Turn Four Results
Introduction: A major promotion at work has been great for my wallet, but terrible for my free time, and I've had very, very little time for writing. No fear, however, the story is still ongoing and I will continue to post whenever I am able, just know the pace will be slow until I fully adjust to the new job.
"This is the fucking life," you think to yourself as you quaff your third ale. You've been a soldier for years, and drinking even longer, but this is the first time you've ever been able to pass off one of your favorite hobbies as work. "Who knew the perks of being an officer?" you think as you finish off your drink and scan the room.
You're in a grungy mercenary bar, surrounded by rough-looking men, and a couple of rougher-looking women. There's a war brewing on the border, and mercenaries from all across the Old World have been flocking to the city, hoping for a fat paycheck to play pretend war with the Bretonnians. Priests whinge about the horror of slaying fellow humans, but fighting a border conflict is a far better prospect than most other contracts. Bretonnians might be honor-bound and fussy, with a system of governance founded on strange women in lakes giving out swords, but they're unlikely to eat you alive.
For now, however, everyone is just waiting for the tensions to spill into actual bloodshed. If the wait goes on for much longer, you might be able to convince some of the more levelheaded mercenaries to serve within the city watch as their wallets drain and the festival-like atmosphere turns to coin counting. For now, with wallets still fat and the mercenaries in high spirits, the bar is a sizzling powder keg. The promise of violence and loot rachets up the tension: jokes are all the funnier, the game of chance's stakes higher, and misunderstandings more fiery.
Even as you hunch over your tankard, a small scuffle breaks out behind you over a game of cards. A mug is shattered over a head, punches are thrown, and then everyone goes still as steel is drawn. For a moment, you're sure someone's about to lose their life, but then the combatants' friends drag them out of the bar to cool their heads. Slowly, the bar calms back down, card games start back up, and noise starts up, but you can feel some of the tension linger.
Mercenaries are the worst losers you've ever met and hold a grudge nearly as well as a dwarf. All these small incidents are building up, grudges are being formed, and you won't be surprised if there are already bodies appearing in back alleys and in the river. The soldiers are still willing to back down in public, but you sure as hell wouldn't want to be the watch commander in charge of controlling this crowd a week from now when covert score settling bubbles over into overt violence in the streets.
Still, it's the best place to find some of your old army colleagues. Even if they aren't in this bar, nothing travels faster than gossip amongst soldiers. You've been at this bar for two nights now, asking anyone who passed by if they knew anyone who had served in the Third Company of the first Riekland Army. No one has, but you have a nose for this sort of situation. Someone will have mentioned to a friend or a friend of a friend that there's some poncey watch officer asking questions, and if any of your old colleagues are in the city word will soon reach them. All you need to do is kill time until they get the message.
So that's what you do for the next two hours. You sit in the bar, cutting loose for the first time since you've taken the job of watch officer. You try out all the local ales that the tavern has. You reminisce on some impressive feats of questionable veracity, "You think that was bad? Let me tell you about the time I was about to be dinner for three ogres". You play a few rounds of dice. And finally, you engaged in the time-honored soldiers everywhere, gossiping shamelessly about your superior officers
[Gossip test => Target 44+20 = 64 => Rolled 59 => Bare Success!]
It seems like there are significant tensions within the Empire about how to respond to the Bretonnians' aggression. Prince Wilhelm III is eager to take the fight to the enemy and has been training his personal forces hard to prepare for conflict. Emperor Dieter, on the other hand, is worried about drawing forces away from Stirland, and has been seeking a diplomatic solution to the crisis. Until the crisis escalates, and the Parrovians actually cross the border, no one is willing to have mercenaries on their payroll.
Your fun is cut short when you feel the kiss of a knife at your throat. It's held steady on the skin, ready to slice your throat, but not hard enough to draw blood yet. It seems your work has not been in vain, and someone has heard that you are asking around for former members of the third company. Now to get out of this without having your throat slit.
"Agnes?" You ask
"Hmm, you look like Mannfred, and you know me, but I've never seen Manny be so well dressed or clean. How do I know you're really who you say you are?" The assailant replies.
