Guards? Guards! -- Altdorf City Watch

Vote closed
Scheduled vote count started by DrearyBear on Dec 6, 2024 at 10:37 PM, finished with 21 posts and 14 votes.

  • [X] Keep them for the Girl's Treatment: You are loathe to kick a sick young girl out into the streets, especially when she may be losing her brothers. But just because you wish to shelter the young as Ulric commands, doing so here may invite consequences
    [X] Take them to The Palace of Retribution: The punishment for large-scale frauds such as this is the removal of the tongue, and sticking to the letter of the law is sure to endear you to your superiors.
    [X] Plan Shallya
    [X] Write-in: Ask and hire: Take them into slammer for a few days, ostentibly for interogation but in reality to buy time, In meantime inform and forewarn the nearest Shallyan temple and ask for intervention as you from you position cant exactly do it, indicate you are willing to serve as witness, If they are willing few days of forewarning might allow them to get them Hard Labor instead of Tongue removal. If it doesnt work you did all you can. In any case still take them to Palace of Retribution.
    [X] Write-in: Ask and hire: You tell the kid he has two options either he burns at the stake for the crime of impersonating a sigmarit priest or he rat out another scammer who would take his place and the kid gets hired in the city watch for the protection of his sister. Because if no one gets burned the witch hunter will come and no one wants that.
 
Turn Two
[X] Take them to The Palace of Retribution: The punishment for large-scale frauds such as this is the removal of the tongue, and sticking to the letter of the law is sure to endear you to your superiors.

[X] Keep them for the Girl's Treatment: You are loathe to kick a sick young girl out into the streets, especially when she may be losing her brothers. But just because you wish to shelter the young as Ulric commands, doing so here may invite consequences

Introduction
This weekend was busy with holiday stuff, so I'm a little slower with this update. Still, we are starting to get into the meat of the story, and l Ioved reading all the discussions about how to handle the brothers.


Even before Toteninsel became an island of the dead, it was surrounded by a dark reputation. At night warm air blows off its rocky coastline and collides with the cold mountain-fed waters of the Talabenac River, causing thick fog to explode and hide the island. River pirates used this for centuries to disguise their ships and ambush helpless merchants on both of what became Altdorf's rivers. If ever confronted with a force they could not face, they would slink back into the fog, luring overeager pursuers onto hidden rocks to drown. Some say the pirates are still out there in the mists, snatching unruly children, and waiting for the opportunity to return.

This history dominates your thoughts as you wait on Raven's Crossing, with a smattering of other guards to receive the corpse cart from Crackle Hill before sunrise. The few passersby you see this early in the morning seem to almost teleport right in front of you as they come out of the fog, and you nearly pull steel on a particularly quiet traveler. You had thought the continuous losses suffered by the Watch when faced with necromancers was down to sheer incompetence, but now you are reconsidering. How do you defend yourself when you may not see an attack coming until it's only a stride away? And without a need to breathe, or wear shoes, an undead would be impossible to hear coming before then. To successfully repel a necromancer's attack you'll need more than just good training and equipment, you'll also need to find a solution for this damn fog.

Further musing is interrupted by the clip-clopping of a horse-drawn cart making its way onto the bridge, and soon you can see the weary face of a fellow guardsman approaching. Quick pleasantries are exchanged, and the tarp covering the cart is briefly pulled away to show the purpled faces of the hanged cultists. You're slightly shocked by the number of the dead, there are at least thirty bodies packed into the small space, and ask the accompanying watchman, "Are there always these many executed when a cult is cracked down on?"

Shrugging, the older guardsman replies, "Seems bout right. They aren't too picky when rounding up cults. You know what to do with the bodies right? On account of you being new and all"

You reply, "I received some briefing from the Captain. The bodies need to be investigated for any hidden mutation. The untainted should be delivered to the Morrite temple, and the mutated burned then their ashes buried to prevent corruption."

Nodding his agreement, he quickly hands the reins to the beleaguered horse to one of your men and says, "And no funny business with corpses! Make sure you send someone to bring the horse and cart back to the Grandmarkt Watchhouse. Don't try to cheat me by replacing old Bess here with a mule or some such nonsense, I'm not old enough to not notice that switch." With that final warning, he turns to leave and is quickly swallowed up by the oppressive fog. After a minute of collecting your thoughts, you organize the men and start the march back towards the watchhouse.

A few minutes later as you approach it, you spot a well-dressed figure standing outside its doors smoking an ornately carved pipe. Waiting for your arrival, he calls out a greeting as soon as he sees you approaching. "Hello there Lieutenant! Pleased to make your acquaintance. I am a representative for a collector of sorts and have a tremendous business opportunity for you at hand. You see, my employer wishes to understand the possible causes of mutations and is eager to get its hands on as many examples as pssoible. We are prepared to offer one gold crown for any body with a mutation, and as a bonus, one silver shilling for any regular body that you might, how shall we say, come into possession of. No questions asked, and no need to interact with those dreadfully dull Morrites, or go through the annoying process of burning the bodies, just bring them to me at the Silver House".

Out of the corner of your eye, you see several of the men accompanying you frown at the insult to the Morrite temple, and the suggestion that the corpses should be traded like fish at a market, but for now they remain silent. The offer tempts you because of how desperate your financial situation is. Drawing the man off to the side, and out of earshot of your men, you engage in a bit of hasty negotiation.

[Haggle Check with Target 44 => Rolled 96, auto fail]

You however are unable to budge the prices what so ever, and return to your men in defeat.

Do you:
  • [ ] Sort and burn the bodies: You were tasked with handling the bodies in a particular way, and you fully intend to follow through with your instructions.
  • [ ] Sell the bodies to the XX: You aren't super comfortable with the situation, and whatever is happening feels a bit shady, but you need the coins. Plus, the Silver House is operating on the island itself. If they were up to no good the Morrites would have already cracked down on them right?
With the bodies being unloaded, you make your way into the watchhouse where Thumping has already prepared some pottage just as you like it: thick in flavor and the gelatin from the chicken carcasses left over after dinner last night. You grab a bowl, and begin mentally plotting out the next week, trying to figure out how your time can be best used. Finally, you come to a conclusion and decide….

Cases: You have a mental model of all the cases the watch has open, and refer to it often. When you finally learn to read, you'd love to put it up on a board for the whole command to be able and see.
  • Mysterious Dead Noble: This noble appeared dead in your mess haul with few identifying marks. You aren't sure if it was a prank, a haunting, or something else, but finding out what's going on with him might offer clues to the watchhouse's haunting. The fact that it's a noble means that solving it successfully will raise your profile as well. Last week you discovered the man was a recent widower and killed around two weeks ago, but you hit a dead end trying to figure out his name or why he was targeted. Your watchmen seem to know something, but they aren't talking.
  • Dead Predecessors: Your last two predecessors died in increasingly suspicious ways, and you would like to try and see if you can figure out what happened to them. You know one was killed in a "bar fight gone bad", and the last was knifed in the back, but there seems to be no consensus on who did the knifing. Everyone has their own pet theory, so maybe you can start there.
Personal Actions: You currently have four Action Points (APs) that represent the unallocated time you can spend pursuing objectives. If you find servants to take care of some of your domestic duties, or better lodging, you may be able to raise this number.
  • Time Sensitive:
    • Try and Find Shayallans (x1 AP): The brother's fate bothers you, and you wish you had more flexibility in your options. You've heard rumors of Shayallan's trying to offer a more merciful approach to justice. Reach out to them and see if you can establish a solid working relationship.
    • Oversee Corpse Disposal (x1 AP): You would like to understand what the disposal process is and see if you can learn anything about the proscribed cult. Fortunately, with how devoutly Morrite many of your men seem to be, this is one of the few activities you feel they can be trusted to complete unsupervised if necessary. (Cannot be taken if you decide to sell the corpses)
    • Assist a Case (x1 AP): You are a novice at investigations, but your status as an officer will potentially open doors that would be otherwise closed to your soldiers. Plus, you have a different background and might be able to provide a new perspective.
      • See Case List
  • Social
    • Go Pub Crawling (x2 AP, 2 Shillings): You're pretty sure some of your former colleagues from the army have ended up in Altdorf, but you have no idea where. Based on your knowledge of soldiers though, they probably can be found in one of Altdorf's many, many pubs. Spending your evenings trawling through the pubs to see who you can find.
    • Introduce yourself to the Morrites (x1 AP): There's no escaping the fact that the local Morrite temple dominates this district. Frankly, you're lucky you don't have to worry about paying them rent. Introducing yourself and making a good first impression will be important to establishing a solid working relationship and understanding their current issues.
    • Introduce yourself to the Hozehellers (x1 AP): The Hozehellers are a prominent house from Stirland who maintain a small manse on the island to coordinate with the Black Guard about Sylvania.
    • Introduce yourself to the Von Totens (x1 AP): The original owners of the island, and one of the founding noble houses of Altdorf. Much reduced from their origins as river pirates, and forced to sell most of their land to the temple of Morr, they still have an impressive compound on the southern tip of the island.
    • Introduce yourself to the Ettingers (x1 AP): A relatively recent noble house, having been raised to nobility for their founder's action as a Black Guard during the third Vampire War. They are still relatively martial, and many members of the family serve within the Reikland army.
    • Follow-up on the girl (x1 AP): You have a great deal of sympathy for the girl you met during your last case and would like to ensure she is recovering well, and has a future of care. Track her down, and try to ensure she has stable living conditions.
  • Travel and Exploration
    • Exploration + Mapping: (x1 AP per quadrant): This is your first time visiting Toteninsel, and you are still getting your bearings on this island of the dead. Talking to a few hawkers on the street, you've got a rough idea of the island. By your reckoning, the island is split into four quadrants by the island's two main streets. The streets meet in the island's center, spilling out into a square where your watchhouse and the temple of Morr are located. Exploring all four quadrants will allow you to collate a detailed map of the district, and better understand where your watchmen can best be utilized.
      • Explore North Quadrant
      • Explore South Quadrant
      • Explore East Quadrant:
      • Explore West Quadrant:
    • Find an Ulrican Shrine (x1 AP): Ulric does not begrudge Morr the dead, but it rubs you wrong not to be able to offer your god his dues. You have no idea where your god of the wild can be found in this deeply unnatural city, but there has to be somewhere. Right?
  • Administrative
    • Find a Tutor (x1 AP): Your illiteracy is becoming a real pain point, and you'd love to be able to verify things yourself instead of just relying on the words of others. Plus, it probably would be a good idea if at least a couple of your soldiers could read well enough to inspect orders and financial records. Try and find someone to teach you.
    • Hire a Scribe (x1 AP): Alternatively, you could hire a Scribe to do the paperwork for you. You will need to find someone you trust implicitly as the position offers limitless opportunities for embezzlement and deception. Plus you know your economic situation is precarious, so you aren't sure how much you can pay them.
    • Inspect a Squad (x1 AP): To get the best use out of your soldiers, it's important to understand what they are good at. Spend some time getting to know one of the squads, and knowing what their equipment is will help you make better decisions about what sort of tasks they should be assigned to (Leadership Dramatic Test for inspection quality)
      • Inspect Squad One
      • Inspect Squad Two
      • Inspect Squad Three
  • Economic
    • Try and Find Permanent Lodging (x1 AP): You really need to find some permanent lodging for you and Thumping. With your current supply of coin, you've got around three more weeks of living expenses in savings, before you need to start roughing it. While you aren't too worried about sleeping outside, you are politically aware enough to know doing so will significantly affect your social standing. (Better options will be available the more of the island that is explored)
    • Seek Students (x1 AP): You were a well-regarded swordsman within the Riekland army, and many rich merchants and poorer noble houses without their own master of arms will pay men such as yourself to instruct their children. In such a martial society, basic competency with a sword is expected of everyone, even if they will never actually see the frontlines themselves. (Can earn up to 7 shillings with this action, can be taken multiple times)
    • Go Shopping for something specific in Grandmarkt (x1 AP): You came to the watch only with the clothes on your back, your trusty cook Thumping, and a letter of commission. Altdorf is one of the economic hubs of the Empire and nearly anything can be purchased here. (This is a write-in if you want to buy something)
  • Training
    • Train a Squad(x1 AP): You have had the dubious honor of being a drill sergeant and are intimately aware of how to whip a squad into shape. Spend time personally training a squad. (Leadership Dramatic Test for training quality)
    • Receive Training LOCKED: You know that just like when you joined the army you will need to learn new skills to succeed in your changed circumstances. Right now you have no idea what you need to learn, or who to reach out to teach you.
Squad Assignments: Right now you have little idea of who makes up your squads, what they are good at, or even where they can be posted. It's hard to feel confident making informed decisions, but you expect that as you grow into the role effectively assigning your men will be critical. For now, choose where/how to assign your squads:
  • Cases: You can assign squads to cases, and they will attempt to solve them to the best of their ability. To a large degree, their success will depend on the skills that the squad has available to them. For instance, if everyone in the squad is illiterate, assigning them to financial embezzlement cases is a waste of time. For now, while you aren't too sure of their capabilities, don't worry too much about what squad to assign, just focus on what you want to accomplish.
    • See Cases
  • Locations: Assigning a squad of Watchmen to a location will generally reduce the level of crime present there, and should prevent major attacks. It will also earn the Watch a bit of coin from grateful merchants and nobles who will see their taxes at work. That is if you can get these damn sergeants to tell the truth about their activities.
    • Main Bridge: Reaper's Crossing is the main entrance to the island, and the bridge primarily used by mourners and visitors. It leads directly to the island's vast cemetery and then onwards to the temple of Morr and the island's central square.
    • Secondary Bridge: The Raven's Flight is a smaller bridge, that leads directly to the island's business and residential areas, and then onward to the Island's central square. This is used much more heavily by the merchants and residents of the island.
    • Main Square/Watch House: The island's main square is almost exactly in the center of the island, and home to the district's watchhouse and Temple of Morr. This is also where your watchmen would call for backup from, so spare squads can be stationed here for backup if needed.
  • Actions
    • Oversee Corpse Disposal (x1 AP): Fortunately, with how devoutly Morrite many of your men seem to be, this is one of the few activities you feel they can be trusted to complete unsupervised if you don't have time to oversee. (Cannot be taken if you decide to sell the corpses, mandatory if not)
    • Train: You can assign a squad to train a new skill, or break them up to learn individual skills. This is mostly locked as you have few contacts with skills to train them, or the coin to pay for training.
Now that you have some trust in Wilbert the quartermaster you're eager to put him to work on improving the watchhouse. He's well-spoken, honest, and seems to know what he's doing. What would you like him to focus on for the next week? The Watch currently has 3 GC and 5 SS available. You will receive an additional 15 SS in two turns (Choose One):
  • Find a way to cook the books: Look, you don't want to do this, but unless you get solid equipment and training for your soldiers the next necromancer attack may wipe out your command. You need more money, and anything legitimately will take too much time. Surely there must be some way to come up with some extra coin from the city, even if it's not strictly legal?
  • Price out fixing the Watchhouse: Having a well-maintained and comfortable home to return to will surely raise morale. Fixing the holes in the roof will also improve the watchhouse's security. Wilbert will need to spend some time cataloging what has gone wrong and contacting contractors.
  • Find a source for armor and arms: You still haven't found much time to inspect your squads, but you've not seen a lick of metal armor on any of them, not even a mail coat. With the limited money you have available, it's not like you'll be able to afford the quality you came to expect in the army, but surely you can find something?
  • Do a task for you (write-in)

