The Enemy Within (WHF Witch Hunter Quest)

For any good Sigmarite, the chance to exonerate Dwarves and blame a vicious cult of the Changer instead, is an option they must take.

The people are damn near ready to form lynchmobs without a Witchhunter telling them to, and that tension is much better unloaded against the actually correct targets.
 
Hmm, 33-11 in favor of plopping down,
saying "Hello there!"
and being The Negotiator

I would have preferred a write-in where we sent Elvyra back to ask for reinforcements and tell Max to watch out if we are taken, but we'll have to trust they'll do so anyway.
 
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[X] Rally Reinforcements

Last we had vote like this we trusted markus by going to the watch and we had 1 dc roll we failed becouse of it we couldn't prepare or save the victim

If we fail this roll we let human fight the dwarfs that whoud be much worse and our target may get informed of our presence

Edit what would be dc we need to roll for this
 
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[X] Attempt Negotiations

Markus cannot accept the Mutant Edict as the law of the land in one breath, and then deliberately spurn an opportunity to enforce and extend it in another. The outcome of this meeting has the possibility to fatally undermine and destablise this branch of the Red Crown, potentially rippling through the entire organisation if the sentiment spreads. Attacking them all instead plays directly into the hands of the Red Crown loyalists like Knud, and spits in the face of what Markus has claimed to believe.

More importantly, there are children at this camp.

Markus makes an Easy (+40) Lore (Chaos) test. Skill is 75, roll is 80. Fortune point spent on reroll, 57. Success.
How dare you spend Fortune points on a Lore (Chaos) test, that would have been really funny.

I want a quick, clean dispatching of enemies, so that we can quickly pivot over to the witch.
I think you'll find that's not how the organised dispersal and murder of a camp of outcasts over the crimes of a few actually works.

We can always find a chance for mercy some other time, for a more deserving target.
I think you'll find that's not how mercy actually works.
 
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I mean. That's pretty much all the Chaos sourcebooks. So if you want to throw them all out...
Fair enough and yeah there are some 40k references in them too. Like Magnus the Red and his Thousand Sons Legion which the guy who wrote down muse of the irony of the Daemon Prince's name being similar with Magnus the Pious who reforged the Empire after winning the Great War Against Chaos.
 
[X] Attempt Negotiations

We have a pretty good thing to offer the majority: their lives and the protection of a noble and a witchhunter if they choose to accept sigmar's mercy and condemn the violent subgroup. They probably can't stay here, but Markus could set them up on family land and they could build a normal, profitable and peaceful settlement. The mutants' alternative is to flee into the woods with the cultists right now and hope they stay ahead of Markus' reinforcements who will surely kill them if they have not denounced the cult and its agitators.

We have a compelling personal connection with their patron to draw upon and explain our mercy (we killed our father because of this witch and we don't want to be killing more because of her).

We're taking a fairly big personal risk, but we're also kind of a beast in combat and the crowd does not actually benefit from killing us. If they don't go for our plan then they are much better off fleeing as soon as possible.
 
Last we had vote like this we trusted markus by going to the watch and we had 1 dc roll we failed becouse of it we couldn't prepare or save the victim
Rolling badly doesn't make a choice retroactively a bad idea. Back then Markus had had better than even odds of making it work, and running away was not only less likely to end well, but would have had a somewhat worse result than we got on a bad roll.

Now, granted, the consequences of fucking up an attempt to negotiate with a camp of mutants, some of whom are militant and hostile, would almost certainly be more severe. But not trying would inevitably get innocents killed and undermine Markus's conviction to do the right thing.
 
Markus makes an Easy (+40) Lore (Chaos) test. Skill is 75, roll is 80. Fortune point spent on reroll, 57. Success.
...Markus is so fucking bad at detecting Chaos, holy shit. :rofl2:

Could have talked with regular mutants, but once Chaos is involved I don't feel talkative.
I am vey much satisfied with such a result. They are a Chaos Cult, so there is nothing to talk about anyway.
I believe, that the moment the words Chaos Cult come to mind, the time for leniency ends.

In any case, there is no excuse for joining a Chaos Cult.
I would like to remind people that Chaos corruption is not an SCP memetic which automatically damns anyone associated with it. Chaos is, at the end of the day, an array of fairly standard Faustian demons with some nontraditional aesthetics. They corrupt people by convincing them to do bad things that empower Chaos; use that cursed weapon to get revenge despite the costs, bargain with that daemon for power, worship that Chaos God so your mentor/lover/family/community/whoever will accept you, etc... Chaos cultists are no more irredeemable than real life cult members, despite the complications of the fantasy aspects.
 
