Guards? Guards! -- Altdorf City Watch

I mean, all squads this turn? I'd put at least healing and investigiation of assasination on the must-do list which means we don't have capacity for inspecting all three squads.
You have a valid point, it would be best to investigate the assassination attempt immediately after it happened and the dead noble case is heating up. However every turn we put off inspecting a squad is one more turn we don't know what the squads are qualified to do. Right now we are randomly assigning squads to locations or cases with no idea if they are suitable for the job.
 
[X] Plan: Getting Help

Cases:
-[X] Your own attempted assassination

Time sensitive:
-[X] Receive Healing (x1 AP, 4 shillings)

Travel and Exploration:
-[X] Exploration and Mapping:
--[X] East side

Administrative:
-[X] Inspect a squad:
--[X] Squad 1

Training:
-[X] Learn with Wigberta

Squad Assignments:
-[X] Cases
--[X] Squad 1 Assist Your own attempted assassination Case
--[X] Squad 2 Assist Mysterious Dead Noble Case
-[X] Punish:
--[X] Squad 3

Willbert:
-[X] Oversee Roof Repair

Thumping:
-[X] Identify Major Players
--[X] East Side

Alright everyone, give me your opinions on my first official plan offering in a quest. The squad assignments is the one I had the most trouble with working out.

EDIT: @vsh made a good point about assigning cases to squads.
 
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Alright everyone, give me your opinions on my first official plan offering in a quest. The squad assignments is the one I had the most trouble with working out.
We need to put one squad on our assassination case, otherwise we can't assist them. I'd also dig deeper in the dead noble case, we're close to resolution and ot gives us shinies.
 
[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

My plan.

We of course search for the man, that ordered our death. We will take a squad as backup this time for safety. After all that work, we have to close the dead noble investigation as agreed with Wigberta and then forget about it, so we can move on. Starting those lessons with her is also a sound career choice. Healing is also obviously important.

One squad should always stay and guard the main bridge, so the people visiting the island will see our men at work. Squad 3 with its comedian shall start paying for their insubordination with some grime time. Let them know, that if one member falls out of line, the whole squad shall suffer.

Let's start with something we can fix, like the roof. The foundations are paramount, but we need a good Dwarf to check them out for us and say what can be done. Something to do next turn. Getting to know those major players is a start for our future crackdown.
 
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Honestly I just thought it was more narratively interesting for him to have grown up a bit of hardliner, and then have to face his faith and examine its tenets now that he lives in the city and is facing black powder weapons regularly. One option for him will probably be to become more lenient, and use those tools, or allow his subordinates to.

Can we do some competition among men for them ?
 
[X] Plan: Getting Help

Cases:
-[X] Your own attempted assassination

Time sensitive:
-[X] Receive Healing (x1 AP, 4 shillings)

Travel and Exploration:
-[X] Exploration and Mapping:
--[X] East side

Administrative:
-[X] Inspect a squad:
--[X] Squad 1

Training:
-[X] Learn with Wigberta

Squad Assignments:
-[X] Cases
--[X] Squad 1 Assist Your own attempted assassination Case
--[X] Squad 2 Assist Mysterious Dead Noble Case
-[X] Punish:
--[X] Squad 3

Willbert:
-[X] Oversee Roof Repair

Thumping:
-[X] Identify Major Players
--[X] East Side

Alright everyone, give me your opinions on my first official plan offering in a quest. The squad assignments is the one I had the most trouble with working out.

EDIT: @vsh made a good point about assigning cases to squads.
Your plan is spending 5 APs. We only have 4 APs to spend.
 
[x] Plan: Investigating and Inspecting

Personal Actions:
-[] Assist a Case
--[] Your own attempted Assassination (x1 AP)
--[] Mysterious Dead Noble (x1 AP)
-[] Receive Healing (x1 AP, 4 shillings)
-[] Inspect a Squad
--[] Inspect Squad Three (x1 AP)

Squad Assignments:
-[] Squad One: Your own attempted Assassination
-[] Squad Two: Mysterious Dead Noble
-[] Squad Three: Punish

Wilbert:
-[] Search for a house for you and Thumping

Thumping:
-[] Identify Major Players
--[] East Side


We start the investigation into the assassination attempt. Hopefully the injured assassin won't have died if we question him quickly.
The dead noble case is heating up and we might finish the case this week if all goes well.
It would be best to receive healing quickly because there might be another assassination attempt after the failed one.
We need to figure out what's going on with Squad Three. Their Seargant gave us a bent shit-stained penny last week.
 
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[] Plan: Leading, Healing, and Housing

Personal Actions:
-[] Receive Healing (x1 AP, 4 shillings)
-[] Inspect a Squad (x1 AP)
--[] Inspect Squad One
--[] Inspect Squad Two
--[] Inspect Squad Three

Squad Assignments:
-[] Squad One:
-[] Squad Two:
-[] Squad Three:

Quartermaster Wilbert:
-[] Search for a house for you and Thumping

Cook Thumping:
-[] Serve meals in the Mess Hall


A tentative plan which gets us healed, get some control over the squads and get better housing. I'd like suggestions on Squad assignments.
Complete this plan and I'll vote for it.

I would prefer to investigate all squads at once so that they wont have to report on each other.
 
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"Plan: Getting Help" spends 5 APs while we only have 4 APs.
"Plan: Unfinished Business" has us assist Mysterious Dead Noble and assigns no squads to the case. We can only assist in cases which has a squad assigned to it.
 
[X] Plan: Unfinished Business
[X] write-in: give a gun to Wilbert for evidence and lend the other gun for the squad that you will be accompanying (temporary)
 
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Vote closed New
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)
 
Excuse me @DrearyBear I have some questions

1. Is Thumping literate?
2. Can we send Thumping on scouting missions (• Travel and Exploration)
3. Can we bring Thumping or a squad (after inspection) along to Learn with Wigberta, if they are illiterate?
4. Is the ghost/spirit a problem or is it negligible/just annoying?
5. Can we request Wilbert the quartermaster to help us and the squads be literate, or search for a priest/exorcist?
 
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This looks very promising, reminicent of the excellent Altdorf Sewer Watch Quest over in Space Battles. You have me hooked. Can't wait to see more.
 
Okay, I am going to roll like this
[1] Plan: Getting Help
[2] Plan: Unfinished Business
[3] Plan: Investigating and Inspecting
[4] Plan: leading. Healing, and Housing
DrearyBear threw 1 4-faced dice. Reason: Decide which plan Total: 4
4 4
 
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