Polite Enquiries

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Summary

GM: Ross
Season: Winter 821 WK
Location: online
Level: Low-Med

Party
Employer
Ishamael
Mission
Find where missing shipments of alcohol to MMHS went.

Scribe Notes

Down to business

In the guild meeting room are

  • Marcus - a middle aged man and retired soldier. He expresses experience in kicking down doors.
  • Mirage - a young elf wearing unusual light silks. A talented healer.
  • Remel - a grey haired man and talented chef.

Its been over a decade since Mirage and Remel have Adventured with the guild

A rather gruff gentleman has hired us, on behalf of his boss - Don Ish and La Croix enterprises, to track down a missing shipment of bourbon that never arrived at Mittelmarkhauptstadt. He is a violent sort, and asks us to find the thieves, kill them, then bring them back so he can kill them again. Ishmael arrived eventually and explains he setup a deal about a year ago, in Sanctuary, to ship up bourbon to MMHS in the western kingdom. He has sent two shipments, using different shipping companies, and neither have arrived, he has been busy for the last few months and doesn't have time to investigate so is hiring some adventures. We should head to the Ship and Anchor, a pub in old Seagate, and ask for Marlinspike, his representative in town, and Amelia Windspine, who arranged the shipping.

Making Enquiries

We head to old Seagate and find the Ship and Anchor in the middle of town. The doorman won't let us in, but upon hearing Marlinspike's name, allows us in. We are showing to an expensive suite on the second floor and introduced to her, she is young and dressed in ornate black silk with silver filigree. She looks at our shabby clothes with disdain and explains there is a disused office of La Croix in Fountain Court that hasn't been used for a number of years, we should clean it up and base ourselves there, and should talk to Amelia.

We head off and locate the "office" it's a run down three storied building, it looks like it might fall down soon and there are holes in the roof, the windows are boarded up and there is a large guard at the front - its seems a criminal gang are working there. We decide it's a problem for later in the day and head off to see Amelia, we find her in her office near the ports. She was expecting us and makes us a cup of tea and explains the issues - there were two shipments that are missing;

  • Batrim and Sons - a small family local shipping company based out of Sanctuary. Their ship, the Lady Esmeralda, and the company seems to have disappeared. Bankrupt or killed?
  • The Kingdom Lines - Based out of Freetown, the confirmed the good had been delivered by their ship, The Swan, to the arranged agent in Southend (what was Zumular), about 5 months ago. Zumalar was destroyed in the Drow invitation and its still hazardous up there.

There seems to be a lot more danger in the last six months as there are a large number of shipping misadventures reported. Amelia would like us to arrange shipping, under a different name using the derelict offices, and escort the good all the way to MMHS. She will provide us the paperwork for the previous shipments and assist us with the new shipment.

Eviction

We head off and arrange accommodation for the next few days at Mother Gerds Tavern, the rooms are cold but we have cold protection so we're all fine. We drop our equipment, rest up until it gets dark, and head back to the derelict offices - Marcus is excited about kicking in some door. We observe from the end of the block and Mirage, using his illusions, sneaks up to the building. There is a large guard outside wearing half plate with a rusty, but large sword, and the smell of kerf coming from the ground floor and sewerage coming from the basement. As a 'guest' is let through the front door Mirage see people lying on mats smoking. He heads back and, after some deliberation, the party decide to head in through the hole in the roof. We sneak onto the rooftops, aided by an unexpected fog, and head in through the hole in the ceiling on the third floor. The floor appears to be abandoned and exposed to the elements, is damp and mouldy.

We sneak down to the second floor which has an elderly lady a chair and ladies 'entertaining' in various rooms. We create a fog an yell there is a fire, hoping that people will flee. A guard head up the stairs to investigate and we net and sap him quickly. A second guard, the one at the door, heads up soon after and gets in a few blows with his sword before we restrain him. All seems to be under control until we are Blackfired by a elderly man in one of the rooms (the boss?. We struggle with the fear and damage but fortunately he flees the building. We soon recover and lock the front door and ask those that can stand to leave.