Lastly, you have some work for your cook Thumping to do (Choose One):
  • Serve meals in the Mess Hall: An army marches on its stomach, and the quickest way to their heart is through their stomachs. Serving for so long in the army of the Reikland taught you the importance of good food in winning the loyalty of men, and Thumping's transcendent cooking will work wonders.
  • Find Temporary Employment: Altdorf has a large population of other halflings, but Thumping's Thumping good cooking stands out even here. He could easily find temporary employment and reduce your current expenditure on housing by half.
  • Go Incognito: You need a way to start tracking down the corruption within your command, and you are far too conspicuous to do it yourself. Send Thumping out to trawl the district's taverns and public houses to see what the island's inhabitants are saying about the Watch.
  • Do a task for you (write-in)

Conclusion:
You are starting to have quite a bit of freedom, and opportunities to take the watch in any direction you would like. Remember, your action points are unlikely to grow significantly. The best way to have more impact is through trustworthy subordinates like Thumping and Wilbert, and establishing relationships with powerful actors on the island and beyond.


!!! Voting Moratorium for 12 hours!!!

Voting will then close Midnight Monday EST.
 
Vote closed
Scheduled vote count started by DrearyBear on Dec 8, 2024 at 3:25 PM, finished with 20 posts and 12 votes.

  • [X] Plan: Let the Dead Rest in Peace
    -[X] Sort and burn the bodies: You were tasked with handling the bodies in a particular way, and you fully intend to follow through with your instructions.
    -[X] Assist a Case (x1 AP): Mysterious Dead Noble
    -[X] Introduce yourself to the Morrites (x1 AP)
    -[X] Find a Tutor (x1 AP)
    -[X] Try and Find Permanent Lodging (x1 AP)
    -[X] Squad One: Oversee Corpse Disposal
    -[X] Squad Two: Mysterious Dead Noble
    -[X] Squad Three: Main Bridge
    -[X] Price out fixing the Watchhouse
    -[X] Go Incognito
    [X] Plan: Exploration and Lodging
    [x] Plan: Soldiers, Lodgings And Dead Noble
    [X]Plan: Find a Home
    -[X] Sort and burn the bodies
    -[X] Exploration + Mapping (South Quadrant) (1AP)
    -[X] Exploration + Mapping (North Quadrant) (1AP)
    -[X] Assist a Case: Mysterious Dead Noble (x1 AP)
    -[X] Try and find permanent Lodging (1AP)
    -[X] Squad One: Mysterious Dead Noble
    -[X] Squad Two: Oversee Corpse Disposal
    -[X] Squad Three: Main Bridge
    -[X] Price out fixing the Watchhouse
    -[X] Go Incognito
 
Turn Two - Results
[X] Plan: Let the Dead Rest in Peace
-[X] Sort and burn the bodies: You were tasked with handling the bodies in a particular way, and you fully intend to follow through with your instructions.
-[X] Assist a Case (x1 AP): Mysterious Dead Noble
-[X] Introduce yourself to the Morrites (x1 AP)
-[X] Find a Tutor (x1 AP)
-[X] Try and Find Permanent Lodging (x1 AP)
-[X] Squad One: Oversee Corpse Disposal
-[X] Squad Two: Mysterious Dead Noble
-[X] Squad Three: Main Bridge
-[X] Price out fixing the Watchhouse
-[X] Go Incognito

Introduction:
Okay, this is the last turn of combined personal and squad results. This is one chunky chapter; writing it and proofreading it took way longer than expected. To maintain a good pace in the future, I probably need to be aiming for closer to 3k words per chapter instead of 6k. Still, a pretty exciting turn!


As you walk outside you see the men silently sorting the corpses, carefully inspecting them for any sign of mutation. The difference from their normal behavior is striking. Normally, they are a barely contained riot of bawdy japes, unruly behavior, and particularly crude practical jokes. Here, they show an incredible professionalism, moving the corpses from the cart with a quiet reverence and solemnity. They wear vinegar-soaked gloves and are careful to ensure they never allow any part of the corpse to touch exposed skin. Clearly, the Morrite tendencies you have heard about were if anything an understatement. These men respect the dead far more than they do the living.

[Perception Test => Target 32 + 20 = 52 => Rolled 97 => Near Critical Fail!]

Something about hat bothers you, but who are you to question the ways of the Morrites? You have faith in Ulric, and you will stick to your ways. Let your men have their beliefs, but you certainly won't be joining them. Morr and his silent ways slightly disturb you. Annoyingly, it's time to go visit the local Morrites.

Your Watchhouse is located on Wailer's Square -- the island's largest public space -- a vast expanse of dirty cobblestones. Every Marktag the square is filled with a raucous impromptu market, with merchants selling everything the island's inhabitants need for the week; especially if they want to avoid the two-hour trek to the permanent markets of Grandmarkt or Fischmarkt. Many, however, take the walk to avoid one thing: the square's namesake wailers.

Opposite your watchhouse is the city's grandest temple of Morr, and behind it the city's largest graveyard. Every single day, there are funerary processions arriving at the temple, and the profound grief and heartbreak of the family members left puts a damper on any festive atmosphere engineered by the market.

What really drives people away, however, is the recent trend of hiring professional mourners to accentuate the occasion. These performers, mostly women, treat their job with deadly seriousness and make exaggerated displays of grief to demonstrate to the public just how missed the departed will be. They cry and scream, throw themselves at the coffin bearers, and for an extra upgrade will tear their hair out or bite their fingers bloody with feigned nerves. Particularly annoying for anyone crossing the square, they will sneak up on passerbys and dramatically swoon directly into their path, yelling the name of the recently departed. Needless to say, shopping in the square is convenient, but exceedingly unpleasant.

You are an Ulrican and have faced the terrifying roars of Greenskins in the forests of Riekland and the thundering cacophony of Bretonian Knights on the charge. You'll not give in and be unsettled by these wailers. You will however wait for the men to finish their work, and follow the cart to ensure that you avoid most of their attention. That's just good tactics.

Introduce yourself to the Morrites
Many temples attempt to imitate the sublime grandeur of their gods through a sense of overwhelming scale, with towering edifices and enormous statues. Others instead foster a sense of intimacy, directly putting petitioners in contact with priests, and attempting to engager a personal connection between worshiper and deity. The Al-Ulric's temple in Middenland you've heard has a sense of dynamism to it, with wolves prowling the grounds, and men sparring in Ulric's honor at all hours of the day. Toteninsel's Temple of Morr rejects all of those approaches, and instead more resembles a military installation than a place of worship.

Thick black stone walls circle the compound, and your military eyes spot the murder holes that liberally adorn them. Armed and alert Black Guards patrol the perimeter, their hands never far from well-maintained weapons. As you pass the formidable gates, youi note the inside is no less fortified. Beautiful gardens line the interior, forming the visual impression of a flowing river through the careful planting of blue and green flowers. You noticed however the gardens are flat, providing no cover for any force that may have breached the walls, and providing a potent killing field.

Finally, your attention turns towards the temple itself. Constructed like an ancient castle, watch towers mark its four corners, and the entrance is designed to be almost impossible to take by force. For now, the gates are open, and a small stream of mourners and temple functionaries make way for you and the cart of bodies as you approach.

A middle-aged woman hurries out, dressed with the robes of the Morrite priesthood, and calls out to you, "Welcome, welcome I see you have several new inhabitants for our gardens. I'm Inge and I'll take your men to have the bodies interred, but the Head Priest is eager to talk to you as soon as possible"

She gestures for one of the Black Guards on duty to attend to her, then turns back to you and continues, "Why don't you follow Hatto here, and he'll take you to see Ralf."

You follow the completely silent Hatto through the torch-lit halls of the temple and soon arrive at the study of head Priest Ralf. Knocking, you are quickly let in and come face to face with the temple's head priest. Ralf is a surprisingly gaunt younger man, with sunken cheeks, dark circles under the eye, and shockingly pale skin. He however is full of energy, and warmly greets you, inquiring if he can get you a glass of barley tea, or watered wine.

"Lieutenant Hartmann, I'm, very glad that the city finally has decided to put a military man in charge of the island's defense. For far too long the island has been the providence of political appointments, the failed children of nobility -- and no offense to your most recently departed predecessor -- absolute nutters." He states confidently.

"Before I was in charge of the temple here I was a Black Guard and served at one of our cult's permanent outposts in Sylvania. I'm very familiar with the rigors and practices of the Empire's armies and look forward to working closely with you."

He offers you a set of cheers. "To a long and fruitful relationship before one of us inevitably embraces Morr's restful peace."
[Religion (Empires cult's) Test => Target 42 => Rolled 91 => Fail!]

The next hour is spent in pleasant reminiscence, with both of you trading stories of your time within the military and commiserating over shared experiences with uncomfortable sleep, bad food, and incompetent officers. Ralf is the first person you've met since coming to the city that you have an obvious kinship towards, and you feel comforted hearing someone else your age feel similarly about being forced out of a combat role.

Finally, as you wrap up your conversation and start making excuses to leave, Ralf brings up one more thing, "Now that I've gotten a chance to take your measure and find you a fine and responsible man, I'd like to make a small request to you in my role as representative of the Temple's interest."

"Now these Colleges of Magic, I've got nothing against them of course. Magnus assured us that they were fine, and they've reduced the number of those incredibly unpleasant witch burnings and the like. But their members are very human, fallible like the rest of us. The Amethyst College in particular we have some… religious disagreements with. They recklessly pursue their 'sciences' to try and understand the mystic. Trying to poke and prod into what should be Morr's domain. Them and those damn academics at the university" he says with a sneer.

"How else do you explain how many of them fall to the temptation of Nagash, and try and set themselves up as rouge necromancers? How else can you interpret their desires to mutilate the dead, and perform autopsies?" He spits out. He breaths deeply, and visibly calms his nerves.

"All I'm saying is that it rubs me the wrong way how freely the university and the Amethyst College stick their grubby paws into our business. I would be appreciative if you would notify me personally if you see them trying to spread death-related artifacts, or purchase bodies for study. Of course, I don't expect a response today, but know that any information will be appropriately rewarded." He states.