"Agnes, who the fuck else would have a knife put to their throat, not lose their shit, and immediately assume that it's you," you reply with some amusement.
"Could be one of my exes," she mutters under her breath.
"If I were one of your exes, no way would I be trying to talk this out. They're all terrified of you, pretty sure they would have slit their neck trying to run away, knife or no knife. Now let me the fuck up and let's chat," you reply.
Grudgingly, Agnes releases the knife at your neck, and you turn around to see her properly. She's a short woman, with close-cropped hair, a suspicious gaze, and enough knives to be faintly farcical. A fierce glare still graces her face as she regards you. "Alright, alright, suppose I believe you are who you say you are. What are you doing, looking for me? Last time I heard you were getting shuffled out of the army, and I don't want to be caught up in whatever trouble took down a goodie two-shoes like you. "
"Can't I just be trying to catch up with an old friend?" you reply.
"Nu-uh. People only buy me drinks when they are trying to get in my pants, or want me to do work," she replies
"Fair!" you laugh.
Quickly you explain to Agnes your last few weeks and your current challenges with leadership. You need people that you can trust to help you out, and you need them as soon as possible if you are going to be successful with your recruiting drive later this week. Still, you have your own reservations. Agnes is a damn sight better than what you have currently, but she isn't your first choice for a leader.
Frankly put, Agnes was the Company's unofficial fence. She was the one you could go to when you wanted to sell off a little bit of unauthorized looting. She was always able to source whatever weapons or armor people needed, especially if they had coin. And Agnes always, always, had something to drink. You can't really count the number of times she showed up out of nowhere with some rotgut while the company was mourning a death, or in the middle of a disastrous siege. She was an invaluable part of the company, but not necessarily someone you would place in a senior leadership position. You trust her with your life, but not near any of the silver.
She would be useful, however. You're sure she's kept up with her underworld connections, and she's deadly with those knives of hers. After the third body, you stopped bothering to get in the way of anyone stupid enough to try and rob the company's long-standing fence.
Options for Agnes:
- Offer her an Officer Position as Special Operative (-10 SS per month): This is the most versatile option, which will add Agnes as an independent character like Thumping or Wilbert. This will allow her to conduct a variety of spying actions, but this is not an official role within the City Watch, and you would have to pay her out of the limited discretionary funds you have as a Watch Officer (currently just 15 SS a month)
- Offer her a Sergeant's Position: Agnes is a bit corrupt and shouldn't be trusted around any particularly valuable evidence, but she is fiercely loyal to anyone she thinks is worthy. She'll be a little more independent than you'd prefer, but she could become a solid investigator, especially when dealing with the city's underworld.
- Leave her as a Contact: Agnes is Agnes, and maybe she should just remain a free spirit. Leave her as a contact you can catch up with when you need someone to validate a bit of gossip, or know who's moving hot merchandise.
"Alright, alright, we'll do it your way, " She replies. "You always were a bossy little prick, Makes sense you'd weasel your way into being a full officer"
It's honestly a better response from Agnes than you expected, and you follow up, "You know if anybody else is still in the City? I'd love to recruit some more familiar faces from the company to the Watch if I possibly could. We've got a real shortage of leadership, and I need some good men. Or women, no offense, Agnes."
"I figured you asked that. The boys sent me to make sure you were Manny, and not some impostor. I'll have em here in two days. Be here, and bring cold hard coin if you want em to join up" she replies
"Hold card coin? What trouble have they gotten themselves into? And who exactly comprises the "boys" these days?" you ask.
"Eh-eh-eh, that would be telling! You'll have to talk it out with them" She replies. "Now, how about you grab me a drink and we swap stories about what we've been up to for the last couple of months"
The test of the night is a blur.
XXX
The next morning, the sun's rays poke through the window of your cottage. It's still entirely bare; you've been living out of a rucksack your entire adult life and that's a hard habit to break. Buying anything you would have to leave behind the next time you need to uproot yourself just feels wrong. Your head is pounding, but at least your leg is finally feeling better. You duck your head into the bucket of cold water Thumping helpfully placed next to your bed, to try and clear your hangover. That man is a godsend, you think as your headaches eases, and you get dressed for the day.
