Everyone except Leshanna wakes up with a hangover, and because of that, the adventurers, much to their disappointment, have missed the continental breakfast. Lia stays in bed, wrecked.

Beldaber approaches Thoradin, “A letter has arrived for you, by messenger.”

In flowery script, the letter reads…

Dear Lady Travellers,

It took little deduction to realise you’d be lodging there…

I am certain you would have had the presence of mind to collect some of that matter that the noble had, I do not know if you would have thought to bring it to me, please bring it to me.

– Esklindrar

___________

Beldabar brings out some chicken hearts. There is no lentil soup left. The adventurers huddle in consultation, pondering what they should do next. It is agreed that, yes, they did keep some of the cocoon (it’s in the cart) and that they should today visit Esklindrar.

It’s a beautiful day and the street outside the lodgings is bustling as the adventurers make their way to Esklindrar’s Maps, Books and Folios. Esklindrar comes out to greet the travellers, very happy to see them.

“Where’s the elf?” he asks, looking around.

“Too much green wine.”

Esklindrar nods in understanding. A common problem, it seems. Londer introduces himself and Gunther, the big ginger cat sweeping his tale around. “So rare to meet a Tabaxi!” Exclaims Esklindrar.

Thoradin looks around at all the books, so many interesting titles, but poorly ordered, Thoradin observes. He wonders if there is anything about Methemala.

Londer inquires about the slave trade here in Yartar. “Oh yes, there are rumours of a trade, probably a little more than rumours, that the Drow come and go and sell things that are not just wares. You could ask any number of places here, the town looks nice but there are many dark corners and you should be careful which threads you pull. I am a long way from that world, I sell books, not slaves.”

Esklindrar goes on. “I spent many hours looking up to find more about the cocoon on the noble and was unable to find any news of something like this happening in Yartar or anywhere else. My speciality is matters human and I don’t know that I would have all the answers about magical things. That’s why I asked you to bring the membrane as I may be able to ascertain something else.”

The cocoon is slapped in front of the bookshop owner with a wet-sounding thud. Londer pointedly says the cocoon has come at no small expense for the gang, testing the waters to see how much the shopkeeper wants the cocoon. Maybe he will pay.

Esklindrar is astonished, as he himself was just working up to asking for a small fee! After some very unseemly and unsuccessful negotiations, Esklindrar is no longer delighted to see the travellers. Miss Moss elbows Londer, but instead of being quiet, Londer asks Esklindrar for 200 gold pieces in payment. Leshanna is mere seconds from casting a spell on everyone, exclaiming, “I just want to know what the cocoon is!” The menfolk are sent outside. They are not doing anyone any favours.

Esklindrar inspects the cocoon. “The cocoon was intended to keep them alive, it appears to be some other form of nature, nothing like a caterpillar.”

“Nature or magic?” Thoradin asks. Esklindrar knows nothing of the arcane arts, he says. Miss Moss asks if it would keep someone alive underwater. He supposes so. Thoradin asks about the watery deaths, but he doesn’t know. Sounds magical, he says, referring the gang to a wizard or mage.

When quizzed on the Rosalio family, Esklindrar says the family is an old and wealthy family in the region, with a long history. Leshanna asks about why the son may have been targeted, and Esklindrar looks nervous. He doesn’t want to get involved in anything.

The meeting is called to an end with everyone agreeing to keep the cocoon on the DL and to get in touch if they find out anything further. The adventurers make their way to the Water Baron’s hall in the city centre. It has a vaulted roof and a couple of shields of Yarter in Lords’ Alliance colours, ceremonial guards it seems. There are lanterns outside the Water Baron’s hall, notable for the lack of lighting elsewhere in the city.

The building seems new, newer than the buildings around it. It is very wide, a no-frills brutish building with few entrances and lots of tall, slim windows.

Miss Moss asks the guard, “How do I get an appointment with the Water Baron?” The Guard responds warmly, “We’ve been expecting you, Miss Moss, it’s a great pleasure to meet you.” Miss Moss beams. All this attention in Yartar is pretty great.

The travellers are invited in. They walk through to an enormous festival hall with marble columns, elegantly decorated with lavish tapestries, statues of the water barons of the past along the wall. The travellers’ footsteps echo as they walk.  The roof is thatched, with impressive chandeliers with thousands of unlit candles.

