Carroburg Campaign Sessions 11

Much of the session was spent trying to fit the final pieces together proving the Prioress’ guilt. It did not quite work, despite an attempt to ambush her - which nearly worked. You informed Prochnow of your investigations and conclusion, and that was about all you could do.

You managed to involve yourselves in a couple of other issues, with varying results.

You saved a “mutant” child from death, but at the cost of the enmity of the Ulrican chaplain. Quick-thinking saved you an immediate hanging as you pointed out that it was a consistory court issue should he wish to progress charges against you as you were employed by the Cult of Morr. Who knows what the repercussions might be? Still, you saved a child, whose only flaw was a missing external ear. The chaplain said that the ‘missing ear’ was used to commune with devils. You suspected a cause linked to your earlier investigation.

You also fell foul of the Chaplain when you reported the blacksmith for illicit weapon-smithing. Unfortunately, he had a warrant! Still, the fact he was supplying spear tips and very crude iron hand weapons to a small Duchy enclave within this Ulrican land intrigued some of you.

You returned to Carroburg, although a long queue meant that Prochnow could only get you entry at night through a postern. The city is in something of an uproar. Everyone is being searched for weapons, whilst trade is suffering. Worse, you also found out that ships were disappearing too, and many on the docks were losing their jobs and/or refusing to sail.

You stayed overnight in a local Morr chapel, where they had found a badly decomposed sailor’s body. Aldhelm looked closer and was shaken. Cause of death was a very crude arrow with a stone arrowhead, of alien wood, and with a peculiar marking, a very crude ‘rune’.

The following morning, you all set off your separate ways to put your individual affairs in order, and agreed to meet up that evening. Over the next few days, everyone met with a variety of experiences.

Possibly the most life-changing was Aldhelm’s. The gypsies had left, leaving his family’s shop at the mercies of those he had insulted. Even worse, they had also been reported for selling illicit herbs and products, not sourced from quality approved sources. They are to appear in the Guild Court. Leopold and Gretchen are probably finished, the best they can hope for is heavy censure. Aldhelm has also been summoned, but has been immediately stripped of his membership. His family seem to have disowned him. Apparently, Georg Schmidt informed them upon.

Aldhelm’s friends (the ones he has left) have rallied around. Markus Eldebrandt offered to help. He also mentioned some funny incidents, including a number of contracts that his Master has received for Imperial Army uniforms. Orders have been for a new dress Imperial Army uniform and a new fatigue uniform, then further order of six sets and then a final order, and this from a ‘companion’ with Eberitter Erik von Roalekz-Snobbislakt with a number of ‘extras’. It turned out that the companion was Ursula Schmidt. Also, next door the son of another guilder, a leatherworker and footwear maker, Eberitter Paulus von Reimers has returned from some campaign. His father bought him a commission in the Imperial Navy, hoping to use the contacts to establish shipping. Apparently he sits in his room surrounded by charms and symbols, and will only eat bread and water talking of “Maidb”.

Poor Beatrix Topfer also wants to help out, and is a little impressed by Aldhelm’s “bad boy” image - which won’t do business any harm. Aldhelm decided to use his charm to get Beatrix to set up her own business with him as partner. Unfortunately, Beatrix does not know what an asshole Aldhelm is. Things might go okay, because Beatrix seems to have cornered the ‘girl market’, and this includes two sets of mercenaries. But she really has no chance; this is the guy who got his mother beaten up to save his own skin. Beatrix bored Aldhelm with long descriptions of the body artwork that she is currently working on, a process that involves a number of visits. Wolf Pack mercenaries prefer body tattooing, whilst Red Plume Company prefer to have ‘battle honours’ currently “Mirror Moors 2512”.

Beatrix also told Aldhelm that Albright Kunstler, the only other tattooist, has disappeared. Last time she saw him he said he had an interesting job on, but wouldn’t discuss it. His workshop was also torched. She is holding what was left for him, and this included various ‘odd’ designs. They meant nothing to the PCs (though the players were a different issue!).

 

Johannes also discovered with a shock that Master Dietrich has gone, disappeared very quickly. No-one knows where. However, he had been set up quite well, with a nominal scribe/ journeyman post in the Woodworkers Guild. Together with Pieter, he has a job supervising a building project of a new warehouse down by the Docks. It is being built by Eberitter Ruprecht Edel, a powerful man within the Lighters Guild. He has branched out into legitimate)shipping too. A major construction problem is that he wants private and enclosed dock. (Why? Smuggling says Pieter, quietly). The site is also using Frijtore (a non-guild company) to build it, which has had issues for the pair. They also both attended a Woodworkers Graduation Ceremony, since Pieter is now also a Journeyman. This was a small ceremony for the progression of Guild members who have ‘qualified’. Two new Masters were created (Zumwald, Reiter) in Woodsmen. The talk was of expansion is assarting and de-foresting - good business. Present also were Councillor Marcuse with Captain Schnork (who looks like she has been burnt, wears high collar, limps) on behalf of his Ward. Dietz Gebauer and Ludwig Baumann were also there - both from the Duke’s Circle. The latter offered to help Johannes with business contacts. There was some talk of the ceremony being disruptted by agitators, but you saw nothing - security was quite tight. Johannes also seems to have a slightly keener Julia to deal with, although she has plans for his ‘improvement’ - mostly dumping the rest of the party.

Johan Schmidt did his best to get himself killed by accepting an offer to fight at the Cess Pit - regarded as the dirtiest and richest venue. Aldhelm tried to put him right. Johan also visited his sister Heidi Schmidt, currently in Ritter Fulk von Deiber’s household. She offered him money and seemed very happy. Everyone else sniggered or was worried for poor Johan and his family. Of course, thoings might not be what they seem... Johan also continued his ‘relationship’ with Rita Manstein, at her behest this time. She certainly seems rather more interested in him than before.

 

The party agreed to serve a Morr warrant upon a heretical Morr Priest, Hans Bahlow. The Cult wants him arrested because he carries out outlawed burial ceremonies or disinters and re-buries, and then sells relics. He also removes body parts prior to death! This is all anathema to the Cult.

Albrecht Bessofenschmidt returned to the Rechengild.

 

Rounding off, you did discover a few other less personal stories, though you didn’t make much effort to investigate these or ask around for any others.

Missing River Boats: Officially it is now accepted that losses are becoming suspicious. Unofficially, boat crews beginning to desert or demand more money. Some boats taking on hired help or mercenaries.

Topknot Club Members: Attacked Silversmiths Guild premises “in revenge” for shaving of one of their members.

Road Blocks: on Northern roads. Permits needed to travel, and all forbidden to Mirror Moors.