You leave the cottage in a hurry, grabbing the buttered toast Thumping left out for you, and wince as the light reignites your headache with a spike of pain. By the time you manage to reach the watchhouse and discover that the watchmen have managed to damage the main gate's hinge by trying to clean it for the first time in a decade, you are in an extraordinary poor mood. You've scheduled the interrogation of the surviving assailant for this morning, but unless you manage to quell this damn hangover, you're more likely to murder the boy than get any useful information out of him.
So instead, you retreat to your office with Wilbert to plan out exactly how you want to conduct the recruitment drive, pulling the curtains close to leave your office in darkness and ease your headache. It's not like you can read, so what do you need the light for anyway? Your reputation is still relatively low across the island, with only Wailer's Square and the island's bridges under your direct command. As a result, Wilbert suggests that you focus your recruitment efforts on Wailers Square, where some of the inhabitants may have seen the aftermath of the failed assassination attempt, and be more willing to sign up with the Watch under your capable martial might.
You plot out your pitch and explain your desire to swell the ranks of the watch as much as possible to Wilbert. Wilbert agrees with the need for more watchmen, but is concerned over the lack of leadership material in the pipeline. He argues that none of the current guardsmen are leadership material, and all need seasoning before they are placed in charge of a squad. Your biggest limiting factor right now is almost certainly the number of competent leaders you can secure, especially as you need a new leader for squad one after kicking their sergeant to the curb.
You promise Wilbert you will know the total number of leaders you can muster within a day, and then spend the rest of the afternoon conferring with the various other inhabitants of the square, as well as the Temple of Morr, about how best to position yourself on the square.
[
Author's Clarification: Recruitment here is complicated by the lack of high-quality leadership. Wilbert is confident warm bodies can be found to fill out quads, but without competent leadership, those squads will be worse than useless. Pay attention then to the offer towards Agnes as well as the rest of the group, as it will determine how many men can be recruited during the recruitment drive.]
XXX
Two nights later, you find yourself back in that same dingy mercenary bar, spotting Agnes and five others holding down one of the large tables in the back corner of the room. There's a spot of blood on the floor, and a wide distance is being enforced between them and the rest of the bar, with even hardened mercenaries looking warily at the visibly armed and trained former soldiers.
Agnes waves you over and drunkenly slurs, "itz nots fair. You're sober and we are NOT!" To a round of cheers from around the table. For a second, you are overcome with nostalgia. The bar may be different, your friends older — and in some cases distinctly fatter — but this is a scene that you've played out hundreds of times of times across your time in the army, ever since most of you met during training.
"I see you still have all the patience of a youth trying to get his prick wet for the first time, you reply," and then are buried in a good-natured flurry of back slaps, guffaws, and a ruffling of your hair.
"Manny, you're a sight for sore eyes, let me tell you," exclaims Hunfried. "I thought you were dead and gone after that situation with the orcs. Really regretting pouring out that wine in memory of you. Thought someone was playing a dirty trick on me when Agnes showed up and said someone named Manfred was looking for old war buddies," to the agreement of the rest of the table.
You flag down one of the surly barmaids for an ale, while you regale the rest of the table with a quick rundown of your hasty exit from the army, offer of a commission, and the situation you find yourself in now. You explain the danger of the island, the mysterious deaths of your predecessors as well as the young nobleman, and the unruly and incompetent nature of your new recruits.
Finally, you give them the pitch, "I know I know most of you left the army the minute your contract of service was complete, and I said I would too, but this watch commission is too good a chance to give up. Hunfried, you've always talked about leaving a legacy behind that your children could be proud of. Think about what acclaim you could get if you help clean up one of the city's most dangerous neighborhoods. Ottilia, since I've known you, you've been obsessed with amassing a fortune that will secure your family's finances for generations. Egmont, you've railed against the secrets of the cults, and their unwillingness to share vital information even when it would save lives. Imagine the access you could get if we put the Cult of Morr into our debt by securing their greatest mortal stronghold in the Empire. Sieger, you've always wanted a sense of camaraderie and purpose. Don't you miss being surrounded by fellow soldiers and chasing recruits? And lastly, Dietmar, I know your history with the city watch, and the tragedies that forced you to join the army, but this time we would be in control. What could we do with that power? How many lives could we change?" You demand.