Your strange interaction from earlier with the man attempting to purchase the mutant bodies pops to the forefront of your mind, but you do not want to act rashly and you remain silent until you can fully think through the implications of telling Ralf.

As an escape from the sudden serious turn the conversation has taken, you ask Ralf if he is familiar with the dead noble you discovered in the mess hall, but he replies that unfortunately, he is not very involved in the day-to-day running of the temple, instead focusing on coordinating with the other cults and attending to the patrons of the temple.

From there, the meeting quickly wraps up, and you follow the silent Hatto back to where your men are waiting with the cart. Inge is waiting there, and when seeing your pensive mood, asks "Lieutenant? Do you have a minute?"

At your consent, Inge takes you to a quiet side room and closes the door behind her, "I see from your face you've been talking to Ralf, and heard his spiel about the students." You nod in the affirmative. Inge sighs and rubs her eyes.

"I've told that damn boy over and over that Altdorf isn't Sylvania, and that his hardline attitude is going to cause us more problems than it's worth." She exclaims. "Lieutenant, we have a long understanding with both of Altdorf's universities that they can buy corpses for their research, as long as they aren't too obvious about it, and the bodies are returned to us for burial after. It's not my favorite thing, but the alternative isn't they stop doing their autopsies, it's we have a spree of grave-robbing. Again. Of course, that's probably what that fool wants. He's been looking to pick a fight with the physicians and wizards since he got the position. I know he probably promised you plenty of gold Llieutenant, but if you've got any faint stirring of civic responsibility towards the city, do not let him a needle a fight with the damn colleges." With her piece said, Inge throws up her hands and leaves in a huff, cuffing an initiate who is too slow to get out of her way over the head with a "these damn youths, always think they are too smart to listen to their elders"

On the short walk back across the square you think about the competing requests you've received and their implications. Do you:
  • [ ] Go Back and Tell Ralf: You have established a good relationship with Ralf, and could enjoy significant patronage from the most powerful institution on the island. You really need the coins as well. Why should the universities get to cut up the dead?
  • [ ] Listen to Igne and Stay Silent: You are trying to move up in the Watch, and stirring up a religious conflict is unlikely to endear you to your superiors. Stay silent and pretend you don't see anything.

When you get back to the watchhouse, you quickly call together a meeting of what's rapidly becoming your core command: Thumping and Wilbert. Pulling them into a room you briefly introduce them, and explain what you would like them to try and accomplish for the week.

For Thumping, you explain that you would like to try and understand what crimes the watch itself is involved in within the district, as well as what crimes the citizens are complaining about. You still feel you have an exceedingly poor grasp on the island's geography, and while you haven't had the time to explore it yourself, hopefully Thumping can provide an overview.

Wilbert you task with assessing the current staty of the watchhouse and trying to figure out exactly how much it will cost to fix it up. It's a job well suited to his mercantile nature, and a good test of if he is as trustworthy with money as he seems.

The meeting goes well, and it seems a potential friendship is developing. Both Thumping and Wilbert are jovial figures -- slightly obsessed with food -- and as you leave the room you hear them making plans to visit some of the best street vendors in the district together.

Assist Dead Noble Investigation:

[Intellegence test => Target 42 + 20 = 52 => Rolled 22 => Success!]

The next morning you collect squad two — once again very late — and make your way back across Wailers Square to visit Igne. While you were trying to sleep last night you had been wracked with how to make progress in the case, and what you could possibly be missing, before hitting on a bit of a eureka moment"

Yesterday, while visiting the temple, you had been struck by how essential Igne was. She was the one who greeted you. The guards listened to her without question. Initiates were equally terrified and awed by her presence, and you even saw one blush when she offered a compliment their way. If anyone would know about the dead noble, it would be her.

You find Igne teaching a small class and ask her about the dead noble. Showing the sketch that you had made of the man's features. She does recognize him and exclaims, "Oh that poor man, and that poor child of his. His new wife must be devastated. Do you have any idea what happened to him?"

You explain the case so far and find out that the dead noble was named Hermann Kleiber. He was the relative of a far more powerful noble with lands to the south and represented their interest in Altdorf to the Grand Prince. He had a small mansion on the south bank of the city, close to the Palast District You thank Igne for her time, and make your way towards the deceased's house.
________________________

It's your first time on the South Bank of the city, and you are amazed by the wealth on display. Coming from a small peasant village, you had thought the North Bank and Grandmarkt were the height of sophistication and wealth, but clearly, you were mistaken. Here the streets are lined with trees, and swept clean by servants. Perhaps the greatest sign of wealth is how few people there are. Most of the city's inhabitants are kept from easily visiting here, and only the rich and noble are permitted to move freely.

Eventually, you make your way to the small, but exceedingly nice mansion of the late Klieber. The white-washed walls of the compound provide a strong contrast to the fruit trees planted around the perimeter and the grimy buildings on either side. Two smartly dressed guards stand guard, quickly forcing anyone that lingers too long to move along or face the butt of their spears. They snap to attention at the approach of you and their men, only relaxing their grip on their weapons once they recognize you as part of the city watch. Even then they do not take their eyes off of you.

You ask for the head of the house, and they reply that Master Klieber is out of town, but perhaps they could take you to his wife Wigberta? You agree and are taken to the house's parlor, while the mistress of the house is fetched.
Wigberta is a strikingly beautiful woman, with excellent bearing and captivating purple eyes. She sweeps into the room, deftly maneuvering her ample skirts around the delicate-looking furniture without touching them, and settles before you on a settee with perfect posture.

"Lieutenant Hartmann, may I ask what brings you to my home while my husband is away?" she asks with a perfectly arched eyebrow.

You think about how to break the news and feel awkward being watched by your entire squad of soldiers as well as the half dozen servants standing to attention at the back of the room. "Ah I'm very sorry, but I have some potentially unpleasant news about your husband. If we could speak in private for a moment?" you ask.

She nods her agreement and then asks her servants and your guards to leave the room, leaving the two of you alone to talk.

"Unfortunately Mistress Kliebler, I believe your husband was murdered around two weeks ago. His body was stripped of his family crest and he was found in Toteninsel so we struggled to identify him until now. You were recently married to him I hear? We believe he was visiting his late wife when he was struck down"

[Perception Test => Target 32 + 20 = 52 => Rolled 78 => Fail!]

As you tell her your hypothesis, you carefully observe her face, trying to see her reaction to the news. While it's a terrible thing to suspect, perhaps she was involved with the murder. Jealousy towards the strong relationship Kliebler had with his former wife?

Wigberta is a stone slate, her face perfectly even despite learning this devastating news, and you struggle to get anything out of her. Clearly, she has received a great deal of training in controlling her facial expressions, and it's enough to throw off your ability to read her.

She pauses for a moment, clearly lost in the moment, even if none of the tension makes its way to her face. Just before the silence stretches long enough for you to ask if she is fine, she responds. "That is tragic, thank you for bringing it to my attention. I must ask, however, who else have you told that Hermann is dead?"

Bemused, you tell her you came directly here after learning his identity, as you wanted her to be the first person to know. Her brow furrows for the first time in the conversation, and she starts muttering to herself.

"That damn man, I told him to take more than one guard"

"Remarried? But where will I find a dope on a short enough timeframe?"

"Can I get to the south before the news breaks?"

"I'm going to have to trust him, aren't I? Damn it all!"

Finally, she visibly slips her mask back on, and returns her full attention to you, capturing you with the blazing determination in her eyes. "Lieutenant, how much do you want to keep this news quiet? Just for another three weeks or so" she asks you.

"But why!" You exclaim in shock, "Surely you want to be able to have the support of your friends and family?"

"Hermann, Gertie, and I grew up together, and there was never any doubt that he would marry her. Not only did their families desire it, but the two fools were madly in love and had been since they first discovered the concept of attraction. And they got their way! They got married, and had a wonderful relationship, eventually trying for an heir for the family" she explains.

"And that's where the issues started. Gertie passed in childbirth, and Hermann fell apart. We married four months ago, purely out of convenience. He needed someone to handle the household and take care of his daughter Emma, and I needed a way out from under the thumb of my overbearing father. It was a marriage of pure convenience, but it worked, and I think in time we might even have become happy."

"Now, my bastard of a father will be sniffing around, trying to use me to seize control of the Klibler estate. With the only living heir being Emma, and her being an infant, there is not anyone to stop him. Even in this house many of the servants and guards I brought here to Altdorf as part of my dowry, are firmly his men and would not hesitate to act against me if they knew."

"I need time to find a solution, and selectively pull on some of Hermann's contacts to explore my options. I need time to move the bank records so they can't be seized, and I need time to maintain the element of surprise. Emma is the last piece of my two closest friends in the world, and I will not have her suffer as I did under the same petty whims of that miserable old man"

She collects herself and then asks, "So will you help me?"
  • [ ] Yes, help her for Coin: The Kliebler estate is apparently on the poorer side for a noble house, but it still represents far more wealth than you've ever had access to. She has a good reason to keep the news quiet, and you're happy to help, but surely asking for a little compensation would be fine. Ask for 35 GC to keep your silence,
  • [ ] Yes, help her for Tutoring: She has been trained to fit in with the Empire's high society and has amble training in literacy, law, and noble customs. Try to use your leverage to receive some tutoring.
  • [ ] No, it feels fishy, report it: A husband murdered after just a few months of being married to this woman? Her insistence on keeping it secret? You can't read her whatsoever, but the situation seems suspicious to you, report the death and see what happens.
  • [ ] Write-In
Find Permanent Lodging
The Raven and Portal is a nice enough inn, but you do want to leave as soon as possible. For one, It's rapidly draining your savings. The bigger problem, however, is how damn creepy its residents are. Most of them are visiting Morrites, and all of them have the unnerving habit of silently moving through the halls, not even calling out a greeting as they pass. More than once you've come out of your room, turned your back to lock the door and then found yourself near face-to-face with a priest dressed in all black who accidentally snuck up on you. The less said about the completely silent meals served in the common room the better.

[Haggle Test = Target 44 + (0) = 44 => Rolled 67 => Failure]

Your search for permanent lodging for you and Thumping faces two major challenges. The first is that you simply don't have much coin available right now, which makes the permanent purchase of a home near impossible. The second is that you are still really only familiar with the area immediately surrounding Wailer's Square, which has relatively few residential options. This is not a good combo, and the owners of the few properties you inquire about take ruthless advantage, jacking up their prices. In the end, you find two sub-par solutions.

The first is a partially burnt-down townhouse, right off of Wailers Square. The owner is trying to get rid of it in a hurry and is willing to part with it for the incredible price of only 15 shillings. On the other hand, restoring it will require significant work, probably costing more than double what you originally paid for the property. Thumping is particularly doubtful of the property on account of what a bad state the kitchen is in.

The second property is the cramped second floor of a dressmaker's shop a short walk away from the watchhouse. It's priced very reasonably at just two shillings per week, but it's also cramped and will make hosting impossible. It's certainly not the type of place you thought you would be living in as a Watch Officer, and you suspect your reputation will be hurt if people find out you are roughing it under such conditions.

You decide to:
  • [ ] Purchase the Burnt Townhouse: It's not what you were hoping for, but it has a lot of potential in the future and could be an excellent base of operations once restored.
  • [ ] Rent the Dressmaker Spare Floor: It's a temporary solution, but it's a lot cheaper than where you are currently living. Still, it may affect your reputation
  • [ ] Wait: Perhaps you were hasty trying to find a place to stay without fully examining the island for yourself. The Raven and Portals is one of the most unsettling inns you've stayed in, but at least the meals are decent?
Reports and Findings
The rest of the week is filled with the busy work of being an officer. Several minor offenders are hauled in for troublemaking, minor felching, and generally being hormonal teenagers. None need punishment more serious than being pilloried in Wailer's Square, where they are forced to endure the histrionics of the professional mourners. You go to bed late, nd wake up early, mot even seeing Thumping most of the days

It's also your first time to conduct some training of your own since you've arrived; stretching your muscles out, and making sure you are in tip-top condition. You miss having a sparring partner, but for now, body weight exercises and form practice are enough to have you gasping for air, and your muscles trembling.

Finally, at the end of the week, you reconvene your small inner circle and prepare to hear their reports. The mood is cheerful, and both seem confident in their work

[Thumping Gossip Test = Target 70 => Rolled 12 => Good Success]

Thumping clears his throat, and says "I've never seen such a right serious mess since my foolish little sister left the coop door open, and a fox gorged itself on the chickens till it was sick. The Watch doesn't patrol beyond the boundaries of here square, and some mighty wicked folks have gotten as comfy as a bug in a rug running the other areas."