As they walk through they can see many smaller meeting rooms. As they enter a room, it becomes immediately apparent it is the office of the Water Baron.

The Water Baron is fairly normal looking, a modestly-dressed woman in her 50s, a small figure inside the huge office with the checkered marble floor.

“Welcome. I am Nestra.”

She organises refreshments and turns to them. So far, three young male nobles, Artan, Jacob Dawnflower and Timothy Salsburg, have all gone missing. Only Artan has returned.

Londer muses that Lady Rossalio seemed more interested in the pendant than the boy, Artan. Nestra agrees that Lady Rossalio can be a bit of a bitch. 

Nestra has been using her sources and managed to get a little information, but only very little.  Jacob Dawnflower may have been involved in the Hand of Yartar – an all-female thieves guild. They are an old and powerful force in town, very hard to infiltrate. 

Nestra has had a spy in there at times but has not heard from them for months.  They tend to keep things in very good order, but they are a bunch of thieves, well connected. Nestra heard a rumour that Jacob was mixed up with them somehow. Miss Moss asked if it was sexual, it’s perfectly probable.

Timothy had become a regular at the Grand Dame, a riverboat casino that operates out of Yartar. The adventurers are implored to find the Hand of Yartar and learn more about the Grand Dame casino boat, but if any harm comes to anyone Nestra says she will have to disavow all knowledge.  She offers 100 gold pieces, but as is now customary, the adventurers negotiate. They’re not successful; Nestra is on a tight budget.

Nestra tells the gang to ask around the town, and in particular, investigate the alleys Thorn Lane, a red-light district and Shadow Skulk. Yartar used to be called the Viper Pit and the spirit of that lives on in Shadow Skulk – it is extremely dangerous and full of people who know everything. Another alley, Dead Cat Cut, is a black market.  Be very careful about going in and asking a lot of questions, Nestra warns. Londer, ever the enthusiast, exclaims, “We eat heavies for breakfast!”

Nestra gives a wry smile.

Nestra has already spoken to the families, the boys disappeared at night time (different nights) in very close succession, and have been gone for more than 10 days.

Leshanna describes the nobles who had warnings with notes under the doors. Nestra is interested, and muses that maybe this is more widespread than first imagined. “How many nobles are in town, 10 or 100?” someone asks.

Nestra thinks and suggests that maybe it would be worthwhile using these families in future, to help solve the mystery. She gives a list of about a dozen names that are most likely, but there are a dozen more that are possibilities. There’s no way of knowing exactly who may be next, but these are the most likely based on the target demographic. They are mostly in the northern side of town. Nestra says she’ll put guards on their homes, and asks the adventurers to follow up the lead.

Nestra advises discretion, caution and care, not guns blazing.

Thoradin asks about giants, and Nestra says she’s heard of sightings, but nothing to concern her. The discussion of slaves and Drows comes up and Nestra becomes fierce. “We get this accusation all the time, there is absolutely no evidence whatsoever of Drow slave traders in town.” If the gang are to find out anything else, it may be from the Hand of Yartar.

The adventurers thank Nestra the Water Baron and they exchange farewells.

They go to a small park, with a bench. Team meeting time. “She was as dodgy as fuck,” Gunther announces. Londer is keen to pose as a slave trader at some point, and Gunther is on board, but then perhaps, they muse, Gunther could pose as a Lady Thief. Miss Moss thinks the gang should gain Lady Thieves’ trust.

Gunther would like to swap clothes with Miss Moss, but she’s not interested because her outfit is pretty great and it seems like Gunther hasn’t changed since the tower. Gross. Gunther lets the group know he is quite capable of disguising himself, and Leshanna has a spell to disguise herself too. So, the gang go shopping for a new outfit for Gunther. Their first stop is the armour shop, but it’s really expensive, so they walk right out. They change the plan, and decide to go down to the black market alley, Dead Cat Cut alley.

Going down the alley ways, very narrow indeed. The buildings are very close. There are bits of fabric stretched over the alley inside – it’s very dark inside, the day turns into night. There are poles stuck into the ground that bend, with non-magical lanterns hanging off them.  It’s low fabric, tattered cloth and patchwork, no sun. The laneway curves around and it doesn’t take long to lose track of the sunlight behind them. It’s a long lane way, they can see lots of strange alcoves and stairways leading into darkness, stalls that are set up in cavities. Signs hanging above shops in a whole series of different languages, some of which are unfamiliar.  Old signs in elvish do not reflect the stalls below. A halfling sees them looking and quickly bundles up all his wares.