Exploring the building further, we find a family of seven huddling in the basement. We coax them out and bring them up to the ground floor, offering them food and water. They explained they were Barovian refugees that were strongarmed into working for the gang and have been living in the cellar for several years. The are all in poor health and Mirage, a talented healer, tends to them. The confirm the dark mage was not part of the gang, but a customer that traded magic for services. We throw the two tied up and unconscious guards, Boz and Scroat, in the street. The eventually recover and run away. The working ladies loot the rooms and stay in the building, as they have nowhere else to go. Remel sets up his kitchen and cooks up a filling beef stew for everyone.

A quiet night

The night passes uneventfully and the next morning Remel servers poached trout and fresh bread to the hungry inhabitants. In the late morning there is some pounding on the door and some thugs asking for Boz, we explain we are the new inhabitants and, unable to gain entry, they shout abuse at us and leave.

Remel heads off to see Marlinspike as the others guard the house. Returning with her 30 mins later she is pleased we have occupation of the building but doesn't progress beyond the ground floor, given the state of the building, and provides us fund to begin cleaning up the building. She also agreed to pay a stipend for the family, as we need someone to inhabit the building long term.

Tanni seems to have regard her spirits and offers to assist fixing up the building, we provide he coin and she heads with her son to buy some supplied. Remel head off to see Amelia, and discovers more about the previous shipments, no one has head from Batrim and Sons but she has confirmed Mateus Zoller, the contact in South End, has received the shipment from The Kingdom Lines and sent it off from there. South End is a dangerous place and there is a lot of crime. She recommends we use Kingdom lines again.

Following a lunch of beef sandwiches with fresh orange juice and some discussion we think we need to prepare for an attack that night, its what we would do (and did). Mirage can cast illusions partially over the hole in the roof and we can create some traps so we can bottle them on the top story and fight there. Tanni has returned with buckets, brooms and other cleaning equipment and has made a start on cleaning up the place.

Retaliation attack

Remel head off later that day to the Fly By Night landing strip, just outside the walls, and makes arrangements for Laticia. She turns up later that evening to cast Witchsight on the part and partake of Chicken stuffed with Orange and a light fruity white wine.

Having laid the traps we prepare for an inevitable relation attack by the gang. A ground of six attack, coming throught both the basement and roof. Our plans are somewhat changed when we discover they can see through the mists and we retreat to the first floor and fight in a tight corridor there. It's a close thing, but with Mirage's flash of light and Marcus' martial prowess we are able to capture five of them, with only Scrote escaping.

Prisoners dilemma

We are contemplating what to do with our five bound prisoners when there's a knock at the door. An elder lady, Mrs Fontaine, has come to ask for her two lads Brigden and Maldren. Mrs Fontaine explains they aren't smart lads and have been roped into helping out. Afters some discussion, we release the terrified lads into her possession, and she agreed to provide us information about the gangs. As Mrs Fontaine is leaving with her lads Marlinspike walks in the door, she looks very scared at the sight of Marlinspike. We update Marlinspike about the attack and she talks the prisoners away, they will be going for a swim.

The next three days are spend arranging some temporary repairs on the building and arranging signage "Wild Frontier Distilleries". Mrs Fontaine visits and explains the Dark Mage, who people call von Bugger, is staying at a seedy inn near the docks called the "Soiled Dove" and sells his services to whoever has money. We make some various purchases and the party practise using water magics in the river.

Shipment arrives

Riptide arrives on the barge the next afternoon with the shipment from Emmitsburg. We have the goods, a dozen barrels of winter ale and a dozen crates of spirits, taken on wagons to the "Wild Frontier Distilleries". We arrange passage via the Kingdom Lines, they will only ship to Southend and we will need to arrange shipping up the river ourselves. The river is fairly treacherous due to the amount of pollution coming from Dumar- the channels are narrow and shallow.

Ship Ahoy

The Swan arrives a few days later, the weather is bad and its treacherous conditions for loading the cargo and we lose a barrel of beer over the side. The ship is departing before dawn the next day so we board that evening, we are given a simple cabin and bunks. Travel to Sanctuary is slow due to poor winds, their water mage Ithilgith is working hard. Remel shared whisky with Ithilgith and summons fish to stock the larder. A storm appears in late afternoon and we make up time and arrive at Sanctuary that evening. There is a ship anchored a miles outside the breakwater flying red flags, the signs of a plague ship.