For a second, you are wrapped up in your dreams, imagining just what that would be like. As Alfic, the old Ulrican Priest who visited the village in your youth to perform rites, said, "Ulric's wolves show us the need of pack. Alone, a man will fall to the terrors of the night, but united they may live till dawn chases the darkness away." You've missed the camaraderie you had in the army, and while you appreciate Thumping and Wilbert, you're honest enough to admit that as non-combatants, they just don't fit the same easy sense of brotherhood that you've been taught to crave your whole life.
But as you removed yourself from your dreams and glance around the table, you can see that your pleas have fallen on deaf ears. A silence falls over the table, your friends establishing meaningful eye contact with each other, and slowly shaking their heads. Just before you can regather yourself to reinforce your plea, Egmont is nudged by the others into acting as a spokesman.
Old ever since you knew him, Egmont looks weary as he prepares to deliver you the bad news, "Look, Mannfred, it's not that we aren't sympathetic, or don't trust your leadership. It's just ….. life has moved on. I've got a cushy job as a librarian at the university, and grandchildren these days to think of too. I can hardly drop all that to come be a soldier in purpose, if not name, again. Hunfried has become a sword tutor for a handful of noble children and has established himself as one of the city's finest duelists. Dietmer is married now and owns a pie shop with his wife, Arista, which would collapse without him there. Otillia has worked her way into the graces of a local merchant family, and might be able to captain her own trading expedition soon. And Sieger? Well, Sieger is actually pretty free, I think?"
Sieger shrugs and says, "I don't have much going on, but I do owe some lowlifes coin so am keeping my activities low key. They would have to be paid off for me to join, but I'm willing."
You all turn to look at Seiger, but Agnes is quickest to reply. "What the fuck Seiger, what sort of wool for brains do you have to owe this city's gangs money. Is it gambling? You never really did before, but what else could it be?"
Seiger blushes bright red and looks vaguely ashamed, a slightly comical expression on such a huge man, and says, "Was bored, so started participating in some boxing rings. I was betting on myself to win, and doing well, before they put me up against a ringer. Some short lady from the east, who I swear could stop on air. She had me in a chokehold before I even finished showboating, and I went down hard. Now I owe the fight's organizer a lot of coin. They were trying to get me to fight in some dirtier, more bloody matches, but I killed the first person they sent after me and have been hiding out ever since."
A silence falls over the bar, and you all take a moment to process a frankly insane story. To be honest, you aren't shocked. Seiger has always had a knack for getting into unlikely trouble if left to his own devices. Last time you were wintering with the army, Seiger had gotten lost while going to take a leak during the middle of a blizzard, been assumed dead, and turned up several weeks later when the snows thawed, having spent the intervening time huddled up in a den, sharing warmth with a bear. "Alright, Seiger, we'll help you out with that, but surely there is something I can do to get the rest of you on board? A favor. A bribe? I'm desperate here. Tell me that you need and I'll try my best to get it to you," you beseech the rest of them.
They are silent for a while, and then Otilla speaks up, "I'm not promising anything, but all I've ever wanted is to have some actual coin to fall back on. You all seem content to keep fighting until the minute you drop dead, but I intend to spend my elder years drunk, pampered, and happy. The merchant coalition I'm in bed with now is the best option I have, but they aren't exactly my first choice. They're pretty incompetent and only taking a bet on me out of desperation. I trust my skills, but their employee are filled with thieves, idiot relatives, and worse. You manage to get me patronage from a real merchant house, and I could be persuaded to jump. But getting that patronage? Good luck, I've been in the city three years now and haven't gotten shit."
"Ha, you think that's hard?" replies Dietmer. "My wife would feed me my balls before letting me leave her with all of the work of running a pie shop." He flexes his arms and continues, "You think I got these beauts from the Army? No way, these are from kneading a dozen batches of pie dough every day."
