Friday, April 23, 2004

WFRP Update 10

The sun beats down on the heroes as they struggle to get their newly acquired vessel ready to sail again. Under the watchful eye of Max the work proceeds quickly. Eventually they are sailing down the river, their sights set on Weisbrook. The Johan Volts is a fine ship and stacked to the brim with wool. The heroes spend their time thinking of what they will do with all the money that they will easily obtain when they pull into port.

Night is falling as they pull into port and they quickly tie up and even more quickly head off to a tavern to celebrate their good fortunes. In the morning the local tax assessor arrives and gives the ship a close inspection. Eager for some coin, the heroes leave the boat to seek out a wool merchant. They leave the recovering Magdelaine on the ship. The heroes dreams are quickly punctured as they learn that none of the merchants in town are in the market for wool. It seems that their good friend Joseph had unloaded his wares before them and ruined the market. Somewhat dejected, the heroes return to the boat to discover yet another problem. While they were away, the local solicitor had paid a visit to Magdelaine. She had given a detailed description of each of the heroes and agreed to pay an outrageous fee for the necessary papers. Without such papers the heroes would have to give up the boat and the money and freedom that it represents. After much negotiating by Rudolpho the fees are reduced to a merely painful level and the heroes are now the operators of the ship. They have all rights to the cargo and the if any relatives of the owners wish to reclaim the boat they will have to compensate the heroes.
Realizing that the markets will be better farther downstream, the heroes plan to head off to Altdorf. They start to try and recruit some passengers to help with the costs, although with Rudolpho doing his recruiting in a drunken haze in a tavern and Magdelaine and Elpham accosting random people, very few passengers are found.

Meanwhile, Max decides to search out the healer that he had met during the Shopenfest, Elvira. With little difficulty her home is found and another surprised is revealed. Her home is locked, yet a back window has been smashed out. Quickly discarding an idea to call for the guards, Max slips in through the broken window and begins to explore the house. The entire house has been ransacked and there is very little to be found. A paper with some writing on it and a small blood trail are the only clues to be seen on the upper floors. Grabbing a candle and ensuring that he appears unarmed, Max begins the descent into the basement. Easily navigating the broken step, he spies some movement in the darkness and tackles the form as it comes rushing out of the darkness. With surprising ease, Max is able to control the person. It is then that he notices that he is struggling with a small child. He releases her and manages to calm her down enough to get a story out of her. Sometime ago, a group of men came and demanded something of Elvira. Then, yesterday, Elvira locked the child in the basement. Liza heard a loud argument and then much shouting from upstairs and then silence. She heard nothing else until Max came down the stairs. Max assures Liza that he will rescue Elvira and return her home. He escorts Liza to the boat and assembles the others. After a quick briefing and a longer briefing of things not to do to Liza, the heroes are off in search of clues to Elvira's whereabouts. The note that Max recovered told someone to bring the stuff to the red barn by midnight. Hoping that the note is not a day out of date, the heroes begin to search the town. In one of the taverns they eventually pry out a tidbit and the most likely location. There is an abandoned barn near one of the locks on the far side of the river. Only the doors are red these days, but it seems a likely spot. The towns folk also recall three travelers who checked out last night with a large trunk, large enough to hide a person. They were last seen headed in the direction of the old barn.

The heroes check their weapons and rush off into the night, determined that THIS time, they person they set out to help will live to see the dawn.