Like I wrote above I am unsure about which leads the MC should investigate, and open to suggestions. I think the ones I picked are decent, but not exactly inspired.
Scheduled vote count started by DrearyBear on Apr 22, 2025 at 1:40 PM, finished with 12 posts and 7 votes.
[X] Plan Manor with different squad assignments
-[X] [Personal AP]
--[X] Ambush your (former) Men --[X]Assist a Case(x1 AP) ---[X] Your own attempted assassination
----[X] How did they end up destitute on the street? Maybe a former colleague could help identify them [Military Connections]
----[X]Both assailants were dressed in black, and one had a funerary charm on them. Were they mourners? And where is that charm from? [Morr, Trade Connections] --[X]Learn with Wigberta(x1 AP) --[X] Clear the grounds
-[X] Squad Assignments
--[X] [Agnes]
-----[X]How did they know exactly where you would be? -----[X]Maybe your former guardsmen know something about this.
--[X] [Godfrey]
---[X] Guard Location: Main Bridge
--[X] [Seiger]
---[X] Assist Ambush
-[X] [Wilbert] Find a source for armor and arms
-[X] [Thumper] Serve meals in the Mess Hall
[X] Plan Manor
-[X] [Personal AP]
--[X] Ambush your (former) Men --[X]Assist a Case(x1 AP) ---[X] Your own attempted assassination -----[X] Those weapons were pretty flashy. -----[X]Maybe your former guardsmen know something about this. --[X]Learn with Wigberta(x1 AP) --[X] Clear the grounds
-[X] Squad Assignments
--[X] [Seiger] -----[X]How did they end up destitute on the street?
--[X] [Agnes]
---[X] Guard Location: Main Bridge
--[X] [Godfrey]
---[X] Assist Ambush
-[X] [Wilbert] Find a source for armor and arms
-[X] [Thumper] Serve meals in the Mess Hall
QQ, I am starting to work on the writeup, and for the arms and armor how much detail would you guys like? Individual kit load outs? A coupe of top level options to choose from ect?
QQ, I am starting to work on the writeup, and for the arms and armor how much detail would you guys like? Individual kit load outs? A coupe of top level options to choose from ect?
IMO a few top level options should be enough, I don't think we are in a position yet to be very specific with equipment. Just being able to give everyone good boots, a (used) breastplate, head covering, a polearm of some sort, a nightstick, and a piece of clothing of roughly the same colour, would be better than anticipated. Maybe a notebook for those who can read and write?
Once we have money and contacts with either the state armouries or traders who can deliver in bulk we can worry about standardising on halberds of a specific make and model, new armor, actual uniforms, and additional or specialised equipment.
QQ, I am starting to work on the writeup, and for the arms and armor how much detail would you guys like? Individual kit load outs? A coupe of top level options to choose from ect?
Good idea, even used breastplate was probably a bit optimistic of me. A gambeson is probably a more reasonable option.
For weapons a nightstick is just a hardwood stick with a grip, so that shouldn't be hard to get (you can make two to three out of a broken spear shaft or similar), for the pole arms a longer stick with some piece of metal at the end is probably the best we can hope for. I do hope we can get decent boots though, those would do wonders for morale and endurance.
Wishlist for the future:
A proper belt or harness with holsters and bags to carry everything comfortably.
Lanterns for patrols at night.
A specific make and model of halberd as pole arm instead the random assortment we probably have to use early on.
Spiffy hats. With a metal skull cap or helmet underneath for protection.
Even better boots.
Steel breastplate over a gambeson as standard for normal patrols, but also extras for arm and leg protection if trouble is expected.
It would be nice if each squad had someone with a bow, a few arrows, and the training to use them just to have some ranged support, but that is something which has to wait until a lot of other issues are fixed first and we can invest into training.
A pistol for each Sargent.
Actual uniforms. Looking like a proper official unit would do wonders for unit cohesion and the respect from the civilians.
A notebook and pen for everyone. After everyone has learned to read and write, of course.
That gives me an idea:
Can we incentivise our troopers? The pay is probably the lowest we can get away with, so it might be in the budget to give those who posses a skill we want a tiny extra amount each week. Being able to read and write would be such a skill. It would give them an incentive to learn on their own, without us having to do anything.
Can we incentivise our troopers? The pay is probably the lowest we can get away with, so it might be in the budget to give those who posses a skill we want a tiny extra amount each week. Being able to read and write would be such a skill. It would give them an incentive to learn on their own, without us having to do anything.
Just in the case of reading and writing, finding a tutor and having the liquid capital to invest in this service is no mean take for your ragged watchmen.
