The moonlight cast an eerie glow on the warehouse as Felrick and Qavitrae crept around to the back door. The rest of their companions waited at the front, prepared to knock in a few minutes to distract whoever might be inside. Qavitrae eyed the small, rusty windows high up on the wall, considering their options for entry. Boosting her up seemed the best bet, but as Felrick struggled to lift the elf, his shoulder gave out, sending a sharp pain through his arm. Qavitrae jumped, managing to grab hold of the window ledge, but her own strength failed her. She fell to the ground, narrowly avoiding landing on her own knife, and lay there, lightly wounded.
Regrouping with the others, they decided on a more direct approach. Wanda pounded on the front door, demanding entry and threatening the occupants with “bleeding and screaming” if they didn’t comply. Her intimidation failed to sway them, and she resorted to hacking at the door with her axe, drawing the attention of a group of uniformed individuals who cried out “thieves!”
Thindruk stepped forward, asserting his noble authority and claiming the warehouse as his own. He insisted the men inside were the true thieves, likely former employees who had locked him out. His lie was convincing enough, and the uniformed men called for reinforcements to deal with the situation.
As the watchmen arrived, the stevedores emerged from the warehouse, claiming they had been hired by a Mr. Bogren to watch over the property. They revealed that another man, a bounty hunter named Kuftsos, had snuck out the back. Felrick, who had been keeping an eye on the rear of the warehouse, spotted Kuftsos making his escape and carefully trailed him through the shadows.
Kuftsos fled on horseback from the Happy Man Inn stable, but Felrick’s well-aimed shot brought the horse down. In the ensuing chaos, Kuftsos managed to slip away into the night, leaving Felrick to deal with the aftermath. The gnome arranged for the horse to be taken to the butcher, claiming the meat and saddlebags for himself and his companions.
Inside the saddlebags, they discovered a letter addressed to Kuftsos, confirming his suspicions about a society and an officer called the “Magister Impedimenti.” The letter revealed that this Magister Impedimenti was using the name Kazzrik Lakkarsson and would be traveling on the Middenheim Road towards Altdorf. A likeness of Lakkarsson was enclosed, and to their surprise, it bore a striking resemblance to Thindruk.
The party realized that Kuftsos was after Thindruk, possibly mistaking him for this Kazzrik Lakkarsson. They decided to continue their journey to Bögenhafen, where they arrived amidst the preparations for the Schaffenfest festival. After bidding farewell to Josef, the boat captain who had brought them this far, they secured lodgings at the Riverside Haven inn.
Determined to unravel the mystery surrounding Thindruk’s identity and the “Eargesture Society,” the group followed the address from the letter to the rundown metalworking district of the city. There, in a narrow alley, they found the “Lock, Stock, and Borrow Lawyers” office. The location seemed odd for a law firm, raising their suspicions.
As they entered the sparsely furnished office, a pale young man greeted them, asking if they had an appointment. The party exchanged wary glances, sensing that something strange or even ominous was about to unfold. With Kuftsos still at large and the true nature of Thindruk’s inheritance unclear, they steeled themselves for whatever lay ahead, ready to face the challenges that awaited them in the city of Bögenhafen.
Session Notes
- Felrick and Qavitrae have circled around to the back door of the warehouse while the rest of the party waits at the front door, planning to give them about 5 minutes (300 seconds) to get into position before knocking.
- The back door setup is similar to the front, with a large double door chained and locked, and a smaller person-sized door with a mechanical lock. There are also small windows high up.
- The party discusses whether Felrick could fit through the windows, but they are quite small. Luke notes that the warehouse is meant to be fairly secure against theft.
- Breaking down the door would require an extended Athletics check or damaging it with weapons, but it would not be subtle. Qavitrae doesn’t have the right tools for the job.
- The windows do open for ventilation, but they are a bit rusty. Felrick and Qavitrae decide to try boosting Qavitrae up to open a window from the inside.
- Felrick makes an Athletics check to lift Qavitrae up with a Brawn bonus of -3. He critically fails the check.
- Luke gives Joe the choice of two bad outcomes: either Qavitrae falls and may be injured, or Qavitrae realizes Felrick can’t quite lift her high enough and jumps, injuring Felrick’s shoulder but still being able to hang on and try to open the window.
- Joe chooses the second option. Qavitrae jumps, dealing 6 damage to Felrick’s shoulder, which doesn’t exceed his damage threshold. Qavitrae is able to hang on and will attempt to open the window from there.
