They took what they could of the Pirate Petey's Plump Parrot's ship, including the ever-important lift lug full of repellium. With only six surviving pirates still hogtied, they lifted and launched north towards Brawicke, a truer course never plotted apparently.
Getting into Brawicke a bit before first candle (which is early dusk. I've yet to go beyond that nomenclature for land-bound time. Need to first read more about the bells used on the ship, of which I only know 8 bells is a shift change). They troop on to the local constable station, pirates in tow. There is a bit of discussion on the prison life, of which Sleve seems to not mind nearly as much as the others. Dropping the scallywags off at the station, they find directions to the Fox and Boar. Heading down the street, they do notice some street urchins in the darkening streets. Calling one over, Ordo offers a silver if the kid can keep watch for never-do-wells that may be out and about. After some hesitation, young Geoff runs off and gets Willie, who has his 6 year old sister with him. Agreeing to watch the doors until they have to go home, our crew heads into the tavern on Garrion Street.
One in the tavern (described in the previous post), Ordo tries to flirt with the barmaid. However, with our Ms. Baudelaire in the group wearing at least parts of an Alderil Empire Naval uniform, her response is not the normal warm response Ordo is well used to. They do manage to gather that the gentleman with the most excellent top hat eating a wilted salad is probably the Mr. Altes from the letter taken from the dead hands of Pirate Petey. Talking to the short but well-mustached proprietor Brancett Taolin, they find some good vittles and drinks and partake, watching as their suspected contact finishes his meal and prepares to leave.
Ordo gets up to him, and a quick conversation with the letter as evidence, our group starts to leave. Walking down the street, a couple of our adventuring Corsairs notice a few following in the shadows while the other two are oblivious to their shadows. Not too far from the docks, Mr. Altes stops, and Miss Baudelaire draws out her pistol noticing the shadows seem to be drawing arms. At this point young Geoff comes running up and hugs Orlo's leg, saying there are bad guys out there! Taken off guard, Orlo yells out about this man accosting a young child, and windows up and down the street open up as heads peer out into the oil-lit street. Orlo swings at Altes but, using agility against swordplay, barely grazes our spy. Grabbing him and yelling for a constable, Altes' hench people back up, unsure what to do as Harmony-Rose whacks Altes on the back of his noggin, knocking him out. By now a constable has shown up and a conversation between our group and the the local law.
At least I think that is what happened in that part. I am not good at taking game notes either apparently!
Somehow they then ditch the law, probably to take young Geoff home, and get Altes into the Fools Errand where they tie him up. They get a couple bits of info from him: a card from his hat has the claling card for Captain George Horn, that has a sigal of one of the Alderil Empires Houses on it, as well as the name Lady Erin Gysby. There was a very successful oratory roll as well as some good role playing - I gave the player an extra XP fomr something I wish I had wrote down as it made us all laugh.
A bit of planning goes on, and they drug and temporarily place Altes in shipping container in the cargo area of the ship when they here a crowd show up on the loading docks next to the ship. Looking down, with a dozen of the crew about, there is a constable along with a few ruffians, torches in hands. A brief conversation, and the constable is welcomed aboard the ship for a quick search. Finding nothing, and sharing pleasantries about hats, the officer leaves, and the ruffians, seeing themselves outnumbered by the crew, disappear into the dark streets.
Loading up a cart with a person-sized box of sand bags and some produce, they send that to the Fox and Boar, taking Altes to a dock further down and bribing its night watchman to watch over their drunk friend, and to not believe the liar. Our nomad Sleve now has some bespoked nicely made clothing that mostly fits. He is most pleased with the hat (there does seem to be a hat thing in this current game).
And that's where we left session 1.
I think it went a bit slower, and I am horrible at combat. Which is why I like the Fantasy Trip - it is a board game for that so easier to deal with in many ways. There was not a shot fired though there were a couple of tense moments. We're all still getting our bearings in this game. And while I did print out a bit, it is still not organized in a useful way. So I may do that this week as the notebook I have does have tabs I can actually use.
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