We head off early the next morning and ask about Batrim and Sons and it doesn't take too much time to find their offices, an old building. Mr Batrim, a distinguished older gentleman, weathered and bald, long white beard greets us. He explains the delivered to Southend and put on the "River Gypsy" and it reportedly made it as far as Dumar, but there was no further contact from the barge. The Esmerelda has caught the "Curse of Zumular", having been forced into the forbidden area by a storm. They have been in quarantine for six months with regular supplies of food and healing send to the ship, the curse will abate over time and the crew are been kept alive by the healing potions. Mr Batrin explains the they do have paperwork, but its on the Esmerelda, but can provide us a letter for Ishmael.

South End

We depart that afternoon and made good speed to South and arrive that evening, we anchor a few miles out as the captain doesn't want to try to dock in the evening. The sailors explain the sea is black and black ice often area around the area what was Zumular. If you enter the area you will catch the curse, a wasting disease. Its rumoured that the curse is drow magic, charged by the souls of the thousands that died in the destruction of Zumular. Goods are dropped off at Southend and shipped a few moles overland, to avoid the curse area, to Cromptom, a small town on the river, and put in river boat from there.

The next morning we dock and arrange for the good to be off loaded and stored while we arrange for shipping to Cromptom. We head to Crompton to hire a river barge, is a small down with just one inn. There are three river barges docked, including the River Gypsy - which seems heavily armoured. We talk to crew of the River Gypsy and they explain the drow ice road killed almost everything in the area, but there are things that don't die. (undead?). The Drow also brought lizard folk with them, some who escaped and are now living and breeding the river. The old River Gypsy went missing and only a few crew survived, they all retired from the sea life.

We head to the Siren Shanty, one of the two pubs in two, and find Captain Mordero. Marco negotiate a deal with her to take our shipment and ourselves to MMHS. With the loss of the original ship, the investment house is the owner of the new boat and a Company man will join us in the trip. We will travel to Dumar, Innesburg then to MMHS - it should take about five days.

River Journey

We arrange for the good to be shipped to Compton and loaded onto the River Gypsey and two days later we depart, there is the unpleasant smell of blood from the sea. With Remels water magics the ship makes good time and reach Eylea, a small settlement on the river. After a quick stop we head off and overtake the Molly Bell Weather, that departed Compton before us.

Travel us the river is treacherous due to silt build ups, the river needs to be dredged constantly to maintain the channels. Large patches of ice regular appear, which are also a hazard. As the boat passes a narrow part of the river Mirage spots lizard people beneath the water and we prepare for an attack. The attach with nets, grappling hooks and slings and a vicious fight ensures. We barely survive and limp away, but many of the crew, including Marcus and Mirage are unconscious.

We sail back to Eylea, arriving late in the afternoon, and rest up for a few days while everyone heals up, Mirage's healing abilities speed things up considerably. There were a number of Saurime that were just unconscious, the captain hands them over to the authorities to be hung.

Quieter River Journey

Dumar

We head out a few days later, with a few more preparation, including some wards from Marcus. Using mage current we travel the silted river without too much trouble. Towards mid morning coming to end of the swamp the ground is frozen for a few miles across, the trees are permanently frozen. Reaching the fork in the river, heading towards Dumar - the land is a pitted wasteland, after all these years it should have recovered. Later in the afternoon we pass the ruins of Dumar, the ground is desolate and nothing has regrown. We see some movement in the ruins but cant tell what caused it and on the edge of the ruins see a farrow in the ground that leads into the ruins, running perpendicular to the river. It appears something heavy was recently dragged along. A ragged humanoid figure is seem shambling about, we avoid contact.

As we leave the ruins of Dumar behind the weather clears up, the land is flat and wild - it looks normal. As the evening approaches the captain anchors by and abandoned village, they occasionally have bandits so we give the ruins a check. There is no one is the village ruins but the fields were used in summer and one house looks maintained with signs of repairs and habitation, although no one has been here for months.

The night is uneventful and we depart early, fortunately it's a quiet day and we reach the town of Valliere that evening, the Molly Bell Weather is docked there. The town is loud and boisterous.

It snows overnight and we make an early start in achily morning. It's a quite day and we arrive at Montsoreau as the sun has set, the city gates ae closed and we sleep the cold night on the boat.

It snowed overnight and we push on in the crisp morning and arrive at small town and stay there the night to trade at the market the next morning. The market starts slow by picks up as the morning progresses and some extra cargo is picked up. Marcus buys a small barrel for Remel to store brandy. We travel, staying at Bragalon the next night and arrive at Innesburg the next afternoon.

