Death in Freeport

ic - DiF

"Lucius also asked about the Rusty Tankard, another tavern somewhere."

Hinjo shrugs. "At least, someone like Lucius was asking about Scarbelly, the Vengence and the Rusty Tankard. A young man. Nervous. Looked liked he hadn't slept much. He also had a knife with him, odd enough that the bartender noticed it."
 

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ooc: is the Rusty Tankard known to Dog?

"Not that its suprisin much, but Scarbelly ain't well liked round the circles either." says Dogrynn stating the obvious.
 

ic - DiF

"Perhaps a couple of us should visit the Rusty Tankard. The others can take a look around the docks and see how things stand. Those who know the docks should go. So they won't stand out."

"Meet back here in one hour?"
 

Arcata nods at that. "A trip to the Tankard is definitely in the offing," she decides.

"It might also be a good idea to keep an eye on the Vengeance...discretely, of course. We could set up shifts to make sure it's being observed at all hours."

"Scarbelly seems dangerous enough that we should have more information before we confront him directly."
 

Hinjo considers Arcata's suggestion for a moment.

"I don't like the idea of a permanent watch. The more we hang around, the more like Scarbelly will learn about it. One person on their own would be an easy target.

"Perhaps we could recruit someone from the area to keep us informed. Assuming we could find someone reliable."

Hinjo turns to Dogrynne and Aiden.

"If Scarbelly is as unpopular as Dourman* suggested, perhaps their could be allies among the other Captains. Although that would be a path very carefully taken."

[sblock=*]very cool name by the way. I'm going to yoink it for a character.[/sblock]
 


None of you have heard of the Rusty Tankard before but it is on the way to the Docks so you all head out that way together at first as you consider observing the Vengeance yourselves surreptitiously or hiring someone to do so for you.

The Rusty Tankard lives up to Dourman's description, a nondescript, smoke-filled hole in the wall tavern on Eel street near the docks. It is poorly lit and there are many shadowy booths, some occupied by figures many of whose faces are obscured by drawn hoods. Some are eating and drinking by themselves, others are conversing in low tones. The barman is a swarthy looking unkempt fellow with a patch over one eye and no sign that the establishment will be closing any time soon.

ooc let me know if you do want to split up
 

ic - DiF

Dogrynn said:
"For certain I could find someone that I trust down there ta keep an eye on the Vengence."

Hinjo hasn't known Dogrynn long enough to know if his confidence is justified. But in the absence of objections, he takes it that the plan has been accepted.

"Perhaps after we visit the Tankard, you can look into it."

On the way to the Tankard, Hinjo once more suggests that they split up into two smaller groups, perhaps different pairings to the last time. Four people feels a bit mob handed.

One pair can go in first, find a table and keep quiet, the other can do the talking. The other can come in later, say 5 minutes.
 

Dogrynn nods and then when they arrive at the Rusty Tankard will lead the way in. As he enters the dingy quiet bar he walks straight to the bar and asks for a pint. He takes care NOT to speak quietly.
 

ic - DiF

Hinjo turns to the remaining two to see if either of them have a preference.

If not, Hinjo stalks off after Dogrynn, leaving Arcata and Aiden to talk up the talking stick. Once inside, he follows the Dog to the bar and orders another, assuming it is nothing too unpalatable. Or unpronounceable.

Drink in hand, he heads over to a table where the two of them can quietly keep an eye on proceedings. Needing something to kill a few minutes, Hinjo pulls out his favourite questions. "Where are you from? Whats it like there? What brings you to Freeport? What do you think of the place? Where else have you been? etc. etc. Hinjo has lots of questions, more than enough for the time that they have.

[sblock=ooc]Look around the bar. Note who is around, any potential problem makers, ways in and out. Spot +2. Sense Motive +6 just in case.[/sblock]
 

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