"The North of the island is the safest part, as long as you don't mind the creepy black guards, or the dead for company. No one really lives there, and as a result, it's almost its own district within the district. Suppose it's fine, but it's not for me. There's not a single good cook, and I think the sound of laughter might do in some of those dreadfully dreary Black Guards."

At this Thumping pauses and pulls a bag of honeyed nuts out of his voluminous apron. After sharing them with you and Wilbert he continues, "The East Side is a little bit like a particularly badly made soufflé. A little burnt, and a lot collapsed. It was on the up and up a decade or so ago before a big fire took out all of the fancier buildings, and the people with means moved out. These days it's where your soldiers get up to most of their troubles. Some cousins of mine were saying they tend to be pretty unimaginative; some bribes to ignore smuggling, some minor protection rackets, some work as pimps for the working gals."

Then there is the hive of activity that is the west side. You have any idea how many mortuary items people buy? More things were being made and sold there than I have spoons in my kitchen. The good news is that there aren't too many gangs in the area. The bad news is that their absence is because it's under the control of a cartel of minor guilds. The cartel has its own enforcers and dormitories and controls every aspect of the area. They are stable and secure, but won't accept any input from the Watch."

Thumping turns serious and says, "I know the tall folk don't always take us halflings too seriously; we may be viewed as thieves and troublemakers, but we are treated as essentially harmless. No one pays attention to how we cook all of your food, or take care of your children, or are the entertainers for all of the fancy parties. Don't be making that mistake. Janner Coppercheeks is as dangerous of a halfling as they come, and rules the south of the island with an iron fist. She was hired a decade ago as the cook for the crime lord in the area and spent the next two years earning blackmail and leverage on all his lieutenants. Then she spiked the soup and murdered everyone who supported the old leader in cold blood. She's got a pack of Ogres on her beck and call that she feeds her victims to so the Morrites won't noticed,. Calls em the Garbage Disposal Crew... There's not a single person in the south that will turn on her, and if they tell you anything it's because she told them to."

Thumping shivers and continues, "Told me that herself, proud as a peacock. Walked up to me where I was chatting way in the pub, said her piece, and left. But she spiked my beer while I was talking to her, and had some of her men deliver my unconscious body back to the inn without yous noticing. Be careful with that one, I'm sure she has at least one or two of the watches on the payroll."

Grimacing you think over Thumping's report. You knew the poor showing of the local watch would have consequences, but this is a level of corruption that frankly is shocking. It's as lawless as a border town. Deep in thought you motion for Wilbert to give his report as well

[Wilbert Assess Test = Target 60 => Rolled 19 => Success]

Wilbert clears his throat, "Well I don't have nearly as dramatic of news" and then proceeds to briefly describe the problems with the watchhouse. The good news is most of the damage is cosmetic and easily fixable with some elbow grease. Wilbert suggests assigning squads to it, especially as punishment if they fail to meet your standards in some way.

However, three major pieces of damage that will require substantial repairs: the leaky roof, the collapsed attic floor, and the sagging foundations. Wilbert explains that before this was a watchhouse, it was a warehouse, and it has an entire upper level designed to act as a storeroom. The leaky roof has entirely ruined the floor upstairs and made it entirely useless. The sagging foundation is more mysterious. Toteninsel is a rocky island and normally doesn't face the same issues with sinkholes that the rest of Altdorf faces.

[Wilbert Haggle Test = Target 70 => Rolled 73 => Failure (near)]

He explains that he was able to find artisans for most of the repairs within the district, but the rotting foundations will require some form of specialist. He estimates the cost of repairing the roof at three gold, the upper floor at ten gold, and he has absolutely no idea how much repairing the foundations will cost until he can find an expert to assess the damage and understand the cause of the collapse.

You are satisfied by Wilbert's work but internally wince at the remainder of just how much coin you are going to need to amass just to restore your watch command to where it should be. This isn't even the cost to properly arm your soldiers, hire them trainers, or have all the creature comforts you observed when you went to the Grandmarkt Watchhouse. Still, Ulric teaches that a man can only know himself through adversity, and this is an excellent opportunity to test yourself.

With the sensitive topics out of the way, you ask Thumping and Wilbert if they would like to stay and observe the other squads' reports, but they decline and leave you alone to receive them.

Squad One comes in and gives a vaguely professional report. The cult was trading in nasty knowledge and forbidden artifacts, nearly half of the bodies were mutated and required careful disposal. You make a note to contact the captain about the clear presence of forbidden, heretical, contraband and let the sergeant leave, largely pleased with the first component report you have received.

Your good mood is immediately ruined by the following presentation of squad three who was in charge of guarding the main bridge. The sergeant turns up and says, "The boys and me were hard at work guarding that bridge. Day in and day out wese stood there makin sure not a single thing passed our eye. We even recovered some coin for you". You briefly look excited as he reaches into his pocket to pul out ... one, very bent, and potentially shit-stained copper penny.

You erupt from behind your desk to physically confront him, but he knew what he was doing, and is already out of your office before you can fully stand. Defeated, you sit back down and swear to yourself. This has gone on long enough. You are just one man and you need the support of the squads if you have a chance of effectively doing the job. You have been typing to lead by example and inspire then men, but if that is not going to work, maybe it's time to see if force will.

Conclusion
I'm not going to lie, the dice were not with you this turn. Some of those were some pretty huge whiffs, and all of them added a lot of inconvenience to your situation. Regarding the housing situation, the more you explore the island, the higher the target will be, and accordingly the better the results. The cost here for searching was your time, more results will be available in the future.

As for finding a tutor, because you naturally came across someone in the course of your duties, I left the turn as is. If you vote to not use Wigberta as a tutor, I will give you a free action next turn to find a different one.


!!! Voting will, be up for 24-ish hours. Next turn sometime early Friday. !!!
 
Vote closed
Scheduled vote count started by DrearyBear on Dec 11, 2024 at 11:16 AM, finished with 11 posts and 8 votes.

  • [X] Plan Silence and Tutor Found
    -[X] Listen to Igne and Stay Silent
    -[X] Yes, help her for Tutoring
    -[X] Wait
    [X] Plan: Friends in Many Places
    -[X] Go Back and Tell Ralf: You have established a good relationship with Ralf, and could enjoy significant patronage from the most powerful institution on the island. You really need the coins as well. Why should the universities get to cut up the dead?
    -[X] Yes, help her for Tutoring: She has been trained to fit in with the Empire's high society and has amble training in literacy, law, and noble customs. Try to use your leverage to receive some tutoring.
    -[X] Purchase the Burnt Townhouse: It's not what you were hoping for, but it has a lot of potential in the future and could be an excellent base of operations once restored.
    [X] Plan Silence and Coin for the Townhouse
 
Turn Three
[X] Plan Silence and Tutor Found
-[X] Listen to Igne and Stay Silent
-[X] Yes, help her for Tutoring
-[X] Wait

You've always been an early riser, ever since you were in charge of collecting the eggs every morning on the family farm as a child. The army reinforced this trait, with early morning training every day you weren't on campaign. Now waking up before sunrise is as instinctual as breathing. It's also one of the best ways to avoid your frankly disturbing fellow residents.

It's oft forgotten, but besides being the god of the dead, Morr is also the god of sleep and dreams. You chuckle to yourself as you get ready, remembering how many junior Morrite initiates have used this fact as an excuse for sleeping in. They weren't being lazy they were just properly worshipping their god in all of his forms! It's humanizing to know that all teenagers, even ones fanatically devoted to the god of death, will use any excuse to avoid waking up early.

As you step outside, you're immediately swallowed up by the island's morning fog. It's always bad, but this particular morning it's extra thick, and you quickly lose track of the inn behind you, only able to see a narrow circle of road.

[Perception Test => Target 32 + 10 (Very Foggy) = 42 => Rolled 65 => Fail!]

Your morning walk has become almost meditative for you. It's one of the few times that no one is trying to get your attention, and you have blessed silence to just … think. This morning, you are trying to figure out what other leads you could possibly follow to figure out what happened to Kliebler. As a result, you aren't paying much attention when you turn the corner onto the square.

[Ambusher One Pistol Attack: Target 50 - 10 (Very Foggy) = 40 => Rolled 05 => Hit!]
[Hit Location: Body => Damage = 3SL + 9 (Handgun) - 3(Tough) - 2(Armor) = 7]
[Ambusher One Pistol Attack: Target 50 - 10 (Very Foggy) = 40 => Rolled 46 => Failure!]

A cacophony of noise greets you, as two handguns go off in quick order. A horrible clang rings out as one of the bullets strikes your breastplate and bounces off. You feel several of your ribs give way and your mind goes sharp, adrenaline flooding your body and hiding the pain until it can be dealt with later.

Combat has always been like this for you, the world subtly slowing as your mind eliminates every spare thought and focuses in on the struggle for survival. Like frost spreading across the grass, your emotions fade away, your concerns for the future disappear, and you step outside of your own thoughts, impartially observing the situation around you and instantly coming up with a plan. Two against one. That's bad. Can you get help? No, too early. Can you flee? No, nowhere to go. You need to even the odds, and fast.

With a scream you charge towards the two black-clad figures in the fog, aiming to hit them before they stow their pistols and are still awkwardly switching from handgun to blade. You're a large man, but have trained all your life to be a potent fighter, and are surprisingly quick for your size. You barrel into the figure on the right, striking out with your sword and attempting to remove him from the fight as quickly as possible.

[Contested Melee Attack: Your Target 53 + 10(Opponent, disrupted) = 63 => Rolled 32 = 3SL => You Hit! <= Rolled 60 <= Their target 45 -10(disputed) = 35]
[Right Arm Hit! => Damage = 3SL + 4 (Sword) + 3SB - 2(Tough) = 8]

You strike out at a feebly raised arm, slicing deeply, and leaving it a gaping red ruin. The man falls to the ground with a terrible scream, leaving your right ear partially deafened as you spin towards the second figure. They used the time it took you to strike down their compatriot to prepare, and you skitter back at the initial swing of their sword.

You stare, facing the figure, wracking your brain to try and understand what caused them to attack you in such an aggressive manner. Maybe they were trying to rob you? Doesn't make sense for them to have such fine weapons then. Recognized you as part of the watch, and are guards for a crime? No, you were completely oblivious and could have just relied on the mist. They were targeting you specifically.

[Contested Melee Attack: Your Target 53 + 10(Momentum) = 63 => Rolled 34 = 3SL => They Hit! <= Rolled 09 =4SL<= Their target 45 + 10(momentum) = 55]
[Right Arm Hit! => Damage = 3SL + 3 (Half-Sword) + 1SB - 3(Tough) = 5]

You fall back, desperately defending against the assault of their blade with a series of sharp decisive blocks, waiting for the perfect opportunity to strike back. Finally, you see an opening and lunge forward trying to opportunize on it. Instantly you know you have them, and you see the fear in their eyes, as your sword arcs out to disembowel them and end the fight. Before your sword can make contact, you see them begin to fall, and you realize they've tripped over an uneven cobblestone while trying to dodge.

Your sword whistles over their head as they fall, and in their wild swinging of arms, theirs slices deeply into your right leg, releasing a gush of blood. Most people would think of retreating in a situation such as this, their ribs broken, and a serious laceration on their leg, but you instantly realize that it's now do or die for you. With such a serious laceration, you won't make it far before they manage to put a bullet in your fleeing back. As an Ulrican you refuse to die a coward, and with another roll, you dive forward towards your downed foe.

[Contested Melee Attack: Your Target 53 + 20(Prone) = 73 => Rolled 01 =73SL => You Hit! <= Rolled 83 <= Their target 45 + 20(momentum) = 65]
[Right Arm Hit! => Damage = 3SL + 3 (Half-Sword) + 1SB - 3(Tough) = 5]

They feebly try to bat away your sword and scramble to their feet, but you kick their blade with the sole of your boot, and it goes skittering away into the fog. You level your sword at their neck, drawing a trickle of blood as you state, "You'll be coming with me"

Cases: You have a mental model of all the cases the watch has open, and refer to it often. When you finally learn to read, you'd love to put it up on a board for the whole command to be able and see.
  • Your own attempted Assassination: Someone wants you dead, and you intend to find out who. You've recovered the two assailants, but one will probably die from their wounds before they can be questioned.
  • Mysterious Dead Noble: This noble appeared dead in your mess haul with few identifying marks. You aren't sure if it was a prank, a haunting, or something else, but finding out what's going on with him might offer clues to the watchhouse's haunting. The fact that it's a noble means that solving it successfully will raise your profile as well. Last week you discovered the man was a recent widower and killed around two weeks ago, but you hit a dead end trying to figure out his name or why he was targeted. Your watchmen seem to know something, but they aren't talking.