Innesburg

Innesburg

Innesburg appears poor and run down, the captain explains it really just a way point and there is much corruption and trouble in the town. The town was damaged by the previous war and the Drow invasion. It has been under Aqualean rule for a number of years. We unload and thank the Captain. Marcus negotiates with an officious older tax officer and manages to negotiate the fee down to 1,500sp. Mirage notices some shade characters watching us from a different part of the docks. Marcus heads off, followed by an invisible Mirage, secure transport for our goods and the shady characters off to take all his money and goods. Combat quickly follows and two of the three muggers are left unconscious, the third flees.

Marcus and Mirage tidy up, cleaning off the blood and head to the Great Northern, securing rooms for us. The innkeeper recommends a local merchant, Schmidt and Sons, that haul cargo to MMHS and an hour later Marcus is at their offices and has negotiated 300sp to take the goods the 40 miles to MMHS. A few hours later they haul the cargo to their warehouses to store overnight.

The Great Northern is loud and boisterous and sleep is hard to come by. The part depart very early, and join the wagon at the warehouse. Schmidt has brought his son, daughter and her young child. They explain the only danger is bandits, but with us they don't expect any trouble. It's a quiet, although cold, day and we make it to Sedgemoor that evening, a tiny town with one Inn that is also the general store and smithy. We stay in the common room that night and leave early the next morning.

Darkwood excitement

We arrive at the warehouse as the sun is rising, Schmidt and his family are tying down the wagons. They explain if there is trouble climb under the wagon, however he isn't expecting any trouble and is taking his family with him. Remel shows the family the fog he can create and waterproof everyone. As a precaution Mirage creates an illusional box and he and Remel sit in that.

The road is flat and fairly straight and we are alone on the road at this time in the morning. A small amount of snow is still falling and there is snow on the ground, its cold. A while after we have departed a group on horseback also leave the village, they are travelling slowly and don't catch up with up. Marcus watches them carefully but there seems no immediate threat.

Some time later we enter the Darkwood forest and the riders have closed the distance on us. Mirage notices disturbances in the snow and passes the word, we are all on alert. About 100 ft into the forest we are peppered with arrows and the riders charge toward us, it's a well through out ambush but they weren't expecting an impenetrable fog to rise about around the wagons. The fog gives us the upper hand and we have the upper hand, the surviving rider flees and the archers race off. We are unexpectedly assisted by Michael Dumar, the investor from the boat, and two rangers accompanying him. Following the fight he explains he heard about the fight on the docks and suspect another ambush, so waited in the forest to escort us. We split good recovered from the ambushers with Schmidt and he takes the horses.

Pursuit

Michael explains the riders are troops from Innisburg freelancing, the troops there are poorly disciplined, his ranger are already tracking the archers and we agree to follow them to assist while he accompanies the wagon. We eventually catch up with the rangers, passing the body of a dead ambusher as we do, and plan an ambush of our attackers before they reach a cave. We overwhelm them and all but one perishes, he explains they are members of the fourth company feed them information about who to ambush and sometimes assist they, as they did in this case, and provides us locations of their storehouses. We find a bottle of Wild Frontier whisky I the cave, which was stolen from Ishmaels first shipment. The rangers depart with the prisoner, they will take him to the magistrate for a further conversation, and we head after the wagon.

Relaxing

Following some hours of wanting through the forest we arrive at the Kings Hunt, a small village near MMHS. It's a place for travellers to rest, and cheap place to stay if you can afford MMHS. Schmidt and his family arrived safely before us and have arranged rooms. The inn is well maintain and they have an excellent cook rivalling even Remels ability. Schmidt explains his son will head to MMHS early to get to the markets and the wagons arrival will leave later in the morning. Michael will also leave early, and let Reginal Garos, our contact, know we are soon to arrive.

Departing the next day, Remel gifts some fine brandy to the chef for his magnificent work, the group travel a well-trodden path to Innisburg. The forest around the road is cleared, making it difficult to be ambushed, and the road is well maintained so our journey through the snow is quick. We approach MMHS that afternoon the cathedral, built at the highest point in the city, that towers over everything and can been seen from the countryside. Even from this distance the wealth of the city is easy to see.