Agnes smacks the back of Dietmer's head and says, "Dietemer youre still the shortest and scrawniest fucker I've ever met thats not a halfling. Sure, you have more muscles now, but I'm pretty sure I could still throw you if we wrestled. "
"Ow that fucking hurt Agnes. I don't give you shit when you do your whole spooky knife schtick do I?" replies Dietmer. "Anyways, it's not me you have to convince. I'm sick of bad beef, worse beer, and frankly awful pies. It's my wife you need to convince, and she's got the stubbornness of a goat and the pride of a dragon. Just let me make sure I've got time to duck out of sight before you try to bring this up with her." He continues.
The table descends into grumbling over the possessive nature of Ditmer's wife, and the number of bar outings he has had to miss to satisfy her demands on his time. Eventually, though, you manage to steer the conversation back to what's preventing the others from joining up, and what they would need to change their mind.
Egbert replies, "Honestly, son, my bones are too weary these days to be out there patrolling the streets every day like a young man. I could be a scribe I suppose, but this late in my life I'm trying to tiptoe towards the secrets I wish to learn." He takes a long draft on his ale and continues, "I need to know why the cults control information so tightly. Why in the army we were always forced to confront situations with no information. Situations that our damn commanders knew far more than they were telling us about. I'm an old man, and I've lived a good life. My quest most likely will end up with me on the pyre, but I need to know before I go across the bridge to Morr's realm."
He fixes you with a crooked smile, "That's my condition then. Prove my current course wrong. Find me a big, juicy secret that I can't find with my work in the library and I'll join up tomorrow."
A silence breaks out of the table as "Damn. Didn't know you had such a solid reason for being a parchment whore," Dietmer replies. "Thought you just got off on the scent of moldy pages". The table once again descends into bickering over the fact that most of you can't actually read or write.
"It's my turn, I guess then", says Hunfried when there's a break in the conversation. "Manny, I love you like a brother, but there's no way in all the hells I'm rejoining. I've fought a dozen duels to gain my notoriety in the city, and I've got a cushy job teaching little snots how not to stick themselves with a sword. People nod to me when I pass on the street. My name has come up in some council meetings. I'm sorry, but unless you rise to the level of commander, and can offer me a position as master at arms for an entire bank of the city, I just don't think there is much you can do to tempt me."
"Alright, Alright. I get the message" you reply.
"I want to get the warband back together, and have you all of you watching my back, but I get it. You've made a life for yourself here, and you can't just up and leave because your friend is back in town. But I will get you guys back. Just let me get to it and I'll show you.
What do you want to do with Seiger: Seiger admitted to you years ago that he is a devout follower of Ronald, and touched by the god's own luck, both good and bad. Insane things will regularly happen to him, both fortunate and tragic, and throughout it all Seiger will attempt to balance the scales and help out the common man against the rich, mostly by using his large fists to punch anything that opposes him, very, very hard. (Lucky trait triples the rate of Crits, both positive and negative, that Seiger is involved in)
- Offer him a position as a Sergeant (-5 Gold for Debts): Seiger is surprisingly good at leading men, and often comes up with surprising solutions to seemingly intractable situations. Unfortunately, he also tends to lose men at a higher-than-average rate whenever his luyck swings back towards the negative.
- Offer him a regular squad position (-5 Gold for Debts): Outside a position of command, Seiger's peculiar effect on luck is lessened. He will still have insane swings of fortune, but those at least won't affect the entire quad, just him.
- Hold off of now: You've been careful to not inflame tensions with any of the cities major gangs, and until you better understand who exactly Seigert has pissed off, you should hold off on recruiting him to your commission.
Many actions unlocked for next turn to recruit old friends….
XXX
You shrug a shudder off as you get set up in the foggy, dim air of Wailer's Square, remembering how similar this feels to the attempt on your life just two weeks ago. This time, however, you are surrounded by the clamor and hurry of merchants getting set up for the market. Wilbert convinced you that your best chance for recruiting was to try and catch the attention of market goers on their way into the square, before they were weighed down with their purchases. Attendees of the square should be from the local neighborhood, and sane and competent enough to have at least a little coin for shopping. Few will be particularly skilled in the talents you're looking for, but you might get lucky with a former soldier, or maybe even someone literate.
Finally, you've set up the sign that Wilbert drew up for you. It's mostly pictorial, dominated by the sigil of the Altdorf City Watch, and some crude drawings of silver shillings. You hope this will draw the attention of the square's inhabitants and encourage them to come and investigate.