...Markus is so fucking bad at detecting Chaos, holy shit. :rofl2:




I would like to remind people that Chaos corruption is not an SCP memetic which automatically damns anyone associated with it. Chaos is, at the end of the day, an array of fairly standard Faustian demons with some nontraditional aesthetics. They corrupt people by convincing them to do bad things that empower Chaos; use that cursed weapon to get revenge despite the costs, bargain with that daemon for power, worship that Chaos God so your mentor/lover/family/community/whoever will accept you, etc... Chaos cultists are no more irredeemable than real life cult members, despite the complications of the fantasy aspects.
No, but they are still acceptable targets.

The town is a powderkeg and when it goes off, I'd much rather have the peasant-mobs kill Cultists instead of trying to storm the dwarven quarter.
Which would lead to a lot more innocent dead on both sides.
 
No, but they are still acceptable targets.

The town is a powderkeg and when it goes off, I'd much rather have the peasant-mobs kill Cultists instead of trying to storm the dwarven quarter.
Which would lead to a lot more innocent dead on both sides.

I mean, it's not like we got nobody. There's a bunch of assholes here who DID set that farm on fire because they're worried that some of the cultists are gonna walk away from the Chaos worship. If this thing works out as we hope, those can be dragged, alive or dead, back to the town and be made an example of. But the bunch of folks who, as far as we knew, did nothing except going along with the only community that would take them until recently qualify as innocent to me, and I'd rather save them.
 
Oh. The Mutant Edict. If it is no longer de jure criminal to be a mutant in imperial society, then the Red Crown loses one of its primary tools for compelling the membership to remain in place and open to their proselytising. If one of the mutants gathered here reached out to their former community, to the friends and family they once had, and were greeted with anything less than total hostility, the mere idea that they have options could proliferate through the ranks. And so their more militant members take steps to remove that choice once more - being a mutant is not a crime, but being an arsonist and murderer is, as is providing aid and shelter to those wanted by the law.

You've seen similar techniques employed by criminal gangs and extra-legal groups of all persuasions, and even if the majority of those down there are not directly involved… how many will choose the authorities over their newfound kin, if put to the test? How many among the authorities can be relied upon to draw a distinction, especially given the prevalence of hostility towards mutants of any description?

Article: How do you choose to proceed?

[ ] Attempt Negotiations
Herzen is not here, but these mutants will know where she went. You will leave your companions to watch and fetch reinforcements in case things go sour, and approach under the flag of truce. There may yet be a way to mitigate the fallout of this mess.

[ ] Rally Reinforcements
Whatever their circumstances, these mutants are criminals and cultists of the dark gods both. Return to town and share your findings, exonerating the dwarves and allowing you to return and clear the encampment by force. You will find your evidence in the aftermath, or by interrogating prisoners.

[ ] Write in
You may also submit a sub-vote for one of the above options, if you prefer.

OK people, let's get tactical. We have the following situation:
-At least "a score" of mutants (i.e. >20) in a hideout. Of these, "a minority" (anywhere from 6-9) are murderers and Chaos cultists. They will fight us, because even if we don't get involved the Watch or the local farmers will see them dead for murder.
-The others may fight us, depending on the situation. Alternatively, they will become embroiled in fighting and force us to intervene because of these horrible attacks of conscience we keep having.
-Our actual target - remember, the one who must be caught and killed without confessing to others, or else we end up on a pyre - is either not here (in which case she'll get spooked and run) or is here and busy (in which case we get to fight a rogue witch on top of everything else).

Again, let me reiterate: there is no way to resolve this without violence. 'Knut' and his posse have killed a bunch of innocent people, and have earned death several times over. We know it, they know it, and they know we know it too. Even if the other mutants are convinced to not fight - and that's a big 'if,' given we're operating against their well-earned prejudice and without particularly amazing diplomatic skills - then we'll still have to duke it out with a large group of killers who seriously outnumber us. Depending on negotiations our options are therefore either a) negotiations succeed, and we fight a bunch of killer cultist mutants with (presumed) innocents in the line of fire, or b) we flub our diplomacy roll, the second mutant group sides with the baddies out of fear, and we have to deal with over twenty people trying to murder us. These outcomes are, to put it bluntly, Not Great.

We tried guileless diplomacy back in Bogenhafen, against the Town Watchmen who had no special prejudice against us and were merely guilty of really liking getting paid by merchants. This backfired so spectacularly that we nearly had a Bad End GG No Re situation, and had to get bailed out by the grace of the GM and by Ranaldian cultists (that we now owe a major favour to). Here, now, we're up against mutants - people not inclined to trust a Witch Hunter - many of whom will try to kill us on sight, what with us being a Witch Hunter and them being guilty of murder. If we're going to negotiate, let's do so from a position of strength rather than going 'just trust me bro it'll work out.' Write-up incoming for this option.

[X] Rally Reinforcements
 
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