Wanted! Bold Adventurers

Unrest

After a run-in with the Five Hills gang at the Travellers Rest, the group make a hasty retreat towards the Altdorf-Middenheim Road. It’s a long trek on foot to the next inn and late afternoon quickly turns into night – plenty of time for the individuals to learn a bit more about each other.

Meanwhile, the rain starts to pour down heavily.  By nightfall, there is no clear sight of a hostelry within walking distance. Mercifully they happen upon a wayside shrine dedicated to Taal – somewhat in disrepair, but sufficient to provide shelter in the cold, wet and dark. Failing miserably to light a fire, they huddle desperately around a candle, trying to snatch some rest in the face of the elements and growing fatigue.

Spirit

Outside the rain starts to abate and the wind drops to reveal an eerie silence – not even wildlife can even be heard.  Soon though there’s a murmur outside.  Artur steps out to investigate. Spotting a figure limping towards the candlelit shrine he retreats into the undergrowth, hoping to circle round. Siggy hunkers down inside to keep a discrete eye out while Fritz plucks up the courage to stick his head out. 

None are prepared for the ghostly figure approaching, reaching out and asking for help.  Fritz and Artur are frozen with fear, but Siggy steps up and boldly tries to respond to the apparition’s plea. The ghost intrdocues himself as the troubled spirit of Johann Gespenst, a merchant from Weissbruck who was robbed and murdered by the Five Hills gang, and whose body was dumped in the vicinity.

  • He implores the party to return his bones to his sister Greta for proper burial so he can rest in peace. 
  • As proof of legitimacy, they can confirm to Greta how Johann saved her when her horse bolted at the age of 6.  She can provide some kind of reward for a good turn. 

They gather the bones by the light of Johann’s ethereal glow and stash them away in a sling to comply with the request.  

Restless after this encounter, the party decide to lean into the elements and press on towards the next inn. Dawn breaks and eventually the mid-morning sun shines through the breaking canopy. The forest opens up to present the Coach and Horses.

Welcome

As the group breath a sigh of relief and hurry forward, energised by the prospect of a hot bath and warm bed, the gates swing open and a Four Seasons coach hurtles towards them. The coach driver shouts at them to make way, brandishing a blunderbuss to encourage a swift gangway. They dodge to the side just in time as the clattering hooves thunder past as dust blows up. 

Making their way inside, it’s clear that the last guests have just left. The bar room is quiet but for a barman and the innkeeper, Gustav Fondleburger, who – though surprised to see travellers at this time – warmly greets the party and encourages them in towards the fire to dry off. 

News

A hot meal and bath are ordered, and tales of the road are exchanged.

  • The Emperor hasn’t been seen in public for months, and the Altdorf zoo has been shut since his griffin rampaged a few weeks ago. 
  • Roads are in disrepair as the Emperor diverts funds to military campaigns, such as fixing up a mess in Ubersreik.
  • The road to Altdorf is troubled by increasingly ruthless bandits (not only the Five Hills gang), and coaches are not getting through.
  • The coach that left in haste was looking to make up time having suffered damage on a pothole that needed repairs. The coach drivers and a merchant passenger were particularly agitated by the delay, though the priest and family travelling with them were more relaxed about getting to their destination. 
  • The mother of the young family who left on the coach painted the Five Hills that now hangs in the inn. Gustav took it in lieu of board so they could save for their young daughter. 
  • Colonel Sievers has returned from the Border Princes. The Greenskins must have been defeated – a great victory for the Emperor!
  • It is a secret shame of the Empire that the Emperor’s sister is in the Great Hospice, a short distance along the road at Frederheim. 
  • The weather is turning worse – expect more rain tomorrow . 
  • Beastmen – or worse – eat those who stray off the path into the woods. 

Opportunity

The party relay the story of the merchant from Weissbruck who was robbed and murdered near the Five Hills, and then appeared to them as a restless spirit.  Recognising the description as a guest from a couple of weeks earlier, Gustav is clearly upset hearing about this, rattled by the talk of ghosts and anxious of the disquiet that the bone-laden mission may have on other guests. 

Gustav is slightly anxious hearing about the encounter with Johann, and anxious of the disquiet that the bone-laden mission may have on other guests. Acknowledging that Morr’s will be done, and with a soft spot for the youthful party’s good nature to fulfil last wishes, he offers them board – “save your coin for the journey; and not a word to the other guests.” He gives them a discrete room to share and to keep them and their package out of the way. “Don’t attract attention, don’t trouble my other guests or and don’t do anything to bring my place into disrepute.”

Reflecting on their courage, Gustav hands them a notice that has been posted around the area regarding possible work to suit. On realising they can’t read, he describes the contents.

  • The Prince of Ostland is looking for “Bold Adventurers!” for a discrete and perilous mission to the Grey Mountains. Enquire at his residence in Altdorf. 

The party retire for the day.

Merry

The party rise in mid-evening, well rested after a deep sleep. Heading down to the bar they find Guntar and Hultz, two coachmen of the Ratchett Lines company, bemoaning their lot and disparaging their passengers.  

Fritz buys them a couple of drinks, and the group settle in for a drinking session to soften them up for a ride.  They negotiate a deal to secure cheap passage to Altdorf on the roof in exchange for helping with loading, driving and dealing with the uppity noble woman travelling with them.  

The ale got the better of them before they could learn much about the Lady Isolde von Strudeldorf and her entourage (Janna and Marie) to help with any mediation needed on the journey. 

Siggy succumbs quickly to the booze, and is led to bed by Artur. They pass the noblewoman on the way up, who sneers atthem with disdain, while the bodyguard Marie keeps a watchful eye as they negotiate the narrow passage.  

Artur returns shortly to find Fritz has struck up a conversation with Phillipe Descartes, a Bretonnian travelling to Altdorf to meet an old friend. 

Gamble

After another round of drinks practising the language, Fritz is encouraged to wager his dagger for coin. A remarkable run of luck sees him win more silver than he can remember seeing.  A final round and his luck runs out, so he decides to call it a night. Cards slip out of Philippe’s sleeve as he raises his glass to toast to a fine evening and good company. 

There’s an awkward exchange of glances between the two. Artur tries to calm the situation before it escalates, but to no avail – the matter is now between the two players. Philippe becomes indignant when Fritz accuses him of cheating. He draws his pistol and points it straight at him from across the table, trying to flip the blame in the eyes of the assembled. 

The bar room falls silent. Marie clasps her weapon in readiness. Gustav rushes in wielding his own blackpowder gun and warns the players to stand down. Fritz calmly issues his own stern warning to Phillipe – “don’t cross me and my friends.”

After a brief standoff and having weighed up his options, the Bretonnian circles round the table – weapon still trained on his opposite – and slopes past to head upstairs. 

The situation diffused, Artur, Falken and Fritz also retire, making sure to lock their door before turning in.

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