    Last week, you managed to track down the deadman's widow and discovered that there was a missing bodyguard, and that he was ambushed on his way to visit he is late wife.
  • Dead Predecessors: Your last two predecessors died in increasingly suspicious ways, and you would like to try and see if you can figure out what happened to them. You know one was killed in a "bar fight gone bad", and the last was knifed in the back, but there seems to be no consensus on who did the knifing. Everyone has their own pet theory, so maybe you can start there.
Personal Actions: You currently have four Action Points (APs) that represent the unallocated time you can spend pursuing objectives. If you find servants to take care of some of your domestic duties, or better lodging, you may be able to raise this number.
  • Time Sensitive:
    • Receive Healing (x1 AP, 4 shillings): You won't expire from your wounds, but without some form of medical assistance, you are unlikely to heal quickly, leaving you vulnerable to future attacks (Heal nine instead of three Wounds)
    • Ambush your Men (x1 AP): With Thimping's help, you've discovered where your men are smuggling goods, and generally making a nuisance of themselves. Ambush them there and keep them red-handed. Some backup would be good.
    • Assist a Case (x1 AP): You are a novice at investigations, but your status as an officer will potentially open doors that would be otherwise closed to your soldiers. Plus, you have a different background and might be able to provide a new perspective.
      • See Case List
  • Social
    • Go Pub Crawling (x2 AP, 2 Shillings): You're pretty sure some of your former colleagues from the army have ended up in Altdorf, but you have no idea where. Based on your knowledge of soldiers though, they probably can be found in one of Altdorf's many, many pubs. Spending your evenings trawling through the pubs to see who you can find.
    • Introduce yourself to the Hozehellers (x1 AP): The Hozehellers are a prominent house from Stirland who maintain a small manse on the island to coordinate with the Black Guard about Sylvania.
    • Introduce yourself to the Von Totens (x1 AP): The original owners of the island, and one of the founding noble houses of Altdorf. Much reduced from their origins as river pirates, and forced to sell most of their land to the temple of Morr, they still have an impressive compound on the southern tip of the island.
    • Introduce yourself to the Ettingers (x1 AP): A relatively recent noble house, having been raised to nobility for their founder's action as a Black Guard during the third Vampire War. They are still relatively martial, and many members of the family serve within the Reikland army.
    • Follow-up on the girl (x1 AP): You have a great deal of sympathy for the girl you met during your last case and would like to ensure she is recovering well, and has a future of care. Track her down, and try to ensure she has stable living conditions.
    • Try and Find Shayallans (x1 AP): The brother's fate bothers you, and you wish you had more flexibility in your options. You've heard rumors of Shayallan's trying to offer a more merciful approach to justice. Reach out to them and see if you can establish a solid working relationship.
  • Travel and Exploration
    • Exploration + Mapping: (x1 AP per quadrant): This is your first time visiting Toteninsel, and you are still getting your bearings on this island of the dead. Talking to a few hawkers on the street, you've got a rough idea of the island. By your reckoning, the island is split into four quadrants by the island's two main streets. The streets meet in the island's center, spilling out into a square where your watchhouse and the temple of Morr are located. Exploring all four quadrants will allow you to collate a detailed map of the district, and better understand where your watchmen can best be utilized.
      • Explore North Quadrant
      • Explore South Quadrant
      • Explore East Quadrant:
      • Explore West Quadrant:
    • Find an Ulrican Shrine (x1 AP): Ulric does not begrudge Morr the dead, but it rubs you wrong not to be able to offer your god his dues. You have no idea where your god of the wild can be found in this deeply unnatural city, but there has to be somewhere. Right?
  • Administrative
    • Hire a Scribe (x1 AP): Alternatively, you could hire a Scribe to do the paperwork for you. You will need to find someone you trust implicitly as the position offers limitless opportunities for embezzlement and deception. Plus you know your economic situation is precarious, so you aren't sure how much you can pay them.
    • Inspect a Squad (x1 AP): To get the best use out of your soldiers, it's important to understand what they are good at. Spend some time getting to know one of the squads, and knowing what their equipment is will help you make better decisions about what sort of tasks they should be assigned to (Leadership Dramatic Test for inspection quality)
      • Inspect Squad One
      • Inspect Squad Two
      • Inspect Squad Three
  • Economic
    • Try and Find Permanent Lodging (x1 AP): You really need to find some permanent lodging for you and Thumping. With your current supply of coin, you've got around three more weeks of living expenses in savings, before you need to start roughing it. While you aren't too worried about sleeping outside, you are politically aware enough to know doing so will significantly affect your social standing. (Better options will be available the more of the island that is explored)
    • Seek Students (x1 AP): You were a well-regarded swordsman within the Riekland army, and many rich merchants and poorer noble houses without their own master of arms will pay men such as yourself to instruct their children. In such a martial society, basic competency with a sword is expected of everyone, even if they will never actually see the frontlines themselves. (Can earn up to 7 shillings with this action, can be taken multiple times)
    • Go Shopping for something specific in Grandmarkt (x1 AP): You came to the watch only with the clothes on your back, your trusty cook-thumping, and a letter of commission. Altdorf is one of the economic hubs of the Empire and nearly anything can be purchased here. (This is a write-in if you want to buy something)
  • Training
    • Train a Squad (x1 AP): You have had the dubious honor of being a drill sergeant and are intimately aware of how to whip a squad into shape. Spend time personally training a squad. (Leadership Dramatic Test for training quality)
    • Receive Training: You know that just like when you joined the army you will need to learn new skills to succeed in your changed circumstances. Tracking down tutors for new skills is an important way to advance, and you've found your first one now!
      • Learn with Wigberta (x1 AP): Wigberta is a strikingly beautiful, potentially murderous, young widow who has agreed to take you on as a student. While the first thing you wish to learn is literacy, she also is able to provide an education in imperial law, noble heraldry, and high society etiquette.
Squad Assignments: Right now you have little idea of who makes up your squads, what they are good at, or even where they can be posted. It's hard to feel confident making informed decisions, but you expect that as you grow into the role effectively assigning your men will be critical. For now, choose where/how to assign your squads:
  • Cases: You can assign squads to cases, and they will attempt to solve them to the best of their ability. To a large degree, their success will depend on the skills that the squad has available to them. For instance, if everyone in the squad is illiterate, assigning them to financial embezzlement cases is a waste of time. For now, while you aren't too sure of their capabilities, don't worry too much about what squad to assign, just focus on what you want to accomplish.
    • See Cases
  • Locations: Assigning a squad of Watchmen to a location will generally reduce the level of crime present there, and should prevent major attacks. It will also earn the Watch a bit of coin from grateful merchants and nobles who will see their taxes at work. That is if you can get these damn sergeants to tell the truth about their activities.
    • Main Bridge: Reaper's Crossing is the main entrance to the island, and the bridge primarily used by mourners and visitors. It leads directly to the island's vast cemetery and then onwards to the temple of Morr and the island's central square.
    • Secondary Bridge: The Raven's Flight is a smaller bridge, that leads directly to the island's business and residential areas, and then onward to the Island's central square. This is used much more heavily by the merchants and residents of the island.
    • Main Square/Watch House: The island's main square is almost exactly in the center of the island, and home to the district's watchhouse and Temple of Morr. This is also where your watchmen would call for backup from, so spare squads can be stationed here for backup if needed.
  • Actions
    • Train: You can assign a squad to train a new skill, or break them up to learn individual skills. This is mostly locked as you have few contacts with skills to train them, or the coin to pay for training.
    • Punish: You can assign a squad to help clean up the watchhouse, under the diligent eye of Wilbert. They will clean the deep level of grime currently affecting the space, as well as try to make basic repairs to the place. (0/4 times taken to fully clean and repair the watchhouse)
Now that you have some trust in Wilbert the quartermaster you're eager to put him to work on improving the watchhouse. He's well-spoken, honest, and seems to know what he's doing. What would you like him to focus on for the next week? The Watch currently has 3 GC and 5 SS available. You will receive an additional 15 SS in one turn (Choose One):
  • Search for a house for you and Thumping: Look, you don't have nearly the contacts or knowledge of the area Wilbert does. Maybe he could find a place that meets your requirements better than you or Thumping could.
  • Sell the pistols: Those pistols you found are useless to you as an Ulrican, but should fetch a pretty price on the open market. See if he can sell them and get some more money for you or the watch (Predicted price 8gc)
  • Find a way to cook the books: Look, you don't want to do this, but unless you get solid equipment and training for your soldiers the next necromancer attack may wipe out your command. You need more money, and anything legitimately will take too much time. Surely there must be some way to come up with some extra coin from the city, even if it's not strictly legal?
  • Find a source for armor and arms: You still haven't found much time to inspect your squads, but you've not seen a lick of metal armor on any of them, not even a mail coat. With the limited money you have available, it's not like you'll be able to afford the quality you came to expect in the army, but surely you can find something?
  • Oversee Roof Repair: The roof is in a dire state, and you are tired of getting wet every time it rains. Have Wilbert hire some laborers to repair it, and start the process of fully restoring the watchouse.
  • Find a specialist for foundation repairs: The foundation is sinking, and no one seems to know why. You are going to need to find a specialist to figure out what is going on, and offer suggestion on how to repair the damage.
  • Do a task for you (write-in)

Lastly, you have some work for your cook Thumping to do (Chose One):
  • Serve meals in the Mess Hall: An army marches on its stomach, and the quickest way to their heart is through their stomachs. Serving for so long in the army of the Reikland taught you the importance of good food in winning the loyalty of men, and Thumping's transcendent cooking will work wonders.
  • Find Temporary Employment: Altdorf has a large population of other halflings, but Thumping's Thumping good cooking stands out even here. He could easily find temporary employment and reduce your current expenditure on housing by half.
  • Identify Major Players: The east and west sides of the island are fully out of your control. Have Thumping try and and identify the major players there
    • East Side
    • West Side
  • Do a task for you (write-in)
Conclusion
WFRP is quite dangerous, but unbreakable is a really really strong ability. This is my interpretation of the ability, filtered through Manfred's religious devotion. Hope you enjoyed

Voting will open in 12 hours, be open for the next 24.
 
Vote closed
Scheduled vote count started by DrearyBear on Dec 13, 2024 at 11:14 PM, finished with 17 posts and 8 votes.

  • [X] Plan: Getting Help
    -[X] Your own attempted assassination
    -[X] Receive Healing (x1 AP, 4 shillings)
    -[X] Exploration and Mapping:
    --[X] East side
    -[X] Inspect a squad:
    --[X] Squad 1
    -[X] Learn with Wigberta
    -[X] Cases
    --[X] Squad 1 Assist Your own attempted assassination Case
    --[X] Squad 2 Assist Mysterious Dead Noble Case
    -[X] Punish:
    --[X] Squad 3
    -[X] Oversee Roof Repair
    -[X] Identify Major Players
    [X] Plan: Unfinished Business
    -[X] Assist a Case (x1 AP): Your own attempted Assassination
    -[X] Assist a Case (x1 AP): Mysterious Dead Noble
    -[X] Receive Healing (x1 AP, 4 shillings)
    -[X] Learn with Wigberta (x1 AP)
    -[X] Squad One: Your own attempted Assassination
    -[X] Squad Two: Main Bridge
    -[X] Squad Three: Punish
    -[X] Oversee Roof Repair
    -[X] Identify Major Players: East Side
    [x] Plan: Investigating and Inspecting
    [x] Plan: leading. Healing, and Housing
    [X] write-in: give a gun to Wilbert for evidence and lend the other gun for the squad that you will be accompanying (temporary)
 
Turn Three - Results
Introduction:
Apologies for the delay. I thought I would manage to get this out before family arrived for Christmas. Obviously, I did not. Still, I'm back in the office and getting into the groove of writing again. Happy Holidays, and hoping for a great 2025.

This chapter was hard because I had to finish filling out all the squads, and try not to make it feel like an absolute information dump. We are finally getting into the core mechanics of the quest, where you can assign squads to cases, and rely on their skills to solve the case. Pay attention to what skills the watchmen have — marked in the google sheet — and what the cases that you have available might require. For instance, if you are trying to track down a smuggler, you might need someone with underworld contacts, or strong tracking skills.


As you stand above your assailant, the adrenaline and battle high starts to fade, and the pain and exhaustion catches up. You aren't dumb enough to show weakness in front of the assailant, but the wound to your leg is serious. Just a few inches deeper and you would have been dead; the artery severed and your blood staining the streets. Swearing you yell for anyone to come attend to you, but the fog swallows most of the sound.

In the end, it took you nearly half an hour to attract the attention of the other guards, standing screaming in the square with your assailants held at sword point until the handful of guards that bunk at the watchhouse woke up. The first man on the scene seemed shocked that you managed to subdue two attackers and stood there silently gaping until you swore at him savagely to bring manacles for the assailants. The first dies before the restraints arrive, his dark artery blood framing his pallid corpse. You would have loved to get some information out of him, but there's a dark irony to him dying in the exact way he had planned for you, alone on the stones of Wailer's Square.