[Leadership test => Target 51 + 10 (Recent Heroics)= 61 => Rolled 69 => 1 Level Failure! (Smaller than expected crowd)]
You open your mouth and start screaming out slogans like a drill sergeant to draw in passersbys. Unfortunately, it seems that people are more scared than encouraged by the presence of a member of the City Watch. You see passerbys visibly hide their coin purses as they pass by you, with some even going so far as to take the 10-minute walk to enter Wailer's Square from a different entrance. At first, you think they are trying to hide something, but in the end, you are pretty sure it's just fear of being hassled by your notoriously corrupt command. Couldn't be your very direct approach after all.
Still, there are a couple of takers through the morning. The bold, the desperate, and some must believe are spies for the other factions on the island. A few are unwilling to submit to the training you have in mind, and a few are too clearly insane for you to take into your command. There are a few, however, that seem initially promising. Stable jobs are hard to find in Altdorf, let alone ones that pay a vaguely livable wage. A silver shilling per week puts watchmen firmly into the burgeoning burgher class.
[Leadership Test for Combat Skill of Recruits => Target 51 - 10 (Location)= 41 => Rolled 17 => 2 Level Success! (Significant Windfall)]
[Leadership test for Practical Skill of Recruits => Target 51 - 10 (Location) - 10 (Limited personal skills) = 31 => Rolled 58 => 2 Level Failure! (Very limited additional skills)]
[Leadership test for Knowledge Skill of Recruits => NA Ineligible due to illiteracy ]
You turn away several recruits before you manage to strike a significant windfall. A small party of mercenaries shows up, visibly down on their luck, and looking to purchase cheap food to hold them over until they can secure a new contract. Talking to them, they are the remnants of what was once a significantly larger mercenary group that had been shattered returning from a recent contract by a surprise ambush of goblins. While most managed to survive, their noble-born captain killed himself when he was ripped away from the caravan and dragged into the woods, presumably as food for the goblin band. Without their captain to open doors, the company has fallen on hard times, and men have been slipping away one by one.
The men seem eager to have a potential employer, especially if you can take them all, a total of seven members. Thinking it over, the size of the band presents a major problem for you. Currently, you already have another four-person squad without a leader, and even with the potential recruitment of Agnes and Seiger, you would still be a leader short. You could take the soldiers on with the hopes of quickly reciting another of your friends, but until that happens, you will be paying soldiers to laze around. Maybe you could subordinate the extras to Thumping to take care of the gatehouse and finally make progress there? But that would mean Thumping probably couldn't do any of the frankly extremely useful work he's been doing for you..
[Leadership Test for Loyalty of Recruits => Target 51 = 51 => Rolled 85 => No Read]
You also can't get a read on their motivations beyond finding temporary employment. You've met plenty of mercenaries during your time in the army, and their temperaments are variable. Some are just as professional and disciplined, more so even, than members of the army. Others however were little more than bandits, looting and raping whenever they get even a sliver of freedom. You don't recognize their sigil, so you don't have any read of temperament or history, which worries you slightly.
What do you decide to do with the recruits?
- Take them all: Gain seven former mercenaries as watchmen, with far more personal equipment and training than the rest of your current command. You are paid by the Watch command per soldier in your employ, so adding seven more soldiers will give you another 7 shillings in monthly income. However, you don't have enough leaders for the men, and will have to be creative to utilize them effectively.
- Take half of them: If you recruit Agnes and Seiger, the perfect number of new recruits would be four. Just enough to fill out another squad. Still convincing the last dregs of this mercenary company to split up will be difficult. (Requires medium-hard leadership test)
- Leave them: You aren't certain you want another headache. These former mercenaries certainly seem skilled, but unless you can trust their loyalty, they are more trouble than they are worth
[
Author's Note: This general approach is how almost all recruitment drives will go. One open roll to determine the number of potential recruits (options for recruitment, one minimum but up to five). One partially opaque roll to determine the quality of the recruits. One roll to assess their loyalty, with degrees of success on how well you clock them. As with everything. Growing your reputation and skills makes this process easier, safer, and more powerful.]
