHB, but the rumour worked, and Wendlow was treated as a captured servant. Malbleat arrived in the pantry, and ordered his knights to run through the BHB. Amonie and her mate went to check on Lady Monocleese, who was fine and secure thankfully. Slept with the servants that night.
Sunning, the 14th of Haggryme
Exited the manor with Birklin at around midday. Rode out of dreg a short way, and then looped back to town.