You catch whispers of conversation from the men as they help you back to the guardhouse and fetch supplies to bind your wounds. It's funny how it works you think. Yesterday half of these men were being disrespectful to your face, openly mocking your qualifications to lead the company; so sure they knew the truth of your backstory. Now they treat you with a somewhat awed mien. Few of them are trained fighters -- and despite some bravado to the contrary -- none would feel confident surviving the ambush you just went through. You've elevated yourself in at least some of their minds, you are a man they want at their side in a fight, and hopefully, at least some of them will start to look towards you to solve this type of problem (+1 Watch Morale, now 4/10)

Of course, your good mood is immediately ruined, by the snide rumors of the sergeant of the third squad,

"Look how good a fighter he is. Bet you his squad would have survived if he hadn't abandoned them to pursue his own goals. Wonder if these assailants are just family members getting their revenge"

You've just survived an assassination attempt, and already the whispers surrounding you are being reinforced and adapted to fit the situation. Is there nothing you can do? Are you doomed to endless mockery? It drives you mad as the surviving assailant is swept into one of the Watchhouse's cells and searched.

The Watchhouse is just small enough that you can still hear the results of the search from where you are laid up on one of the tables in the mess haul. The surviving assailant is dressed in all black, but Wilbert -- who is overseeing the strip search -- remarks that the quality of the clothes is very poor. It's something an out-of-town peasant would wear. Coupled with the extremely fine handguns, it seems like the assailants were selected just for this job, and given the weapons needed to murder you by a wealthier patron.

You think briefly about what you want to do with the surviving assailant. Official policy is to hand them over immediately to the watch headquarters at Empire House, but you would like to try to get some information out of them first. It's not that you necessarily think that your superious had anything to do with the hit, its more that you are worried that in the hurried court bureaucracy, the assaliant won't be properly interrogated before being messily executed

  • [ ] Keep the Assialint: You will be able to interrogate them later, but there is some chance of escape. Still, this is your best chance at getting what you need out of them
  • [ ] Hand them over: There's no chance of escape, but in turn your chances of learning all the clues from them is very very small.

After that, the pain in your leg makes further decision-making impossible. Physician Freer is quickly summoned, and after receiving his customary payment in hard coin, stitches up your leg with steady hands. You don't love his mercantile ways, but you can admit he's good at his job. The stitches are as neat as any you saw in the army, and he gives you an herbal tincture to apply to your leg that will accelerate the healing. Unfortunately, despite his skills, he's no priest or wizard and you'll have to heal the old-fashioned way.

Thumping and Wilbert help you back to the inn, letting you lean on Wilbert's substantial form to take the weight off your bad leg while Thumping brings up the rear with your breastplate and sword. It's an odd procession that makes its way into the Raven's Portal, but the inn's residents are hardly bothered by the intrusion, still mostly asleep despite it nearing midday. One of the few present offers to, "Give a discounted rate on a funeral if this whole modern medicine thing doesn't work out for you". Oddly, the predictable morbidness of your roommates cheers you up before you collapse in bed, and spend the rest of the day trying to sleep off the pain.

Observing
For the first half of the week you avoid the watchhouse like the plague, claiming you need rest to heal your wounds. There is some truth to this statement — the stitches tug at your leg, and walking is damn painful — but in normal circumstances you would have grinned and beared it. In your experience, making sure that your soldiers see you as a beacon of reliability is one of the best ways to inspire men, and bouncing back quickly from a severe injury is one of the best ways to achieve that effect. After the incident yesterday, however, you aren't sure the inspiration is worth it.

You've tried the plotting approach. Show the men you are reasonable, but remember slights. Inspire them through leadership instead of fear. Try and tamp down on troublemakers so that the more serious watchmen see what the new standard is. It's had some results, individual watchmen seem a bit friendlier, but the rank contempt by sergeants has undermined these attempts at every step. At this point, you aren't sure if you will be able to work with your squads, or if you will have to kick them out and start from scratch if you want to try and make a competent watch organization. You've tried the velvet glove, now it's time for the iron fist underneath.

You set up an ambush. Squad One and Two are assigned to guard the island's two bridges, and their public station makes them easy to covertly observe for bad behavior. You pay a nice family with a house overlooking the bridge a few copper pennies for use of their balcony and set up there with a chair and some of the herbal tea Freer prescribed to watch Squad One at work.

[Leadership test => Target 51 + 20 = 70 => Rolled 59 => Success!]

It's mind-numbingly boring. Not only is the job itself boring, but you are watching a group fail to even try and stop the stream of obviously shifty characters crossing into the district. Instead, they sit around, bullshitting and generally making a nuisance of themselves to anyone that catches their eyes.
It's immediately clear to you the sergeant needs to go. Not only is he a lazy bastard who refuses to do anything he also takes it upon himself to impose "tolls" for anyone he sees rich enough to have coin on them, but not too powerful to have the connections or guards to shut down his little extortion racket. The constant cat-calls are also unlikely to endear him to any of the island's female residents. Maybe you could excuse the bribery if he was giving a cut to the rest of the group. The watchmen's pay is low, and a little low-level corruption is hardly the worst thing you've heard of. Instead, he keeps every red cent to himself, threatening the others with bared steel if they so much as complain.

More broadly speaking, the squad seems to be in rough shape. The Sergeant is the only one with even vaguely passable equipment, and even that is more in line with what you would expect from a levy spearman than a professional soldier. The rest of the squad has no armor and has to make do with ungainly truncheons and rusty knives for weapons.

Even more than the lack of equipment, it's the attitude that tells you all you need to know about the squad. These watchmen do not move like trained soldiers and are so blindingly oblivious you can't believe they've survived this long. They don't keep a watch on each other, allowing them to potentially be picked off one by one. They don't have full vision of the bridge from where they are set up in the shade, allowing several obvious thieves to scamper past as they work. And more damningly they still haven't noticed the fact you are spying on them after sitting out in the sun for two whole days!

The only highlight of the squad seems to be your old foe Oswald, who you've continued to subtly punish for the past few weeks by assigning the worst chores and shifts. At this point, you feel a bit bad for him. He's just … not that bright. What he is, however, is diligent, and monstrously strong. You see him easily lift the corner of a wagon when it gets stuck in a rut, then hold it there for a minute while a board is propped up under it for the wagon to drive on. You're pretty sure at this point that Oswald must have been set up to antagonize you. The double entendre about you kneeling for a god was a bit too clever for him to have come up with on his own. He's never going to be a leader, but a strong, obedient man like Oswald is one you would happily pay. Still, with everything you've seen, it makes you question whether or not it's worth it to keep the squad at all:
  • [ ] Yes Keep the squad: They kinda suck, but they have hardly had the best role models. Give them a second chance and encourage them to be better.
  • [ ] Yes but fire the leader: The Sergeant is the biggest problem in the squad, with the rest being pretty browbeaten. See if you can find a replacement for him, and keep the rest of the squad.
  • [ ] No, fire the lot: These cannot be the best watchmen available in Altdorf. You honestly don't even care if that's true, you just won't have such assholes working for you.
[Leadership test => Target 51 + 20 = 70 => Rolled 83 => Failure!]

You look to repeat your trick with the second squad, but are quickly stymied. The weather has drastically changed, and a sleety cold rain buffets the island, making the streets bare and the few people you encounter surly. Unlike the main bridge, there is little cover near the island's secondary bridge and your plan of observing from a boat is quickly dismissed when you see how rough the river has become. You aren't precisely scared of the water, but you can't swim, and keeping your wound dry and safe seems more valuable to you than risking the river in a rocky boat for questionable intelligence.
Instead, you simply stroll up to them, limping from your leg wound, and covered in an enormously thick wool overcoat, lumpy from the knives you stash under it. It's pouring rain, and you note with some approval the guards have kept their weapons dry as you emerge out of the rain and into their watchpost.

"Hail there men, how goes it?" You ask. A brief grimace of pain makes it across your face as you struggle to find a stance that doesn't aggravate your throbbing leg.

The men sheepishly gather around, and nudge their sergeant to speak, "Ah alls good sir. Shouldn't you be laid up somewhere dry with that leg?" He asks.
[Leadership test => Target 51 + 20 = 70 => Rolled 21 => Good Success!]

You grunt to buy yourself space, and try and figure out your approach. These men are significantly better than squad one, but it's damn hard to put your finger on why you're so quickly certain. It's not their equipment, which is the same trash that squad one was wearing. It's not even their discipline, you found them huddling under the watchpost's leaky roof trying to preserve their warmth, when this is a perfect opportunity for ambush. Eventually, you realize it's the fact that they actually seem to be behaving like a squad. They cluster together, they look to their sergeant not with fear, but with some actual hope that he will solve the issue. Finally, you think, something I can fucking use.

The sergeant breaks the long silence, tentatively asking. "Can we help you sir?"

Mind made up you reply, "Well for one, you can stop standing out here in the damn rain, and help me get warm before my damn balls shrivel up and fall off."

The guards loosen up at your levity and slap your back as you pass by them into the dim interior of the watch post.

"Look. We've got off to a bit of a rough start, but the attempt on my life shook me out of my cobwebs. We need to stick together and start working together, or we are gonna end up dead. There are too many forces wishing for our deaths on this island, and I doubt next time they'll be as careful to make sure no one else gets caught in the crossfire" You let your statement hang in the air while you look each man in the eye to impart your sincerity.

Finally one of the men says, "Well it looks like we need to get to know each other a bit."

"Aye, I reckon we do" you reply. You spend the next few hours in pleasant company, huddled around a small fire while the rain pelts down outside. The guards are so focused on you that you're pretty sure one of the Von Carrsteins could have driven a grave cart past with no notice, but that's alright, sometimes it's more important to focus on bonding than the details of the job.

The Sergeant's name is Godfrey, and he's an odd duck even by the standards of the Altdorf Watch. He was raised by the temple itself as the orphan to a married couple of Black Guards who fell in battle against a Strogoi. His earliest toys were mortician tools, and he sheepishly admits most of his imaginary friends were tied to the various corpses brought in for processing. He's quiet, as most Morrites are, but well respected by his squad, and surprisingly knowledgeable about the beliefs of the imperial cults.

Dagobert and Filbert are brothers, out seeking their fortune after having the bad luck to be born the 6th and 7th sons of a small landholder near Bogengard. They are naive, inexperienced, and blush easily at even tame jokes, but are some of the best trackers on the whole island, able to track suspects by footprint and trail even within the confines of a city. Still young, they look up to Godfrey like a sage and are always eager to help him in exchange for instruction or a kind word.

Both of them seem to have a little bit of a crush on the squad's only female watchman, Franka. A squat and muscular woman with a face only a mother —or country yokels — could love you instantly clock her as the squad's most deadly member. It's not necessarily that she's the most skilled, she's just got that killer edge. She's constantly looking for your weak points, and figuring out how to win if she had to fight. You try to ask questions about where she learned to hold such a cold edge, but she's famously silent and responds to your questions with nods, grunts, and one incredibly expressive shrug.

Lastly, there's Nobert, who can only really be described as having the appearance and demeanor of a drowned rat. He's slight and twitchy, with big eyes, big teeth, and quick dextrous hands. A failed goldsmith apprentice, he was kicked out of his former master's shop for suspicion of being involved in a robbery. A charge he vehemently denies. In fairness to Nobert, while his entire demeanor screams thief, there's no evidence that he was involved, and he was acquitted by the famously draconian courts. Still, it would be helpful to know if he does have some underground connections, or is just an unfortunate personality.

It feels good to be sharing a fire once again, and engaging in the light teasing and joking that's universal to any group of soldiers. It's still forced, and there are plenty of polite chuckles like you yourself give when your boss tells a story, but it's progress goddamn. Still, hovering in the back of your mind is the knowledge that for these men to have survived as long as they have in the watch, they must be bent in some way. Godfrey's your best bet. He knows the island well and seems devoted to the men. To keep them alive there must have been compromises made and favors owed. He's probably dirty in some way, but offer him a better path and he'll gladly take it

_____________________________________________

The next morning you report bright and early to the watchhouse, where Squad Three has been assigned to start deep cleaning the building's accumulated filth. Thumping has been supervising their work for the last few days and is quite irate at the lack of progress so far, "Nows us halflings have a bit of a bad reputation. Lazy, scoundrels, thieves, more concerned with our stomach than we should be, and so on and so on but let me tell you no half-respecting halfling would EVER lets themselves live in a place as filthy as this. And those pure…. Louts… who are assigned to cleaning have been shirking their duties. No stew for them. NO STEW FOR THEM. Not if I have my way!"

