I’ve been slack in getting this update out, but here we go! It’s a bit of a longer one this time, to make up for the break
We’ve been journeying with mouse merchant, Eared Grant, as he arrives at, enters, and explores Rolling Coast, with you voting on what he chooses to do - read the previous entry in the story here.
Read on to find out what happens and to vote on his next step!
“Work with Freddo, you say?” says Eared, “That sounds interesting, and perhaps the most viable plan of action. Let’s make that happen - where do we start?”
Gendol looks pleased, “I’ll head to the Oily Olive tonight - my friends will be there, and we can discuss the next steps.”
“Alright - let’s do it.”
Eared, Kester, and Gendol wait until evening and head down to the Oily Olive. Snackburg residents are bustling about as usual, causing Eared and Kester to hang back a little so they don’t appear to be walking along with a rat.
As they enter the bar, Gendol walks over to a table and starts talking to a pair of rats. He points over at Eared and Kester a few times, and then beckons them over.
“Eared, Kester - meet Jakko and Jo, both loyal to Freddo and keen to see Clipp overthrown. If you’re willing to work with them, they’ll help us get into the hideout where you can find your gear.”
Eared greets them cautiously, still slightly wary of these rats: “So, what’s the plan?”
Jo speaks up: “I’ve been working as Freddo’s aide for a while, so I’m going to arrange to meet up with him. He can get us into the hideout, and then we can figure out how to get your gear. Before we do, though, we need to know you’ll help us move against Clipp.”
“I get the feeling like we don’t have much choice in the matter.”
“That’s about the gist of it,” says Jo with a grin, “we don’t want you to get hurt, but our main goal is overthrowing Clipp - we’re just hoping your help will tip us over the edge to success.”
Kester doesn’t look too happy, but Eared replies: “OK - we’re in.”
“Then let’s head to the Gear Box - that’s the pub next to our hideout. I’m sure Gendol can show you the way. Freddo is waiting for us there.”
“That’s fine - let’s go.”
The party of two mice and three rats make their way out of Snackburg, across the park, through the hole in the fence and all the way to the Gear Box. The rats know all the secret paths and how to watch out for Quillbane’s enforcers, so they manage to avoid everyone except a swift squirrel scout on their way to deliver a package. The scout passes them silently, but watches them closely, taking note of the direction they’re headed.
Arriving at the Gear Box, the group make their way inside.
The pub feels very different to the Oily Olive in Snackburg - this is much more rowdy, with a divers group of increasingly shady characters spread throughout the large room. No one seems to notice their arrival.
Jo walks up to the bartender, leaning toward his one remaining ear, and whispers something. The bartender says nothing, but turns and walks toward a back room. Jo gestures for all of you to follow, and you go through a shadowy door at the end of the bar into a small room with one table. Sitting at the table is a surprisingly young-looking rat, dressed very smartly.
This must be Freddo, thinks Eared, quickly taking the lead and extending his paw: “Eared Grant, travelling merchant and purveyor of human artefacts, at your service. This is my servant, Kester, and we are here to help.”
Freddo Darnden looks Eared and Kester over and shakes vigorously their paws in greeting: “Welcome, my new friends. I’ve always wanted to work closely with mice, and I like the look of you two. I’m sure we’ll do great things together!”
Kester still looks upset about the situation, but puts on a brave face.
“I think I know where they are keeping your gear,” continues Freddo, “it will be with the gang’s hoard that Clipp keeps in his safe. It’s not easy to break into, but I have agents amongst the guards - we can rely on them to help us. The tricky part will be avoiding suspicion on the way there - Jakko here will go with you to make sure you get through safely.”
“I do, however, need you to do something for me first. The safe is above Clipp’s home. While you’re there, I need you to deliver a message - one that Clipp will take seriously. He needs to know that he is no longer as safe as he thinks, and that I can get to him at any time.”
Sounds ominous, thinks Eared, but he allows Freddo to continue.
“You tell Clipp that I’m coming for him - I have his guards in my pocket, and he is no longer safe. If he wants to leave without being harmed, he must meet me on the rooftop tomorrow night. I’ll be waiting for him…”
Eared feels uncertain: “What do you plan on doing with him there?”
“He’ll have to wait to find out,” replies Freddo with a sly grin, “but tell him that it will be peaceful, and he won’t get hurt.”
Jo and Jakko unsuccessfully try to hide their laughter.
Eared struggles to believe Freddo, but he’s not sure what to do. They’re in this situation now, and they really need their gear back. Should they go along with it, at least for now, or abandon the plan and find another way into the hideout? He’s pretty sure they could make his way in, but getting to the safe without Freddo’s support will be difficult.
He could always go along with the plan, but then warn Clipp of what’s happening when he gets there. Everything he’s heard about the rat is bad, but maybe there’s an opportunity to play both sides here.
What should Eared do? Vote below!
Any logged-in user can vote - just click on the option you like the sound of. You can join for free or login here.
- Tell Freddo that he’ll go along with the plan (at least for now).
- Refuse to join Freddo, and find another way to get his gear back.