Carroburg Campaign Sessions 13
There are a few general loose ends to tie up, and some ‘ordinary’ character development issues.
Beatrix’s business is doing quite well, as a portable trader. It also leads you to details about two false arms in the city, and how they might be obtained more generally. They are very expensive, though.
Johan spends another profitable evening with Ritter Marline Juiweiler as she absorbs his miasma. Johan has also arranged his new identity. He is now Jurgen Schultz, Judicial Champion to the Imperial Garrison.
You decide to continue investigating the ‘pirates’. There are obviously ‘insiders’ involved and Plato von Fitz-Snobbislakt wants you to investigate. You might also be able to link this to the issue of the lighters and the odd behaviour going on there.
You have also agreed to join Captain Schnork’s campaign into the Furdienst. You have decided that she might be a useful ally, especially as she agrees to provide a cover for Johan. Her primary advantage is that she gives you someone outside the confines of Carroburg authority with nominal Imperial power.
Your investigation into the piracy follows the principle of who gains from the loss of the boats. You consider the lost cargoes, but never actually develop this. You do, however, trace a complex web of insurance and re-insurance details. You also discover that three insurance agents committed suicide in the last couple of days. They do appear to be genuine too. Your contacts with the Cult of Morr get you to view the bodies, the households yield very little and you avoid asking of the Watch investigation - though you do make successful contact with Freiderich Horn (an inspector) through Councillor Marcuse. Even boots seem to be kicked off etc in the death throes. And your ‘underworld’ contacts can offer you no help. Still, this is too suspicious to be coincidence and you start to think that whoever did this is very good.
These were the dead:
Alexis Sinkel, silversmith. Committed suicide 1st Sommerzeit.
Eberitter Hergard Spears, goldsmith. Committed suicide 1st Sommerzeit.
Klara Bohnen, goldsmith. Committed suicide 2nd Sommerzeit.
You did learn of the disappearance of Ehrman Ossman, the smuggler and that most of his ‘people’ have disappeared. Wechsler was looking to move in on this, but he has also disappeared.
You did some sterling investigation work, generally and found the following general material.
Alfar Levantine is a Sea-Elf operated company, dealing in shipbuilding, repairs, shipping and insurance. They insured some cargoes. Run by Montag Schluter (“you couldn’t pronounce my elf name”). Company established about a year ago, foreign money behind it, well respected.
Cult of Verena offers some direct insurance, but mostly acts as a broker for the reinsurance. Their financial clerk is Nora den Heijer. New in town, came from Marienburg with a good cv. Early impressions are that she deserves it. Klaus Hohrner is currently dealing with the guild issues, since den Heijer was found dead after being attacked in a back street on the 1st Sommerzeit. She had been in a business meeting with Alfar Levantine and left there. No-one knows how she ended up where she did or where she was going. Found in an alley around the back of a higher class brothel, and was reported by a Watch officer ‘who happened to be there’. Freiderich Horn, captain of Dritte Ward watch. Investigations turned up nothing - robbery that went too far. Cult’s papers are missing, which is problematic, although some were found discarded later. You were polite with Horn and learned that the papers were not there at the time that he searched. Someone returned them later.
Merchants Guild insures for its members, but not (normally) for the Guilds. However, it is mostly a sideline here. They had insured some Imperial Fist load. Wreckage has been found, and they are negotiating recovery of cargo. Slave loss seems 100% and that might prove costly. Alfar Levantine are very competitive, and MG not really needed to be active any more. Berthold Witzeburg is their agent.
Theodisius Clickingheels was an obvious suspect as he is the only insurer left, and did little or no business on the missing boats. However, he threw some doubt upon Alfar Levantine, especially as he told you that Alfar Levantine’s losses were nowhere like what you had been told as they re-insured a lot of those losses. He only works with those he trusts. Alfar Levantine didn’t stack up - Marienburg cheap money, he reckons.
You also began to doubt Alfar Levantine and examined them more. But hard evidence was not easy to come by. However, you got two threads:
You worked out that Nora den Heijer was never anywhere near the alley, and had been carried across the roofs and dropped. There was no blood and there was her mashed head. You managed to follow a blood trail across the roof, coupled with a non-trail. This led towards Alfar Levantine’s offices. It wasn’t certain, but it was enough for you. After all, she had not actually been seen alive once she had entered their offices to discuss certain ‘business’. They killed her, dragged her across the roof and dumped her.
But you had no real proof. Until you paid a trip to the Docks. Deiderich Fleischer, the Harbour master, and his three assistants were obvious suspects for passing on information, but seemed innocent. I didn’t record who it was (but they would have had the appropriate experience mark), but someone recalled that you had learnt that Alfar Levantine also built boats, and that they might have re-used the captured ones. You found an old crew member of Mandred I, who had been let go, and he recognised it in the harbour, under Alfar Levantine colours and with a new name and refit. Moon Princess was also there.
You decided to inform Scnoork since she seemed the most interested, and an arresting party was collected. Montag attempted to flee, but was killed ‘resisting arrest’. However, a female elf (his wife) appeared and proceeded to annihilate the guards. You all ran. She escaped. The building blew up, losing most of the files. You might care to watch your backs for the rest of the campaign!
It is the morning of the 5th Sigmarzeit, and the expedition into the Furdienst is about to commence. Boats are to sail you there, and thence a raid in force is to be carried out. Unlike the previous expedition, some secrecy is being attempted, and scouts have been employed from the region.
The Cult of Mórr has examined the dead bodies you returned and has a report to present. The orcs are rather technologically primitive and seem to have undertaken various ritual tattoos and self-mutilation. The human is highly clean and very healthy, and has a slightly odd skin colour.