With his pieces said, Thumping waddles back into the kitchen cursing under his breath, and you head out to the mess hall where the guards are lounging around, not even pretending to be cleaning. The squad is lounging across the room, acting like the mess haul is some kind of pub. Two of them are playing cards, one of them is asleep under a table, and the last two are gossiping over a mug of ale. What a fucking mess.

You see red. This is the same sergeant that mocked you last week with his "report" and you've about had it with him. How godsdamn hard is it to scrub some floorboards? You stomp over to the table, leg blazing with pain, grip the back of the nearest card player's head, and slam his face into the table. A sickening crack breaks out as the man's nose breaks, and his companions startle upright, hands going to the knives on their belts. You're faster though, and already have your knife under the second card player's neck, holding it there tightly.

The room freezes suddenly tension building, as your new hostage stills their body, trying desperately to make sure you don't slip and cut their throat. You acted fast enough the other two men were still sitting with their ale spilled in front of them, and under the table, the sleeping watchman has just started waking. A sudden hush falls over the room as everyone readjusts to the new situation. The man under the table is glancing around trying to understand what exactly is going on, before sitting up suddenly when he sees the bared knife, slamming his head on the table he was sleeping under. The sergeant, one of the gossipers, visibly considers the situation, before gesturing for the men to put their knives away.

"Alright you fucking morons, I've had enough of this bullshit. I've tried to be nice and win you over with good food and my actions. I've tried to be tough but fair and assign you to a minor punishment to try and get you to realize there's a new set of standards around here. And not a single thing has gotten through your thick skulls. So now you've got a choice. You walk right now and we'll call it even. You can go on being asshole reprobates, but on your own coin for once. Or if you're still here in five minutes you're gonna tell me who you are, what you are good at, and then you're gonna clean up this goddamn pig-sty like the gods-damn empress is going to visit here tomorrow. I'm not asking you to do this out of the kindness of your own heart. I intend to make this island a safe and prosperous part of Altdorf, and that means plenty of opportunities for enterprising fellows such as yourself to make far-far more coin than you can right now. But I can't do that if I can't trust you to do what I you're ordered to."

[Leadership test => Target 51 + 20 = 70 => Rolled 76 => Failure!]

For a moment as you scan the hall, you think you have them. The man under the table is trembling and looks ready to throw himself at your feet for forgiveness. One of the gossipers is visibly considering the offer and looks tempted by your promises of riches. One glance at the sergeant though and you know it's not going to be in the cards. Every line of his face is lined with contempt, and he seems to be disgusted just listening to you.

The sergeant spits on the floor, and says, "Alright then, have it your way. We've been on this island longer than you, and will be here longer than the short time you'll last anyway. Bet somebody will finish the job those idiots failed at soon enough. Well just rejoin when it's your body in the mess hall. Come on boys."

The others cluster around the watch captain, the one under the table slowly extricating themselves, and follow their leader out of the door. Once they are past you release the hostage with a boot to the back, and latch the door in their faces. Thumping has made his way back out of the kitchen and states, "It's as me ma always said. Good riddance to bad Rubbish"

Council Report:
At the end of the week, you regroup with your inner circle to discuss their findings. Thumping has been able to stretch the supplies much further with fewer people to feed and has prepared an impressive spread for lunch. You spend a pleasant hour talking to him and Wilburt, and getting their sense of the past week. Both are unsurprised that you've had to fire one of the squads and that squad one is hanging on by a thread. They just hope any recruits you can scrounge up to replace them are at least a little better.
Finally, Wilbert shifts to talking business, and you can tell immediately by the way words practically explode out of him that he's been successful with his task of trying to find you and Thumping a home base. He pulls out a series of diagrams from one of the many overflowing drawers in his desk and lays them flat on the table for you and Thumping to investigate.

[Wilbert Haggle Test = Target 70 => Rolled 64 => Success]

"Maybe if I want to retire from the watch, I could become some type of housing broker," Wilbert states.

"Turns out I really enjoy house hunting, and I seem to be pretty good at it too. I know damn near everyone on the island after living here my whole life, and I can bargain like a fish-wife over a price. I took a look over the entire island, and think I found three solid options, on the more affordable side, for you and Thumping to take a gander at."

"Starting off, I'm assuming you don't have a lot of coin to splash, but once we sell off those handguns, you should have around 6-7 gold crowns to spend, so that's what I based my budget on. As for key features, I focused on places that match your standing as a Watch officer, are easily defensible, on the island, and had potential room for expansion." He explains.

"Working to your advantage is the general poverty of the island. The land here is about as cheap as it comes within the city walls. In fact you should expect repairs and enhancements to be significantly more expensive than the initial purchase of the property. If you ever have spare coin, a potential side venture might be snapping up land conveniently located on the island. If you successfully reduce crime and, uhhh the unfortunate scourge of necromancers, the land could sharply increase in value for either sale or rental."

You nod your understanding, and gesture for Wilbert to get on with it. He reshuffles the documents and states, "This is the layout of the first option I have for you. It's by far the most standard option, a well-appointed apartment within walking distance of the square, and available for a reasonable two gold crowns a month. There isn't much special about it, but it's also the only rental option I thought was worth your time. The neighbors to either side of it are retired officers from the Reikland army, so you have some built in security. It gets you out of the inn and into some proper lodging, but its also not a permanent home, if you want to revisit this topic when you have some more coin"

Wilbert reshuffles the parchments, and gestures to the second one, a visibly much larger property than the first rental townhouse. He explains, "This is a bit more of a project, but offers very good value for money. As Thumping explained last week, the East Side of the island was a rapidly developing district a few years ago, until a huge fire burnt down much of the neighborhood, and forced out the residents. I honestly thought it was some sort of real estate fraud at first — burn down the buildings, buy it for a pittance, and then redevelop — but no one has actually purchased the properties so I think it may have just been a regular tragedy for once."

Wilbert visibly shakes his head to refocus back on the property, "Anyways, a large number of those properties have been lying fallow since then, and I think I found the perfect one for you. The Raab estate is a huge walled compound on the water, with space for gardens, stables, a large manor house, and several other buildings as required. Most of it is now just dense shrubs after the fire, but I learned the original servant's cottage is still in relatively good condition, and should be livable until a better main house can be reconstructed. The family has fallen onto a bit of hard times and would be happy to let the property go for five monthly installments of five gold crowns. Might be a little tight on the budget, but it's the type of property that would ordinarily be hard for someone of your stature to get on their own."
Wilbert shuffles the papers, and a bit of blush enters his cheeks. "This last one is a bit of a personal connection," he says.

"You may not know this, but I come from a local merchant family that's been here on Totinsel for the last two centuries. We're a large family, and prone to squabbling and disagreements. My gran always said a little friendly sibling rivalry teaches you all the skills you need as a merchant: bribery, lying, plausible liability, personal advertisement, and harsh bargaining. My Father and his brother took it a bit too far. My Dad won over my Ma, and my uncle never really forgave it for him. Split the business down the middle, and never really looked back"

"My uncle was operating out of a small warehouse and storefront on the west side of the island, when he got sick last year and passed suddenly. The warehouse got taken over by vagrants, but we technically still own the rights to the building. I've been authorized by my family to offer permanent residency to his private quarters for free, and a greatly reduced cost to rent the whole building, which includes its own docks, if you are able to clear the vagrants"

"What type of vagrants?" You ask.

"Nasty ones" Wilbert replies, "We tried to show up with some of our dock workers. Tough lads who aren't shy about knocking a few heads together. The vagrants drove them off and killed Helmer. Honestly, even if you don't want to take this as a home now, my family would be happy to pay good money for them to be cleared out, and regain us access to the warehouse"

What do you decide to do:
  • [ ] Take the Apartment (2gc per month): A well-apportioned apartment. Nothing special, but it won't hurt your reputation and leaves your options open
  • [ ] Take the Abandoned Compound (5gc per month, for five months): Once the home of an aspiring merchant family, it was destroyed in the huge fire that devastated the entire east side of the island. Now it's mostly abandoned but offers a charming servants' cottage and plenty of space for expansion.
  • [ ] Take Wilbert's Offer (Free): Wilbert's family owns a warehouse and set of docks currently controlled by street toughs. They are willing to grant you free lodging, or greatly reduced rent for the whole compound if you clear out the property.
  • [ ] Wait: None of these appeal to you yet.


Conclusion:
New year, but still some pretty questionable rolls. Going to have a combined voting period of 24 hours.

Writing Househunters: Altdorf was really fun haha.
 
Vote closed
Scheduled vote count started by DrearyBear on Jan 3, 2025 at 7:56 AM, finished with 20 posts and 15 votes.
 
Turn Four - Results New
Introduction:
I have updated the character sheet to explain your current finances better. Let me know if there would be a better way to represent it. Also, a reminder that the land itself is valuable. You could rent out parts of it to other families, or build a warehouse here and trade in goods. Hell, with how overgrown it is maybe even offer it for some type of hunting? I'll offer options, but I am also very open to creative ideas here.

For generations your family has worked the lands of the Hilebrand family as serfs. In peacetime, you provided the family with grain and labor, and when the banners rose you followed them into war. Young hands gripping hastily made spears, and forming the wall of pikes that threw back green skins and beastmen over and over again. In all that time your family has only had one plot of land. Your grandfather died and was buried there, his father too, and all his forebearers as far back as time immemorial. Sure some managed to get out like yourself, to join the military primarily, but there has always been a Hartmann in Borgen to serve as dictated by the terms of your lease.

In all that time, the house your family has lived in has hardly changed. Uncle Rolf built a more secure coop for the chickens, and Aunt Tanny a better drying rack for herbs but there always was so little time. Farming is back-breaking, time-consuming work and growing up there was always something that needed to be done. In the spring the stones forced up by the winter ice needed to be removed from the fields before plowing. In the summer it's a constant fight to keep weeds and bugs off of the grain, the grain your family needs to not starve in the next winter, and in the fall it requires the whole family to haul in the harvest, working long days — long past dusk — to try and haul in the harvest, half of which must immediately be given to the manor.

The same stability cannot be ascribed to the manor. Each year there are new tapestries, new furniture, and decor being purchased and displayed to boost the Hilebrand family's social standing. In good years whole new buildings are constructed. A detached dwelling for a favored son. A larger barracks to maintain more troops for when the banners are raised. It was always this way, hovel and manor, and while you never found it fair, it was so ingrained into your life that it was hardly worth raging over. Death, taxes, and monsters in the forest. These are the facts of life in the Empire.

So when you step through the crumbling walls of the Manor grounds that you are now the rightful owner of there is a faint, but overwhelming sense of wonder. In one generation you have somehow gone from a serf's son to owning a manor the size of the Hilebrand family. Of course, the grounds are nowhere near as ornate, but you see the vision. Here there could be a house for you and your entire family. You could reinvent yourselves here. Go from peasants to important freemen, maybe one day even minor nobles if you are lucky. You stay there for a moment basking in the feeling of progress, after a hundred generations you and your family are finally on the rise.

Right now there is little to see, most of the compound is choked in scrub brushes and foliage, with what little remains from the former family's estate still covered in soot. Still what an estate it is. Nearly 400 meters to the side, it takes up a significant chunk of the Island's eastern coastline and is still within a twenty-minute walk of Wailer's Square. You see where you could build a stable. Maybe a set of docks and a small warehouse there. There's even space to have a small barracks, and your own guards to protect the land from intruders. For now, however, you'll be happy to simply get settled in.

You, Wilbert, and Thumping spend the rest of the morning hacking through the undergrowth; opening a path from the sagging front gates to the servants' cottage. The cottage itself is still in pretty good condition. An animal has gotten in at some point, and you have to spend some time sweeping out its droppings, and repairing where it had made a mess of the packed earth floor. Still, it's a better-made cottage than your family's back home, and once Thumping gets a fire roaring in the hearth, it quickly becomes pleasantly warm and cozy.

You spend the rest of the day there, setting up your room, and thinking over where you want to go from here. You've made pretty big strides in seizing control of the watch, and while it's not been entirely successful, you feel like you finally have some measure of control. You've gotten rid of the biggest double makers, gained an understanding of the local area, and are even starting to repair the watchouse.

In the back of your mind, however, you are getting increasingly nervous. It's been about two months now since the last necromancer attack, and you have to believe it's unlike you make it another two. While you feel confident you are getting somewhere with the watch, its combat capabilities have not increased, and may even be weaker after the firing of the entire third squad. They still have no armor, terrible weapons, and not a lick of positive combat experience. Something needs to happen, and soon if you want to have them whipped into shape before facing the next attack.

At the end of the day, before Wilbert leaves he approaches you and explains, "Large manors like this are typically named here in Altdorf. Some of the names are straightforward, like the Raab Estate, but other families like to make a statement by naming their manors to reflect their sigil or family words. Things like the Lions Den, or the Green Groves. I need to put a name on the contracts for what this should be called. Do you have any ideas?"
  • [ ] Write in: what should your estate be named? If there is no preference I will come up with a name.