Big City, bigger prices

At the gates we are met by a well dress man, Mr Garos, who is Ishmaels trading partner in the city. He has spoken to the guards and we are welcomed in, we must dismount as only guards or nobles ride within the city. The wealth of the people is on display, and we agree not to linger as we feel our purses draining with every step. Arrive at the merchant quarter and to a large multi story warehouse owned by Mr Garos.

As our shipment is inspected and unloaded Mr Garos explains there are many barovian refugees that have turned to banditry, other brave the icy wastelands to make their fortune but most do not return. Since the military occupation in Innisburg trading is difficult through the city due to the corruption. Schmidt picks up some small goods, probably expensive, and we have out coin, so we depart before our purses are emptied by the city.

Return to Innisburg

Michael is waiting for us at the gate and will accompany us back to Innisburg, he explains the prisoner is with the magistrate and actions and the wheels move slowly. He warns us he cannot take any direct action at this point, and cant provide assistance. He advises us to be careful as many people in the city invested in keeping the status quo and the people we have upset are likely to keep a grudge.

We make our way back through heavy snow and stay the night at Kings Hunt. We sell the warhouse and armour to the locals as we don't want to take them back to Innisburg, as it will only cause us trouble. Two days later we arrive on the outskirts of Innisburg, we want to keep our arrival discrete as people may be watching for us. We walk up river and as evening approaches water walk down the river and sneak into the city via the ports, with the heavy snow and cold so its easy to evade the guards who are shivving in their guardhouse. Marcus finds ourselves an inn to stay the night, it's a terrible place.

Hive of Villainy

The next morning we leave, skipping breakfast, and find a better place to stay. The Grim North is a step up, its nice Inn and probably too expensive for soldiers. The snow is falling very hard today, visibility is almost non existant and there is no one in the streets. Mirage sneaks out and scouts out the safehouse of the fourth company, it appears to be two connected houses.

Fight and Flee

We all head back in the middle of the night and break in through a downstairs door. As we sneak through the kitchen Remel is shocked by the poor condition, we do spot some expensive bottles of Rum, which is liberated. We hear screaming and follow the sounds upstairs, and after a quick conversation, Mirage opens the door, Marus charges in and Remel casts fog. There is a lerge, very muscular human in the room, wearing silks, beating an elf. Although we have the jump on him Marcus' blow don't bother him and he prepares fiendish bone weapons and armour. It's a tough fight, with Mirage and Marcus been drained, but we slowly get the upper hand - until some reinforcements arrive.

With their leader and Mirage dead, and everyone else wounded, we agreed a truce and pick up our wounded, loot, and both parties leave. The elf accompanies us and insists we rescue someone from the basement, we find a catatonic elderly man. We bring him around and all flee. Its snowing hard outside and the resits colds keep us alive as we climb the wall and flee Innisburg.

Rescue

Some exhausting hours later we find refuge in a small fishing hut by the river. The old man, Deiter, explains he was a hermit who was captured by the Drow and sold a number times. We rest until light and, with few option, Marcus returns to Innisburg to request help from Michael, and with some magical aid finds him fairly quickly. Michael sends some whispering winds, arranges horses and rides with Marcus to the party. As they are approaching the fishing village they spot a pair of shadow wings, and Callas lands, she was one of Michaels contacts in MMHS. With Callas' help Mirage is resurrected and the exhausted party make their way to a small inn and rest for a few days. Marcus divinates the items looted and all of them seem of evil intent.

Return to Seagate

We spend the next few days recovering and Deiter decide to depart with Callus and live in a remote part of her estate. The party make their way to Bragelorne, they board a river barge that stops at even town to trade, making it to Southend a week later. We wait half a week before securing travel back to Seagate.

We report to Marlin Spike and write up a report, they will have some decisions on how to deal with Iinnisburg. Returning to the guild we discover most of the items are of Drow manufacture and made from blood magic, so we have they destroyed. That evening we toast a successful mission and new friends over a fine port, Remel gifting Mirage and Marcus a few pints of whisky.


