Fony Statues

Ancient Blood – Secrets of the Riverdans
Author: Kelly Berger
2014

Pitching the Idea

Pekki says there is something you can do right away though, for some friends of mine. A reward of 400 silvers will be yours if you can find out. See, the cult of the White Sisters produce the the statues of Aerna for the lightbringers. They are pure themselves, and their work buys indoctrination into the church of Aerna, or a prominent place at the fornt of the flock – special consideration and such things. Some folks have been selling fony statues – taking folks money and having them think that for that alone the blessings of Aerna are theirs. Its making the real church look bad, and undermining their authority. When these ‘worshipers’ bring their statues in to be blessed and to take their fornt row seats in church, they are turned away.

Background: The priests and the real White Sisters want this counterfitting operation stopped. the search is hampered by Dunstrand Cities size. The descriptions of the sellers vary widely, male and female, tall and short. Its taken months to trace the sellers to one single neighborhood –
the sales seem to be centered around an area known as Mandarns Cross – ‘Mans Cross, as it is known to locals. Its an area of cheap potters, wicker work, and brewing. Local rowdies rule the streets, and there’s an unending flow of traffic through the crossroads – leading to the south gate roud only a few blocks away down a double wide thoroughfare. Its a perfect place to get lost in, a maze of buildings, alleys, buyers, sellers, and goods moving to the main streets. The agents of the church have perished within days of asking questions. More clandestine efforts have had the same results; now officials will not go near it – a reward is offered quietly to get more than mere mercs and cut-throats looking to make a silver.

The Deal: Reward is 400 silvers for taking the theives alive (half dead) and any personal equipment you can take. All evidence and monies fleeced from innocents must be returned. The church of Aerna will take care of any healing for those who need it.

What’s Known

After sealing the deal, the PC’s will be told a few more ‘details’.

Within days of asking, everyone else has ended up dead – a body found dumped in an alley. So really you got about 2 days before the hunted becomes the hunters. Thus far, months of effort has turned up six likely candidates and cost over a dozen lives. We cannot afford to just go in breaking up things – that been tried, get it? The watch does not take too kindly… So, you can make one formal accusation, and thats it. The authorities will search one place, take it apart, and it better be the right one. If you screw up, there will be hell to pay – bribes all around to make things nice again. That will come from you pocket.

  1. A home on Nansens Row
  2. A shop/home combo at Glazers Lane
  3. An apartment west of Presden’s Tavern
  4. A home on Lortion Street
  5. An apartment above Smallit Market
  6. A home off an alley near Presden’s Tavern

Careful questioning or good area knowledge will reveal that, fortunately,
a ruckus in one area will likely not be heard in any other – except maybe in the quiet of night.

Causing a Scene: The guards (2-3 man patrols; watchmen not soldiers – can br bribed) will be summoned if any hard combat is heard. Assuming no one is dead or permanently injured, they can be bribed. If anyone is killed,
all parties will be brought in for questioning – alerting the area and giving the real culprits time to arms themselves or prepare in other ways.

Healing: If the PC’s seriously hurt any of the suspects, or are hurt themselves, there is a healer (Linda) off the Smallit Market; she is a initiate of Aerna and will charge about 10 silvers per point for a healing adjuration, or about 1 silver per point of mundane healing. She will charge 20 silvers for any attempt to staunch bleeding or rescue victims from sure death.

Knowing a fake:

– Can be sold at full price?

Luring with Bait

Posing as potential buyers wil not work – the sellers are too savvy. A little bit of research (Persuade) and the PCs may be able to find it its already been tried and someone got killed. Someone will eventually get knifed – the culprits will watch the potential buyer for 24 hours.

The Potential Suspects

Present the six options and let the PC’s decide where they want to start.

Its the weekend – everyone will be home or out enjoying the day.

1: A home on Nansens Row

Appearance: This is a ramshackle house. The wooden front door has no visible lock. There is no yard or porch – it lies directly off the street. The windows are small and all shut – not that they would let in much light given that buildings around it eclipse it.

Occupants: These are the real culprits, Jim and Jasphene.
5 point healing pill in a false ring on her hand.

If Warned:

Scene:

Story: They are farmers – they rent a field outside of town and work it to bring in produce to sell at market – hiring hands and gear only when they need to harvest and move their goods.

Actions:

Evidence: Hands are not rough, everything is too clean for farmers, there’s no hard weather gear. Too many clothes and jewelry if their stuff is rifled. They are male and female and average height and weight – the perfect bodies for disguise.

2: A shop/home combo at Glazers Lane

Appearance: This is obviously a potters shop. Pieces of broken pottery are everywhere, as are plates and mugs.

Occupants: Tagloc and Freela + son and daughter; potters.

Shop Scene: There are dirty shoes next to the door and plates and cups stacked everywhere. Tools of the trade litter the room. The smell of baked clay is strong.There are a few scrolls open on a work table in the back, which the large proprietor immediately rolls up and sets aside, before asking you your business.

Maps can be found with some markings (showing ehere the best clay is locally).

Home Scene: The warning shouts from below has caused some activity that you heard as you clambered up the narrow stairs. A large family room is at the top, with small cots in it, and more dirty clothes, broken shards, and tools. There is a door creaking on its hinges, slowly closing.