XXX
The Watchhouse's small holding cells are just as grimy as everything else. Completely windowless, a thick wooden door blocks out nearly all light, leaving inmates in near complete darkness. Care has to be taken to ensure that the inmates don't lose their nerve; they are taken out every day to see the light and have a conversation with the guards. Still, by the time you get to your assailant, the man is in poor shape.
His clothes, already of a poor quality, are streaked with grime, and the smell wafting off of him makes you certain that he has piussed himsel. Most of all, he looks broken. You ask the guard outside the cell if he has been taking care of the prisoner.
"I swear I've been tryin my best Sir, but he's just not all there. I have to drag him out of the room; he doesn't talk, and he really won't eat or drink anything without coaxing. Reminds me of my cousin who got kicked in the head by a horse and never really recovered."
You send the guard away to get a bucket of water, and consider the slumped form of your former assailant. They seemed perfectly fine when they were trying to carve your head in. Was the stress of the capture too much for them to bear? You've seen soldiers completely break down at the loss of compatriots before, maybe this is something similar? Thinking back, however, it did not seem that they were particularly attached to their compatriot.
When the guard returns with the water, you stride into the cell and dump it on the assailant's head, washing away some of the grime and causing them to splutter awake from the shock.
"Alright, I've got some questions, and I want to get some answers. Let's start with an easy one, what's your name?" you ask.
The man shudders slightly as the water washes off of him, but makes no effort to pay attention to you, or respond to your words, remaining nearly catatonic on the ground.
[Intimidation test => Target 38 + 0(???) = 38 => Rolled 85 => Completely catatonic, no possibility of answers]
"Well?" You ask as you prod him with your boot, trying to get a response out of him to no success. The man does not even react to your assault, even as your motions turn from light prods to full kicks. It seems that you aren't going to get anything useful out of him just by talking. You think about trying to put him to the question, and your anger over the attempted assassination nearly convinces you to do so. However, you've seen men like this in the army before. The lone survivors of suicide charges, or men who have been besieged for months and forced to turn to eating rats or worse. You saw a sergeant slap one across the face, scream in their face, and get no response. Torture, as satisfying as it might be for you, is not going to get you the answers you crave.
You turn to the guard. "I don't think we are going to get much out of him with normal tactics. Have you managed to discover anything from his possessions?"
The guard replies, "Not really Sir. Both assailants didn't have much on them beyond the weapons. Poor clothes, as you can see, a couple of crumbs of bread. Both seemed to have been mourners, the only other things on them seem to have been a funerary charm on the deceased."
[Intuition check => Target 30+ 10 (military) = 48 => Rolled 15 =>Success ]
That's …. Odd. Matchlock pistols are not cheap and require a fair bit of training to use competently. Keeping the match lit in the island's damp, heavy mist would not be an easy feat to accomplish. But the captured man seems like a simple peasant. Where would he get the gold for the pistol? And if someone was just picking random vagrants off the street, how would they find someone so skilled in the use of these expensive, complicated weapons? You thought maybe this was just a simple hit on you, but there's something more complex going on here.
You frown, before reaching down and tearing off the left sleeve of the prisoner's garb. Staring out is a tattoo, marking him a member of the Prince's Own, one of the premier handgunner regiments within the Riekarmy. You aren't sure of what would have caused a man with a guaranteed plot of land waiting for him at the end of his service to devolve into what you see before you, but finding out is a solid lead. Maybe he is a deserter? Or his land was stolen? Trying to track down his past colleagues may be a good way to find out more, you think to yourself.
"Guard, get him shaved and cleaned and then have a sketch drawn up of him. Try to make him look like he was still in the army. Can you hand me the charm as well? I want to see if Thumping or I can track down where it came from. See if we can find who sold it to him. Might give us a clue as well."
None of this is making sense. These assailants seem to have been already mourners, maybe shattered by a loss, and then somehow convinced to take on an assassination contract? Maybe you should contact the Temple again and see if they have any recollection of either assailant? It's not as much progress as you were hoping, but you've finally got some leads to track down.
