Archive for the 'Vol. 23: The Succession Crisis' Category

While the Council and other dignitaries discussed the city’s fate, the group discussed their own plans.
After several days of discussions, the Captains’ Council agreed that Plan Four was a valid approach to government and announced via the Shipping News their intentions to institute the changes as soon as possible, with elections to be held on the first anniversary of the Battle of the Lighthouse.

More flavor text to come…

Having cleaned up the city’s messes yet again, the Freeport Four/Four Gulls realized that they and their adopted home town had come to a crossroads. The collective ineptitude, corruption, and gridlock of the Captains’ Council and Sea Lord’s Guard had brought the city to yet another moment of crisis, threatening everyone’s profits, and the Four had grown sick of being the city’s thankless saviors. The group discussed the matter amongst themselves and decided that they would give the city leaders a chance to resolve the city’s outstanding issues before the Four Gulls ships and their capable owners and associates headed for more lucrative, calmer waters. To that end, they set their resident attorney, Sesamin Anders, to assessing the current state and value of the party’s holdings while they created a draft for a new political setup for the city.

Using their knowledge of Freeport’s political and spiritual makeup, the group printed and sent invitations to the city’s most powerful individuals and representatives, including high priests, Council members, guild leaders, and other dignitaries, to a meeting at the Freeport Opera House to discuss important matters regarding the city’s future. In the meantime, the party ordered cookies, beer, and other supplies for the meeting. They also sent word through roundabout channels that Arias Soderheim’s suspected cronies would be well-advised to leave the city if possible, as their political star seemed to be falling rather quickly and further disturbances or upheaval would likely be frowned upon by certain other powerful entities in the city. Two of Soderheim’s remaining three Council allies resigned soon thereafter, but Hector Torian stayed aboard.

On the appointed meeting day, a crowd gathered outside the Opera House to munch on free cookies and gawk at the arriving town dignitaries. Within a couple of hours, most of the invitees had assembled, so the Freeport Four opened the meeting. They described their affection for their adopted city and listed the numerous services they had performed for the city, often at great personal peril and with no reward or thanks offered. The response was mostly positive, but Hector Torian offered backhanded appreciation of the group’s “several months of service” to Freeport, casting the party as a group of troublemaking punk transplants who were messing about with the way the city had been run since its meager beginnings. Torian’s comments seemed to appeal to a small minority of the assembled power brokers, but the party addressed these critics with wit and flair, to the delight of the group’s longtime allies.

With the preliminary sparring out of the way, the Four presented their proposal for a new, more representative Captain’s Council. They suggested that the Council retain its current size, but that the individual seats be elected positions, with a breakdown both by district and by profession. Thus, each district would have an elected representative chosen by the citizens of the district, and the Wizard’s Guild, temples, craft and labor guilds, and ship captains would all elect their own representatives. The details of voting and term limits could be hashed out by district or guild arrangement, preferably before the initial meeting was finished.

With that, the Four departed the stage through the stunned silence and headed into the crowd in front of the Opera House.

The party talked with Drak Sockit, Gor-bob, and Torya about how to approach the orc/half-orc work camp on T’Wik. Drak mentioned that he’d been intending to visit the camp to see how his boys were holding up in the less-harsh-than-expected storm. The group hatched a quick plan to send Will in ahead of the main group to surveil the Lighthouse, while the rest accompanied Drak, Gor-bob, and Torya on a slow boat ride to the island.

Will disguised himself as a half-orc worker, magically transported himself to the island, and made his way through the camp, looking for the telltale aura of transmutation that would give away Oruck and his cronies. Finding no such auras in the camp, he headed into the Lighthouse proper. Bitterly remembering the last time he was here, he staked out a position on the second floor to watch the doors leading to the inner temples of Terak and Harrimast, which hid secret doors that granted access to the higher floors of the structure.

A flurry of shouts and cheers outside the Lighthouse greeted the arrival of Drak and his entourage.

More flavor text to follow…

The party shut down the “serpent house” in Drac’s End, killing a gnomish wizard, several apprentices, and a couple of local gang members. They captured one gnome apprentice who eagerly gave up as much information as he could regarding the white smoke “project.” The serpent house produced scrolls of charm person, which were combined with snake weed to create white smoke at the alchemical lab located on a wrecked ship on the northern end of A’Val. The apprentice also volunteered the name and location of the leader of the white smoke organization, one Garrus Oruck, who disguised himself as an orc and mingled with the workers camped out on the island of T’Wik, where Drac’s Folly stood.

Peg Leg used a scroll of Raise Dead to bring Carmina back to the land of the living. The group also used a scroll of Speak with Dead to interrogate the leader of the guards who had operated the magical ballista that had destroyed the third floor of the House of Serenity. The fellow’s temporarily animated body reported that they had been hired by a priest named Saul Hawthorne. Peg Leg Peligro mentioned a run-in with such a fellow over at the Rusty Hook, a drinking establishment and inn over at the intersection of the Warehouse, Merchant, and Docks districts.

On the way to the Hook to investigate Hawthorne, the group stopped at the address given for “Mrs. Safe’s House” in Soderheim’s ledgers. They were greeted by a sweet, confused elderly lady whose late husband had been a carpenter in Arias Soderheim’s employ. “That nice young man Arias” continued to pay the rent and send contractors to maintain the house for Mrs. Safe, and even visited her every once in a while. The group explained the reason for their visit and requested permission to check the house for evidence related to the investigation, to which she readily agreed. Although they found nothing overtly condemning, the party figured that Soderheim had probably used the nicely furnished bedroom in the basement to conduct discreet business without the lady’s knowledge. This avenue of investigation closed, the party thanked Mrs. Safe and headed to the Rusty Hook.

The proprietor, an affable, foul-mouthed chap named Karl Wine, informed the group that Hawthorne had indeed roomed at the Hook for the last several months, but that he had checked out earlier in the day. “Good riddance,” he added, as none of the regulars had liked Hawthorne.

More flavor text to follow…

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