– The 2 children have hid under the bed in the bedroom.

Actions: Tagloc has a big staff inside the stairwell that leads up to their personal quarters.

3: An apartment west of Presden’s Tavern

Appearance: This is a second story apartment with a crumbling balcony.It probably would not surviving being used to enter the abode. The apartment entry is narrow and dark. You go up the stairs and round a corner to the door you are looking for. The sign of Aerna is scrawled on the door.

Occupants: Gor, the puppeteer and his assistants

Scene: There is a large table and benches here, with a single door. A lantern and wood-working tools site on the table, along with a few poorly died cloaks. Two large branches are being worked on, whittled into the likeness of some figure. Quality food stuffs are cooling on the table. Pieces of crate or some box like structure sit in one corner.

– The food was recently bought by a priest of Ikribu who very enjoyed the mans puppet theater.

Actions:

4: A home on Lortion Street

Appearance: This home has a small fenced courtyard. In it is a mule, stacked crates, and rope.

Occupants: Benny – a mule tamer and teamster. There is a 35% chance he will have 2 assistants with him and be going over techniques.

Scene: Inside is organized dwelling. There is lots of ropes, whips, and many different clothes – some bright and garish and others are black and dour. There are many charcoal drawings on wax paper scattered around. A large man site at the center and asks you your business.

– The clothes are to get horses and mules used to different presences.

Actions: Benny will be ready with a club and stool

5: An apartment above Smallit Market

Appearance: The aparment has a decent recption chamber and a few people lok at you strangely as you move through – you are obviously outsiders here.The door to the apartment is locked.

Occupants: Aldrige the mason’s apprentice. He has a small inheritence and so has his own place – explaining the nice surroundings.

Scene: Inside is a disorganized mess. Several pair of boots white mortar and white residue are next to the door. There are decent clothes lying on the floor, and the dishes are beautifully worked. Various chisels, hammers and such are lying around. A strong young man jumps up from behind a small table – dishes crashing. He grabs a long knife and stool and snarls at you ‘What business do you have here!?’

– The table is ill fitted – repaired one too many times and not well. He has some gambling debts and thinks the party has been sent to collect – he has 2 friends in the bedroom ready to jump anyone who he can lure in.

Actions: Aldrige: Dagger and stool (shield); Evade 3, melee 2, fend 2

Bob: 2 handed cudgel; Evade 1, melee 2, fend 2

Jim: club; Evade 1, melee 1, fend 2

6: A home off an alley near Presden’s Tavern

Appearance: The home is well built but simple. It appears to have loft sleeping, due to the half story above it. There is a small area in front where animals may be tethered – but non are currently hitched. The door is closed and no lock is apparent.

– The door is barred

Occupants: This is actually the home of a gang – Smallit Brummies;
All the gang has a weighted club (6 damage) they can throw, and a dagger; they all have tactics: team at 4

Grob; melee 2, fend 2, evade 2, propel 2

Rob; melee 3, fend 3, evade 2, propel 2

Bob; melee 2, fend 2, evade 2, propel 2

Deneuve; melee 3, fend 4, evade 2, propel 2

Scene: Inside men are scrambling for weapons. The whole place is a mess. All the men are streaked in white – like they have been white-washing something.

– They have been white-washing a new tavern near Smallit Market – where the gang’s new headquarters will be located.

Actions: Grob and Rob will overturn a couch and use it to bum rush the party if they can, otherwise they will throw plates and clubs at anyone with a missile weapon, trying to spoil their aim. These two will try and coordinate their attacks to knock down opponents. Bob will throw a brace of knives, looking for marked strikes; Deneuve will try and defend, using his superior defense, and use his loud voice to summon aid.

Note that the guard will not come for a long time at the sound of any ruckus from here – they don’t want to tangle directly with the gang. Within 5 rounds, another gang member will show up, and another one within 10 rounds.

Gang Member: melee 1, fend 2, evade 2, propel 1

Bringing in the Suspects

Without a confession (don’t expect one), you will have to decide which ones are
the counterfeiters. There will not be any direct evidence, as they (the statues)
are made elsewhere. If the wrong people are brought in, the shame you will
bring to the priesthood, cult, and any associated parties will be great.

Correct Suspects

The healing of all parties will be covered; a priestess of Aerna will use mystic powers to restore the party over the course of a few days. Organized parties of the watch will take 4 days to find a concealed cave near the fields where the couple worked. In it are all the materials and tools needed, and a great deal of loot brought back.

There are about 100 silvers in jewelry used in disguises, and lots of clothes. The contents of the house can be sold fast for about another 100 silvers. There is a holy symbol of Malek concealed in the attic; one of the guards will die from poison trying to bring it out, another will have their arm broke.
The priestess of Aerna will sacrifice it if the party lets her; a successful persuade from any lightbringer faith will get the priestess to send 2 offering points into the PC’s pool (divided how they choose).

Wrong Suspects

The party will swiftly be ushered out of town. Grak will simply say that perhaps you were too blunt a tool for the job and that Pekki should have listened to him and sent someone else. The healing of any PC’s will not be covered, and they will be billed for the minimal healing of those they have hurt.