- Qavitrae attempts to open a door quietly while hanging high up, but her arms give out and she falls, becoming lightly wounded in the process. She narrowly avoids landing on her knife.
- Felrick and an injured Qavitrae regroup with the rest of the party at the front of the warehouse. They discuss their failed attempt to sneak in through the back.
- Wanda knocks on the front door, trying to intimidate whoever is inside. She claims they know the person isn’t staying at the places they pretend to and mentions “weird handshake stuff.”
- A man’s voice from inside tells them to go away, stating it is private property. Wanda threatens to come in with “bleeding and screaming” if he doesn’t come out to talk.
- Wanda fails her intimidation check and resorts to hacking at the door with her axe. This draws the attention of three uniformed individuals who cry out “thieves!”
- Thindruk claims the warehouse is his and that the men inside are the actual thieves who have locked him out. He says he recently purchased the warehouse and the men inside were likely former employees.
- Thindruk successfully fools the uniformed individuals with his lie. They decide to call for reinforcements to deal with the supposed thieves inside by ringing a handbell in a specific pattern.
- The party realizes they left their captain back at the inn, likely getting drunk. They also acknowledge that the people inside the warehouse, presumably including the bounty hunter Gert, are there illegally.
- The party becomes concerned that the reinforcements being called may know the people inside the warehouse, and that there’s a risk they could all end up in jail.
- Felrick, who is positioned at the back of the warehouse, overhears the commotion and the plan to call for reinforcements.
- Felrick sees Kuftsos cautiously open the back door of the warehouse, spot Felrick in the moonlight, and quickly close and lock the door again
- Felrick decides to keep an eye on the back door for now
- Wanda uses her axe to hack a hole in the front door of the warehouse
- Wanda tries to intimidate the people inside, saying “We have the constables out here. You’re all in trouble. Come out now or there will be bloodshed.”
- Wanda initially fails her intimidation check badly, but uses her Pay the Piper ability to re-roll and gets a success
- The people inside discuss amongst themselves, realizing that Kuftsos, who hired them to watch the warehouse, has run off. They decide to come out.
- Three stevedores emerge from the warehouse: a small, feral-looking man named Mad Dog Gert, a tall hefty-looking woman, and a dark-skinned man with a goatee and eye patch
- The stevedores claim they are law-abiding folk hired by a Mr. Bogren to watch the warehouse
- Wanda asks where the other man (Kuftsos) is. The stevedores say he snuck out the back.
- Felrick goes around to the other side of the warehouse and sees an open window up high that Kuftsos likely escaped through
- Felrick decides to use his urban stealth skill to deduce which way Kuftsos likely went to stay out of sight, and carefully follows his trail to make Kuftsos think he got away
- The watchmen arrive and say that Mr. Bogren doesn’t own the warehouse anymore, confusing the stevedores
- Thindruk implies there must be some miscommunication and that he will speak to Mr. Bogren in the morning to clear it up
- The watchmen suggest posting a watch at the warehouse overnight until it can be sorted out with Mr. Bogren in the morning
- Thindruk makes a scrutinize check and determines the watchmen who volunteered to guard the warehouse overnight seem eager, likely hoping for a chance to steal from it
- Thindruk asks the stevedores where the other man (Kuftsos) went, saying “Have you already stolen something from my warehouse?”
- The stevedores claim Kuftsos just snuck out the back and that they were only playing cards. Mad Dog Gert says Kuftsos stole his money.
- The watchmen ask Thindruk for a description of the man so they can search the streets for him
- The party learns more details about Kuftsos from Willy, one of the stevedores. Kuftsos is a bounty hunter from the south who paid Mr. Bogren for access to the warehouse to capture a “murderous criminal” on the party’s boat, who is likely Thindruk.
- Wanda intimidates Willy into revealing the truth by squeezing him and threatening to give him a bad review with the constable. Willy fearfully looks at Wanda, unsure if the party is working with the “criminal” Kuftsos is after.
- Qavitrae suggests to the Watch in front of Thindruk that the stevedores should be jailed overnight and the warehouse contents audited in case they stole anything. The Watch agrees to jail the stevedores.
- Felrick trails Kuftsos and sees him fleeing town on horseback from the Happy Man Inn stable. Felrick decides to shoot the horse in the leg to slow Kuftsos down.
- Felrick critically hits the horse for massive damage, causing it to stumble and slide along the ground. Kuftsos makes a hard ride check to avoid getting pinned under the horse as it goes down.