Everyone is tensing, very aware of the presence, shifting out of sight as we appear. The place is filled with people dressed in dark cloaks, thief types. Shady, shifty types. Stalls everywhere are tucked away as they approach.  Lots of tiny spaces/shops. Other pathways branching off into darkness.  It’s a completely different vibe to outside, the people here are not commonly outside.  The adventurers don’t feel in danger.  They can see very little, glints of metal and a lot of things – vials of poison, concoctions.

Thoradin sidles up to the vendor and asks him what he has to offer, the halfling says “nothing much for you here”, Thoradin is interested in potions, healing but maybe some others.  The vendor laughs “not really what we do around here, we’re more into harming”.  The vendor rolls out a knife holder and there is a whole lot of different forms of varying green vials of stuff – some are dark as well. “If you’re interested in poisons, you’ve come to the right place, if you’re looking for acids you’ve come to the right place and if you’re interested in the cures for poisons, you’ve come to the right place”.

Miss Moss elbows Thoradin – we should get a poison kit, I’ll chip in.

Price for the lot:

  • Vial of Acid
  • Vial of Antitoxin
  • Vial of Poison
  • Poisonous kit
  • 169g for all of that – he’d be willing to make it 160g
  • They take the Vial of Poison and the Vial of Antitoxin for 140g

Gunther sidles up. “Hello, my small friend, I was wondering if you are interested in more of this gold, have you heard anything about the disappearance of the noblemen.”

The vendor says “You’ve got to be fucking kidding me, get out of my shop!” They wander, separately, they are not immediately taken as being part of the same group.

Thoradin is getting a little more of an indication that he is on the same wave length since he’s bought the poison. Leather armour, gambling kits, disguise kits. Gunther buys one for everyone 90g Not many magical things – more contraptions than magic items.   

Miss Moss rushes up to a friendly looking female store owner and says that she’s getting her period and she really needs to pee, looking for a toilet. 

Down there on your left”, she helps Miss Moss and follows a bit down – just down there the old White Wing Gryphon inn.  Miss Moss thanks her profusely, turns and looks at Leshanna and gives her a “look” and says “I’ll be right back, I’m just going to the toilet.” Leshanna notices and follows, sneakily.

ooden hut, dilapidated and old, with a wooden sign.  There is very little going on – a couple of chamber pots against a wall – an old woman limps over and says “1 copper piece please”.  “Oh I thought this was an inn” “Oh, i† is an inn! You can stay for 5 coppers”.

Miss Moss takes a leak and then asks the old lady about good drinking places around.  “Not here!” and they laugh and laugh.

She names a few places, “The Coin Toss”, “One foot in the Boat” and “Wink and Kiss”
What is the most dangerous place, that we should avoid? “Coin Toss is probably the worst”
Miss Moss gives an extra copper piece for the trouble. Thanks and goes back to the crew.
Staircases that descend into darkness and staircases that ascend into unknown places.
There is a slipway leading to another alley

Miss Moss explains the gist, they agree to go to the Coin Toss.  They were there the night before. As they walk in, they hear a gruff but happy fellow – “Back so soon? Welcome back, I love you guys, alright, what’ll it be!”

“Ey it’s Miss Moss, you’re the best, Miss Moss!”

“Ey Buddy!” He gets a dwarfish ale and slides it down the bar. Miss Moss misses the catch and it slides off the bar onto the floor.

Miss Moss, “I’m so sorry, I’m too sober!”

Barkeep: “No worries, love”, he hands her another very carefully. “What brings you back?”

Miss Moss: “We enjoyed it last time so much we’ve come back!”

Bar keep: “If there’s anything I can help you with let me know.”

Thoradin sidles up to Gunther and says “Tabaxi, you come from dark places, can you see anything I can’t see?”

Fond memories of the night before, complete lack of intrigue. Using some of his criminal knowledge, Gunther recalls that Nestra heard that the Hand of Yartar may have been mixed up in sexy stuff.

“Hey scottish Dwarf! I think we are in the wrong place, there is another establishment where we may be able to get our kinky boots on, this place was a bit boring last night – if I remember rightly, I think this pub the Wink and Kiss is where we should be.”

Thoradin agrees, and lets the other adventurers know it’s time to move on. To the sexy time pub…