Cases: You have a mental model of all the cases the watch has open, and refer to it often. When you finally learn to read, you'd love to put it up on a board for the whole command to be able and see.
  • Your own attempted Assassination: Someone wants you dead, and you intend to find out who. Right now you don't have much information to go on, but you do have one of the assailants as a prisoner, and the handguns are rare enough to be a lead as well.
  • Mysterious Dead Noble: This noble appeared dead in your mess haul with few identifying marks. You aren't sure if it was a prank, a haunting, or something else, but finding out what's going on with him might offer clues to the watchhouse's haunting. The fact that it's a noble means that solving it successfully will raise your profile as well. Last week you discovered the man was a recent widower and killed around two weeks ago, but you hit a dead end trying to figure out his name or why he was targeted. Your watchmen seem to know something, but they aren't talking.

    Recently, you managed to track down the deadman's widow and discovered that there was a missing bodyguard and that he was ambushed on his way to visit he is late wife.
  • Dead Predecessors: Your last two predecessors died in increasingly suspicious ways, and you would like to try and see if you can figure out what happened to them. You know one was killed in a "bar fight gone bad", and the last was knifed in the back, but there seems to be no consensus on who did the knifing. Everyone has their own pet theory, so maybe you can start there.

    Could the recent attempt on your life be tied to these cases? And if so why? Sure you've made some efforts to strengthen the watch, but you haven't moved against the criminal interests on the island yet.
  • Wilbert's Warehouse (5 GC reward): Wilbert's family owns a warehouse on the island's west side that has been overrun by hardened vagrants. Wilbert estimates there are ~5-10 of them, and they are competent fighters. They were able to repel an attack by some dockworkers tied to Wilbert's family, and even killed a man in the process. Wilbert's family wants revenge and the warehouse back, and are willing to pay 5GC for it as well. Unfortunately, you aren't too sure your current forces can take them, and you may have to use some deplorable trickery to succeed.
Personal Actions: You currently have four Action Points (APs) that represent the unallocated time you can spend pursuing objectives. If you find servants to take care of some of your domestic duties, or better lodging, you may be able to raise this number.
  • Time Sensitive:
    • Ambush your (former) Men (x1 AP): With Thimping's help, you've discovered where your men are smuggling goods, and generally making a nuisance of themselves. Ambush them there and keep them red-handed. Not only will you remove some hostile actors from the board, but you may be able to recover a decent quantity of goods for future sale.
    • Go Pub Crawling (x2 AP, 2 Shillings): You're pretty sure some of your former colleagues from the army have ended up in Altdorf, but you have no idea where. Based on your knowledge of soldiers though, they probably can be found in one of Altdorf's many, many pubs. Spending your evenings trawling through the pubs to see who you can find.

      This has become a bigger priority with your urgent need for competent and loyal leadership. These men and women are tough, good fighters, and know how to follow orders. It may seem like a bit of nepotism to immediately install them as officers, but right now you desperately need people you can trust in positions of power.
    • Open a recruitment Drive (x1 AP, 3 SS per hired Watchman): The dismissal of Squad Three, as well as the shaky status of Squad One has you desperate for new men. In addition, you are technically allowed to hire top to five squads, and the extra squads would offer a lot more flexibility in taking missions and guarding the area. Plus you get paid by the city for every watchman under your command, so not having the full complement is just leaving money on the table.
    • Assist a Case (x1 AP): You are a novice at investigations, but your status as an officer will potentially open doors that would be otherwise closed to your soldiers. Plus, you have a different background and might be able to provide a new perspective.
      • See Case List
  • Social
    • Introduce yourself to the Hozehellers (x1 AP): The Hozehellers are a prominent house from Stirland who maintain a small manse on the island to coordinate with the Black Guard about Sylvania.
    • Introduce yourself to the Von Totens (x1 AP): The original owners of the island, and one of the founding noble houses of Altdorf. Much reduced from their origins as river pirates, and forced to sell most of their land to the temple of Morr, they still have an impressive compound on the southern tip of the island.
    • Introduce yourself to the Ettingers (x1 AP): A relatively recent noble house, having been raised to nobility for their founder's action as a Black Guard during the third Vampire War. They are still relatively martial, and many members of the family serve within the Reikland army.
    • Follow-up on the girl (x1 AP): You have a great deal of sympathy for the girl you met during your last case and would like to ensure she is recovering well, and has a future of care. Track her down, and try to ensure she has stable living conditions.
    • Try and Find Shayallans (x1 AP): The brother's fate bothers you, and you wish you had more flexibility in your options. You've heard rumors of Shayallan's trying to offer a more merciful approach to justice. Reach out to them and see if you can establish a solid working relationship.
  • Travel and Exploration
    • Exploration + Mapping: (x1 AP per quadrant): This is your first time visiting Toteninsel, and you are still getting your bearings on this island of the dead. Talking to a few hawkers on the street, you've got a rough idea of the island. By your reckoning, the island is split into four quadrants by the island's two main streets. The streets meet in the island's center, spilling out into a square where your watchhouse and the temple of Morr are located. Exploring all four quadrants will allow you to collate a detailed map of the district, and better understand where your watchmen can best be utilized.
      • Explore North Quadrant
      • Explore South Quadrant
      • Explore East Quadrant:
      • Explore West Quadrant:
    • Find an Ulrican Shrine (x1 AP): Ulric does not begrudge Morr the dead, but it rubs you wrong not to be able to offer your god his dues. You have no idea where your god of the wild can be found in this deeply unnatural city, but there has to be somewhere. Right?
  • Administrative
    • Hire a Scribe (x1 AP): Alternatively, you could hire a Scribe to do the paperwork for you. You will need to find someone you trust implicitly as the position offers limitless opportunities for embezzlement and deception. Plus you know your economic situation is precarious, so you aren't sure how much you can pay them.
    • Hire a Barber Surgeon: There is no question Physician Freer is good at his job, but damn is he expensive. Having a barber surgeon on staff would significantly reduce the cost of healing, and allow for harsher training without the danger of lingering injury.
    • Spar with a Squad (x1 AP): You've gotten a rough idea now of the skills and background of your squads, but still have little idea of how they handle themselves in a fight. Take the time to spare with them, and run them through some drills. (Leadership Dramatic Test for inspection quality, will reveal rough scores on the squad tracker sheet)
      • Spar with Squad One
      • Spar with Squad Two
  • Economic
    • Seek Students (x1 AP): You were a well-regarded swordsman within the Riekland army, and many rich merchants and poorer noble houses without their own master of arms will pay men such as yourself to instruct their children. In such a martial society, basic competency with a sword is expected of everyone, even if they will never actually see the frontlines themselves. (Can earn up to 7 shillings with this action, can be taken multiple times)
    • Go Shopping for something specific in Grandmarkt (x1 AP): You came to the watch only with the clothes on your back, your trusty cook-thumping, and a letter of commission. Altdorf is one of the economic hubs of the Empire and nearly anything can be purchased here. (This is a write-in if you want to buy something)
  • Manor:
    • Send a Message for Family to Join You (x0 AP, 1 SS): Your new manor house has more than enough space to accommodate 3-4 members of your family. It will take time for them to receive the message and close outt of their affairs, and you have no idea which idiot cousins will be sent, but you are sure someone will be sent.

      It may be helpful to have family around to help manage the estate and fix it up, but it will cost some more money to keep them fed and clothed. Still, if you figure out some way to make money off of the estate, they would be loyal and cheap help around the place. (This will offer an independent labor pool for the Manor, instead of you having to do it all yourself)
    • Clear the Grounds (x1 AP, four required to fully clear): Before you can make solid plans about what the manor could be, you'll need to fully cut back the scrub brush that is currently covering it. Who knows what you'll find there?
  • Training
    • Train a Squad (x1 AP): You have had the dubious honor of being a drill sergeant and are intimately aware of how to whip a squad into shape. Spend time personally training a squad. (Leadership Dramatic Test for training quality)
    • Receive Training: You know that just like when you joined the army you will need to learn new skills to succeed in your changed circumstances. Tracking down tutors for new skills is an important way to advance, and you've found your first one now!
      • Learn with Wigberta (x1 AP): Wigberta is a strikingly beautiful, potentially murderous, young widow who has agreed to take you on as a student. While the first thing you wish to learn is literacy, she also is able to provide an education in imperial law, noble heraldry, and high society etiquette.
Squad Assignments: Right now you have little idea of who makes up your squads, what they are good at, or even where they can be posted. It's hard to feel confident making informed decisions, but you expect that as you grow into the role effectively assigning your men will be critical. For now, choose where/how to assign your squads:
  • Cases: You can assign squads to cases, and they will attempt to solve them to the best of their ability. To a large degree, their success will depend on the skills that the squad has available to them. For instance, if everyone in the squad is illiterate, assigning them to financial embezzlement cases is a waste of time. For now, while you aren't too sure of their capabilities, don't worry too much about what squad to assign, just focus on what you want to accomplish.
    • See Cases
  • Locations: Assigning a squad of Watchmen to a location will generally reduce the level of crime present there, and should prevent major attacks. It will also earn the Watch a bit of coin from grateful merchants and nobles who will see their taxes at work. That is if you can get these damn sergeants to tell the truth about their activities.
    • Main Bridge: Reaper's Crossing is the main entrance to the island, and the bridge is primarily used by mourners and visitors. It leads directly to the island's vast cemetery and then onwards to the temple of Morr and the island's central square.
    • Secondary Bridge: The Raven's Flight is a smaller bridge, that leads directly to the island's business and residential areas, and then onward to the Island's central square. This is used much more heavily by the merchants and residents of the island.
    • Main Square/Watch House: The island's main square is almost exactly in the center of the island, and home to the district's watchhouse and Temple of Morr. This is also where your watchmen would call for backup from, so spare squads can be stationed here for backup if needed.
  • Actions
    • Train: You can assign a squad to train a new skill, or break them up to learn individual skills. This is mostly locked as you have few contacts with skills to train them, or the coin to pay for training.
    • Punish: You can assign a squad to help clean up the watchhouse, under the diligent eye of Wilbert. They will clean the deep level of grime currently affecting the space, as well as try to make basic repairs to the place. (0/4 times taken to fully clean and repair the watchhouse)

Now that you have some trust in Wilbert the quartermaster you're eager to put him to work on improving the watchhouse. He's well-spoken, honest, and seems to know what he's doing. What would you like him to focus on for the next week? The Watch currently has 3 GC and 5 SS available. You will receive an additional 15 SS in one turn (Choose One):
  • Unavailable: Wilbert is focused this week on the sale of the pistols to cover the cost of the house, as well as wrapping up the legal contracts surrounding the sale of the former Rabb estate.

Lastly, you have some work for your cook Thumping to do (Chose One):
  • Serve meals in the Mess Hall: An army marches on its stomach, and the quickest way to their heart is through their stomachs. Serving for so long in the army of the Reikland taught you the importance of good food in winning the loyalty of men, and Thumping's transcendent cooking will work wonders.
  • Find Temporary Employment: Altdorf has a large population of other halflings, but Thumping's Thumping good cooking stands out even here. He could easily find temporary employment and reduce your current expenditure on housing by half.
  • Identify Major Players: The east and west sides of the island are fully out of your control. Have Thumping try and and identify the major players there
    • East Side
    • West Side
  • Find contacts amongst the City Halflings: Altdorf has the largest population of Halfling's outside of the Moot itself. It's a stereotype, but halflings do tend to be more involved in the local underground than the overall population. Having connections to the local halfling population might lead to rumors of major moves in the underground.
  • Do a task for you (write-in)
Conclusion
Recruitment is an important part of the mechanical aspect of the quest, and as this is the first time you can open a recruitment drive I wanted to offer a little insight here. The quality of recruits you can acquire is highly dependent on reputation and morale. Higher quality recruits will be more likely to try and serve under you if they see you as a pathway to fame and success, and in a very gossipy small community like Totinsel the morale of the soldiers matters. Right now you're getting warm bodies, but in the future try to recruit after major victories, as it will be when your reputation is the highest, and high-quality recruits are most likely to sign on.

In addition, think about ways to source the type of watchmen that you want, be they combat-focused or possessing skills that you need for investigations. Right now you are lowly enough that you have to recruit primarily in the district, but in the future think about reciting at the university for literate soldiers, or from merchant families for better commerce connections. Recruitment is also dangerous, however, as it is an easy way for hostile actors to slip in spies and saboteurs. Your command is so full of vaguely corrupt actors right now it probably doesn't matter, but checking for loyalty later one will prevent a lot of heartbreak and "accidents".


Voting will open in 12 hours, be open for the next 24ish.
 
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