XXX
The week ends as most weeks do, cozily ensconced in your office with Thumping and Wilbert, lunching on a truly outrageous spread that the halfling cooked up for the three of you. It's become one of your few moments of peace, a place where you can let your guard down and trust that anything you reveal won't be used to stab you in the back, unlike with the rest of your command, you grimly think.
"I sent the letter to your family, Mannfred", Wilbert starts with. "You're sure they will be able to find someone trustworthy to read it for them? I don't want them being taken advantage of."
"The local Wolf Born is literate and willing to read messages to Ulric's devout. My family has long been adherents of the cult, and will know to go to him for guidance. I am more worried about them making the journey safely to the city. It will be the first time they will be leaving the village, and I remember how naive I was when I first entered the army," you reply.
"Okay then, okay" Wilbert agrees before continuing, "Well, my week was pretty straightforward. I wrapped up the sale of the pistols and made sure your name was formally registered with the City as the new owner of the Watchful Wolf Manor. Congratulations on becoming a land owner."
It's a huge step forward for you personally you reflect. For most of the empire's history, there were only two classes: the peasant farmers like your family, and the land owning nobles they are tied to through a complex web of debts and guarantees of protection from the depredations of the forests. Becoming a land owner places you in an uneasy "middle class" with significantly more independence than your peasant background would allow you, but with none of the privileges or protections of being a noble. You will have to be careful not to upset the local noble houses. With their connections to the city's councils of power, and noble perogatives in the courts, they could make your life very very unpleasant if they wanted to.
Still, such morose faults do not benefit a son of Ulric, you think to yourself. You will face challenges head on as they occur, rather than worrying about could-bes.
"Alright thumping," you call, "You're up."
[Thumping Gossip Role =32, major success]
"Okay," Thumping replies, " I spent a lot of my time in people's homes, talking to the few elders that represent Esmerelda, and trying to get the lay of the land. As you probably know, most of the Halflings in the city live in Sudwand, but there are more than a few that live here on Totensiel. Including, of course, Janner Coppercheeks who controls the south of the city. Of course, none of them would really speak of her, or do anything to invite her ire, but there were plenty who were willing to chat and help give a lay of the land."
"The biggest gossip people wanted to chat about was the Watchmen you kicked out, actually. Everyone seemed to have a theory on why you did it. Cleaning up the watch? Removing rivals for protection money? A love triangle gone wrong? They uncovered you were a secret cultist? It's all nonsense, but in such a sleepy area, it's the talk of the town. We already know that they were doing some smuggling, but the real big news is that they have mostly set up as a 'guard' operation and are offering 'protection' for businesses on the east side of the island, operating out of a tavern just a ten-minute walk from your manor."
"Most interestingly, however," Thumping builds up, "is some of the reasoning that people gave me for not talking about Janner. Sure, there was a fair amount of fear of retaliation if word got out that they had been bad mouthing here, but there was a bizarre sense of nonchalance from the older residents about her reign. The string of bad luck that has affected the Watch Officers is not confined to just us. Any time a gang gains too much power on the island and tries to start operating openly, they tend to turn up dead. Apparently, it's why the city's biggest gangs — the fish and the hooks — are unwilling to head to the island."
"Huh," Wilbert replies, "I had always heard from the family that it was important to keep things quiet here on the island, I thought it was just to make sure we weren't a target for a gang with how weak the watch was on the Island. But maybe the family was watching out for something else? I will have to follow up with them."
You spend half an hour trying to guess who could be responsible for the disappearances and killings, but it still feels like you have no genuine leads. Someone is pulling strings in the background, but you can't tell who yet.
Eventually, you give up and send Wilbert to send in the squads to give their reports.
Luckily, both reports are short and to the point. The squad on the main bridge did their job well for once, broke up some minor conflicts, and were tipped 5 silver shillings by grateful merchants. The squad that was supposed to work on your assassination was rudderless without a leader, but ended up being very helpful guarding the watchouse and helping out Thumping.
It's been a hard week, but you feel like you are starting to get some clues about what is happening on your island.
Conclusion:
Unfortunately for y'all, Blues Brothers is one of my favorite movies of all time, and it warms my cold QM heart to have some quests to get the band back together. This was one of the first things I planned out when thinking about the quest, but I suspected you would get here earlier haha.