People and Places

Places

  • Ship and Anchor - an up market inn near the center of Old Seagate where Marlinspike is based
  • Crompton - small town of the Baratary river. Small town, looks new. Lacks housing, Two pubs Siren Shanty (boozer), The Fox (more upmarket), Dockmasters office, General store, Smithy. Most construction is only a few years old.
  • River Gypsy - River boat based in Cromptom. Cpt Monderay.
  • Cursed area - The area that was Zumular. Black water, often black ice and black haze over the water. The size is fluid and changes.
  • Southend - A new port town. Paperwork in the town is stamped by the Dutchy of Zumular.
  • Dumar - a nasty place, all dead lands now
  • Eylea, a small settlement on the river. The majority of the town is behind heavily fortified stone foundations. A shanty town is outside the main walls and surrounded by simple fortifications. Busier than Compton. Reclaimed a few miles in each direction. Farm land and fishing. Not a lot of fishing on the river, lots of sediment. More than is expected.
  • Valliere - a town fortified with stone walls and reasonably sized garrison.
  • Kings Hunt - small town near MMHS

People

  • Marlinspike - factor of Ishmael
  • Amelia - employee of S-mart and La Croix enterprises, based in Old Seagate
  • Batrim and Sons - small shipping company based out of Sanctuary
  • The Kingdom Lines - Large shipping company based out of Freetown
  • Family (Basement) - grandmother, parents (Tanni and Frederic) and two children - teenage son and adult daughter with baby.
  • Mateus Zoller - the factor in South End
  • Boz and Scrote - thugs that members of a gang
  • Heines and Mechlan - part of the gang - they ran the drug business. (Toke and smoke)
  • Fontaine family- Mrs Fontaine (namer) and her sons Brigden and Moldren (dim muscle)
  • "Von Bugger" a vile Dark mage that is staying at a seed inn near the docks called the "Soiled Dove". He sells his services to whoever has money.
  • Michael Dumar - investor in the replacement River Gypsy
  • Reginal Garos - trader in MMHS expecting the shipment
  • Deiter - use to live in the hill of Midheim, Barovia, before been captured by the Drow. Sold a number of times he found himself wearing a control collar and casting magic for the corrupt guards of Innisburg.

Buffs & Mil Sci

Loot and Expenses

Calendar

Winter: Frost 821 (7)
Moonday Duesday W'ansday Th'rsday Frysday Reapsday Sunday
Samhain 1 Guild Meeting Seagate
Visit Marlinspike and Amelia. Eviction
2 Retaliation attack by the gang 3 Repair building 4 Repair building 5 Repair building 6 Riptide delivers goods
7 8 9 Swan arrived. Load cargo 10 Sail to Sanctuary 11 Sail to South End 12 Dock at South End. Arrange River journey 13
14 Depart Compton. Attacked by Lizards. Return to Eylea 15 Rest in Eylea 16 Sail, pass Dumar. Anchor near abandoned village 17 Sail, reach and anchor at Valliere 18 Sail, reach and anchor at Montsoreau 19 Sail, reach and anchor at Bragalon 20 Sail, reach and anchor at Innitburg
21 Depart Innisburg on wagon, stay in small town that night. 22 Travel, stay in Kings Hunt 23 Trade in MMFS, back to Kings Hunt that night. 24 Travel to Innisburg 25 Travel to Innisburg. 26 Snow-maggedon. Break into fourth company safehouse that night. 27 Rest in fishing village
28 Rest in fishing village 29 Ride to to Bragelorne 30 Travel to Bragelorne 1 Barge to Southend 2 Barge to Southend 3 Barge to Southend 4 Barge to Southend
Winter: Snow 820 (8)
5 Barge to Southend 6 Barge to Southend 7 Barge to Southend 8 Wait for Ship at Southend 9 Wait for Ship at Southend 10 Wait for Ship at Southend 11 Wait for Ship at Southend
12 Sail to Seagate 13 Sail to Seagate 14 Sail to Seagate 15 Sail to SeagateSolstice 16 Sail to Seagate. 17 Report to Marlin Spike. Treasure split.The Duke of Carzala's Winter Ball 18 Yuletide
19 Days of Chaos 20 DoC2 21 DoC3 22 DoC4 23 DoC5 24 DoC6 25 DoC7
26 DoC8 27 DoC9 28 DoC10 29 DoC11 30 Twelfth Night 1 2
Winter: Ice 820 (9)
3 4 5 6 First Plough 7 8 9
10 11 12 13 14 15 16
17 18 19 20 21 22 23
24 25 26 27 28 29 30