- Initiative is rolled between Felrick and Kuftsos. In the darkness, Kuftsos looks around for Felrick but doesn’t spot him in the shadows. Kuftsos quickly reloads his crossbow and runs down an alley to get out of Felrick’s line of sight.
- Felrick carefully moves towards the fallen horse while staying in the shadows, hoping to get a look at where Kuftsos went without getting shot.
- Felrick successfully tracks Kuftsos to an alleyway about 20 feet away, but decides not to take a shot as the bounty hunter is beyond the base range of his bow. Kuftsos runs away, disappearing from Felrick’s sight.
- People start coming out into the street to investigate the commotion with the dead horse. Someone mercy kills the horse with a hunting blade. The small crowd discusses what to do with the horse and tries to figure out who it belongs to.
- Felrick emerges from hiding, putting his bow away, and approaches the crowd. He notices the horse has saddlebags with a bedroll and manacles, indicating the owner likely takes prisoners and travels frequently.
- Most of the crowd disperses, not wanting to deal with the problem. Felrick offers to take care of the situation, saying he has friends who can help remove the horse. He successfully charms the remaining people, particularly a well-to-do shipwright who agrees to send the prime cuts of horse meat to the butcher.
- Felrick arranges for a message to be sent to his companions at the docks, asking for their help with the horse outside the Happy Man Inn. The shipwright pays a penny to have the message delivered.
- Meanwhile, the rest of the party receives the message from Felrick as the Watchmen are leaving the docks. Some drunk individuals approach Qavitrae, making comments about elves and playing cards for money.
- Qavitrae suggests to Thindruk that they should get on the boat early the next morning with Josef, as their adventure has taken an unexpected turn. Thindruk agrees, hoping they can still win the bet.
- The party walks across town to join Felrick and help him move the horse to the butcher. Felrick hopes Wanda and Nora, being strong and burly, can assist in pulling the horse, though he notes that he and Thindruk are also quite strong.
- The party drags the dead horse through the streets to Engelbert the Butcher, who agrees to dispose of the horse in exchange for half the meat and four shillings. Felrick takes the horse’s tack and saddlebags.
- As they leave the butcher, Qavitrae questions Felrick about why he shot the horse. Felrick says he didn’t think the shot would kill it, just doom it to death. He promises to explain more once they’re back at the inn.
- In the saddlebags, they find some manacles with keys, camping gear, and a few folded papers. Most are bounties, but one is a letter.
- The letter is addressed to Herr Adolphus Kuftsos from someone who met him at the Hook and Hatchet inn in Nuln. It confirms Kuftsos’ suspicions about a society and an officer called the “Magister Impedimenti.”
- The letter reveals that the Magister Impedimenti uses the name Kazzrik Lakkarsson and will be traveling on the Middenheim Road towards Altdorf at the end of the month. A likeness of Lakkarsson is enclosed.
- The party realizes that Kuftsos is trying to kill Thindruk, whose true name seems to be Kazzrik Lakkarsson. They speculate that Kuftsos may have killed the wrong dwarf on the road, mistaking him for Lakkarsson.
- Qavitrae gives the bounties to Felrick in case they come across any of the wanted criminals. The bounties are for murderers, bandits and highwaymen in the Reikland area.
- Nora takes the likeness of Thindruk/Lakkarsson and tucks it away in a pouch for safekeeping.
- The party returns to the Trumpet Inn to rest. Josef is still drinking and being raucous, while Old Bill is passed out drunk at a table.
- In the morning, Josef has breakfast ready for their early departure. He asks Nora if everything is alright after the previous night’s trouble, and she reassures him.
- The rest of the boat journey to Bögenhafen passes smoothly. Other boats share news as they pass, mostly about the upcoming Schaffenfest festival.
- They arrive in Bögenhafen around midday. It is a walled city with sturdy gray stone walls and a gate on the river. Outside the walls, the Schaffenfest festival grounds are being set up with tents, stalls, and a tournament area.
- Josef pays the party an additional 6 shillings each for the remaining days of the voyage. He thanks them for their help and offers to keep them on as crew if they don’t find their “prince.” He plans to stay in town through the Schaffenfest.
- The party has arrived in Bögenhafen on Josef’s boat. Josef believes having dwarves on board will bring good luck from Sigmar. Felrick reminds him that he is a gnome, not a dwarf, though Josef seems to have forgotten this detail from their earlier conversations.