Can we incentivise our troopers? The pay is probably the lowest we can get away with, so it might be in the budget to give those who posses a skill we want a tiny extra amount each week. Being able to read and write would be such a skill. It would give them an incentive to learn on their own, without us having to do anything.
Yes. You can indeed increase the salary, and indeed may need to do so in the future to keep exceptional guardsmen. However, you are very very thin on income right now. First step here would be to get some more coin coming in.
It's interesting. Ulrican's are fully integrated into the Empire's Armies, and as a whole are used to fighting with cross bowers and hand gunners. Manuel certainly would have had plenty of exposure to, and maybe even friends who used them. From what I understand however, units from Middenland and other Ulrican strongholds are unlikely to use such weapons themselves.
So from the purposes of the quest, I would say it may be possible to have your soldiers use them, but it almost certainly would add to your personal stress. To be implicitly allowing/supporting their use goes after your own core values.
It's interesting. Ulrican's are fully integrated into the Empire's Armies, and as a whole are used to fighting with cross bowers and hand gunners. Manuel certainly would have had plenty of exposure to, and maybe even friends who used them. From what I understand however, units from Middenland and other Ulrican strongholds are unlikely to use such weapons themselves.
So from the purposes of the quest, I would say it may be possible to have your soldiers use them, but it almost certainly would add to your personal stress. To be implicitly allowing/supporting their use goes after your own core values.
You know, if that's the case then what about throwing our or liberated enemy "Melee weapons" like swords and spears back at their allies "Goblin Slayer style" since those aren't range weapons'.
And while were talking about it, what's our faiths stance on stealth, assassination and asymmetrical(Guerrilla) warfare?
Crossbows are the preferred weapon of the average mercenary or watchman.
Easy to use, effective against almost anything we can reasonably expect to fight. One can learn to use it after a few days of training and become proficient in a matter of weeks. Whereas a bowman takes years of experience to be effective. If one never shot a bow before, he's not going to learn it anytime soon.
Crossbows are the preferred weapon of the average mercenary or watchman.
Easy to use, effective against almost anything we can reasonably expect to fight. One can learn to use it after a few days of training and become proficient in a matter of weeks. Whereas a bowman takes years of experience to be effective. If one never shot a bow before, he's not going to learn it anytime soon.
That is only the case for Warbows with draw weight of 100+ pounds. Lighter bows that don't require that level of conditioning should be easier. Besides my post was about Ulrican religious limitations on ranged weapons.
Ulrican limitations are primarily around skill, and formatting a warrior culture. The reason that crossbows and gunpowder weapons are precisely the reasons that @Sertorius highlighted them as being ideal for the standard mercenary:
Easy to use, effective against almost anything we can reasonably expect to fight. One can learn to use it after a few days of training and become proficient in a matter of weeks
Ulrican's value conflict not just as a matter of efficacy, but a matter of sacred duty, a recreation of Ulric's own fights against the forces of darkness. A bow is fine precisely because it takes years of practice to master, hundreds of hours of practice that enhance ones connection with their god through communal gathering and self mastery.
However, things like bolos ect to incapacitate wrongdoers are unlikely to raise Ulrican sensibilities. For one, they require a great deal of skill to operate. Additionally, they are not weapons of conflicts, but tools of law enforcement and thus largely separate from Ulric's proscriptions.
I think it's interesting to imagine how such a religion would adapt to new circumstances and inventions. When Catholic Missionaries arrived in the new world they famously classified capybaras and alligators as "fish" for the purposes of Lent as the animals spent most of their time in the water. Is is possible that Ulrican's could grow to accept something like a sniper rifle if it required sufficient practice and skill? It certainly would cause some religious debate.
You know, if that's the case then what about throwing our or liberated enemy "Melee weapons" like swords and spears back at their allies "Goblin Slayer style" since those aren't range weapons'.
To throw the enemies own weapon at some is never frown upon nor is throwing your weapon if your in a pinch and it is needed, however, to base your figthingstyle on ranged weapons is definitely looked down at and decisively un-Ulrican.
As I understand it, they (and Ulric) has no problem with Guerilla warfare, however it is more a Taalite thing.
Stealth? Also no problem as long as you frame it as an attempt to ambush you enemy to do a surprise charge and meet him in glorious melee combat.
Assassination though... you mean like a human Khain follower? No, just straight up no.
Remember, we're a followers of the God whose greatest champions and priests are near berserkers in heavy plate armour, wielding two handed weapons.
However, things like bolos ect to incapacitate wrongdoers are unlikely to raise Ulrican sensibilities. For one, they require a great deal of skill to operate. Additionally, they are not weapons of conflicts, but tools of law enforcement and thus largely separate from Ulric's proscriptions.
I find the phrase "tools of law enforcement" to be pretty interesting here, because it's a reminder that the duties of the Watch are not conducting warfare. In fact, though I'm not sure that Altdorf uses the term, one might characterize them as "protectors of the peace".