- Josef wishes the party well in their search for work and encourages them to enjoy the Schaffenfest festival before leaving town. Nora gives Josef a big hug, nearly lifting him off the ground, and thanks “Uncle Joe” for everything. Josef expresses confidence in the party’s future success with Nora and the Viscount leading them.
- The Schaffenfest festival begins the following day. It is described as being similar to a county fair with games and food, rather than a costumed event like Mardi Gras or a Renaissance Faire.
- The group discusses their plans and what to do next. They recall that the letter found in the warehouse mentioned Lakkarsson was heading to Bögenhafen to claim an inheritance after having his identity authenticated in Nuln.
- Qavitrae and Thindruk have been having private conversations that the others have noticed but not pried into. It’s clear that someone is after Thindruk, possibly an assassin rather than an official bounty hunter.
- Qavitrae attempts to recall the meaning of the titles “Magister Impedimenti” mentioned in the letter. She recognizes “magister” as referring to a teacher or scholar, but “impedimenti” is unfamiliar and may not be a real word. The titles appear to be in an archaic form of the human language.
- The group agrees that Kuftsos was already searching for Thindruk/Lakkarsson before receiving the letter based on the stevedores’ statements about planning to ambush them. Thindruk decides to claim his inheritance anyway since Kuftsos is already after him.
- Thindruk suggests he and Qavitrae go to meet the lawyer alone, as arriving with a group of “commoners” would not befit his noble image. The others object, insisting they should stick together for protection since Kuftsos is after him. Thindruk relents and agrees they should all go together.
- Before leaving the docks, Qavitrae attempts to sense the winds of magic to see if the same odd taint from Altdorf is present, but is unable to concentrate properly amidst all the noise and distractions.
- The group decides to find an inn to stay at first, concerned that rooms may be booked up due to the festival. They plan to have Wanda, who is skilled in bargaining, negotiate for their lodgings with Thindruk’s noble assistance.
- The party arrives in Bögenhafen and searches for an inn to stay at during the upcoming Schaffenfest festival
- Wanda uses her Rumor skill, assisted by Thindruk, to find a suitable inn; the check is challenging due to the festival and high demand for rooms
- They find the Riverside Haven inn near the dockside area; the innkeeper initially quotes a price of 1 crown per room due to high demand
- Wanda attempts to bargain the price down, assisted by Thindruk, and succeeds on a hard bargaining check
- The innkeeper lowers the price to 10 shillings per room, which comes out to 4 shillings per person for their group of 5
- The rooms include locks and keys, and the inn will be serving fine meals during the festival
- The party secures the rooms for at least one night, considering they may need to stay in the city for a while
- It is currently the 33rd day of the month, the last day of Yardrung, with the Schaffenfest festival set to begin the next day on Mitterfurul, an intercalary holiday
- Many visitors are camping outside the city near the festival grounds, but the conditions are poor with people robbing each other and no proper facilities
- The party decides to visit the lawyer’s office as a group, following the address on the letter found in the warehouse
- The address leads them to the Isenbahn (Iron Way), an artisan/industrial quarter of the city with many metalworkers and smiths
- Qavitrae notes that this is an odd location for a lawyer’s office, as they would typically be found in the financial district near merchants
- Thindruk expresses concern that this could be another trick and advises the group to stay alert as they approach the office in the rundown area
- The party follows the directions in the letter to a narrow alley called Gardenweg, just north of the Metalworkers Guild, where they find a rundown building with a sign reading “Lock, Stock, and Borrow Lawyers, Attorneys at Law”.
- Robert vigorously knocks on the door, which is actually open. A young, pale man who appears to work with paper and offices invites them inside.
- The interior of the building is sparsely appointed, with just a desk and chairs. The man sits behind the desk where he has a ledger open and asks if they have an appointment.
- The group notes that while the building is rundown, it is official enough to have an appointment book, though they question why a law office would be located in the ironworkers area of town.
- The session ends with the party about to respond to the man’s question about having an appointment. They speculate that something weird or ominous is about to happen.
- The GM awards the party 100 reward points for their actions in the session, though the bounty hunter Kuftsos is still at large.
- Michael’s character Wanda takes a Rumor skill and can now assist with Rumor checks. Robert’s character Thindruk takes a fellowship bonus to improve his ability to lie to people.
- The group discusses their characters’ skill focuses and how they can be used when in peril.
- The GM determines that no one earned corruption points this session, as their actions did not significantly harm anyone, and awards everyone an order point instead.
- Damian thanks the GM for fixing an issue with his character sheet, and the GM explains that he had to remake the sheet due to a bug causing problems with removing items.