I think that when Manuel is trying to reconcile his Ulrician beliefs, he would do well to remember that though the Watch sometimes use the tools of warfare and engages in violence, their goal is not to win battles. The ideal scenario is that suspects peacefully submit to their authority for fair judgment. A criminal is not a foe to be fought honorably, they are a citizen being brought to judgement (sometimes forcibly). An Ulrician Watch officer should think of it in terms of, "What is permissible if I was trying to impose order on an army camp and discipline troops," more than "what is permissible to fight enemies on the battlefield".
[X] Plan Manor with different squad assignments
-[X] [Personal AP]
--[X] Ambush your (former) Men
--[X]Assist a Case(x1 AP)
---[X] Your own attempted assassination
----[X] How did they end up destitute on the street? Maybe a former colleague could help identify them [Military Connections]
----[X]Both assailants were dressed in black, and one had a funerary charm on them. Were they mourners? And where is that charm from? [Morr, Trade Connections] --[X]Learn with Wigberta(x1 AP)
--[X] Clear the grounds
-[X] Squad Assignments
--[X] [Agnes]
-----[X]How did they know exactly where you would be? -----[X]Maybe your former guardsmen know something about this.
--[X] [Godfrey]
---[X] Guard Location: Main Bridge
--[X] [Seiger]
---[X] Assist Ambush
-[X] [Wilbert] Find a source for armor and arms
-[X] [Thumper] Serve meals in the Mess Hall
AN: One particular scene really fought me. Happy to have this out
Learning with Wigberta
You find Seiger outside the Watchhouse having his new recruits running up and down Wailer's Square with fully packed rucksacks. The men are panting and cursing under their breath, even while Sieger repeatedly lifts a not-so-small tree trunk up and down to the delight of the neighborhood's children who seem to be treating him as a distinct novelty. Sieger is playing into the role by pretending to stumble and send the log at them, or throwing it up and catching it much to the children's amusement. A fair number of adults are keeping an eye on the situation, wary of the watch's less-than-stellar reputation, but most have faded away as they realize Seiger is doing this just to have a bit of fun.
You stand there watching momentarily, happy to see something going right for once. Sieger sees you out of the corner of his eye and puts down the trunk he has been throwing around much to the dismay of the children. He gently shoos them away with a promise that he will be exercising outside most days this week. They run away, chattering to each other over how they'll be strong just like Sieger one day.
"Manny, how are you" Seiger asks, strolling over to you while he wipes some of the sweat from his brow.
"Good, good" you reply, and continue, "I want you and your squad to do some surveillance of the Cracked Flask; the tavern where those good-for-nothing idiots are holed up. I'm planning to hit them later in the week, and want to see what we are getting into. How many men do they have, what weapons, ectera? I know stealth isn't exactly one of your specialties, but see what you can get yeah? Anything is better than what we have now."
"Makes sense boss, I'll get the boys on it. I was looking for a way to cut their practice short, they were about to drop dead after running like this for the first time in their lives." With that Seiger turns away, and with a sharp whistle grabs his men to give them their new orders. As for you, you take one last glance into the watchhouse to make sure nothing has been lit on fire since you tuned away, fix your cap, and start walking the Kliebler residence to enter the wide new world of literacy.
————
Two hours later and you are pretty sure literacy hates you. It's not that you expected to pick it up in a single session, it's just you didn't think your head would hurt quite so much trying to determine the meaning behind different squiggles. Making it worse, what you are learning isn't the clean blocky letters of honest tavern signs, or on merchant contracts, but looping elegant script that your tutor insists is more benefiting of your social standing. You are starting to feel like you're developing a hangover, and glumly reminisce that you didn't even get the pleasure of being drunk beforehand.
[ Perception roll = Target 30 + (25 easy) = 55 =?> Rolled 51 = bare pass]
Your only pleasure so far has been your tutor, the beautiful Countess Klibler, whose bustling silk dress and perfect composure have you uncomfortably flustered. It's not like you haven't been around women before! But somehow, being around a woman significantly more cultured, educated, and well-mannered than anyone you've ever interacted with has you blushing like a child, and stumbling over your words. Well, stumbling even more over your words than would be predicted by just learning to read.
Still, there is something subtly off about the Countess. Her hair and makeup are as impeccable as ever. She's dressed in a silk gown that represents more money than you've touched in your life. Her jewelry is perfectly matched and costs enough to buy the village you were born in. Yet, signs still slip off. Her shoulders are slightly hunched, and not as ramrod straight as they have been every other time you have interacted with her. And are those dark circles under her eyes beneath the makeup? The countess seems exhausted, and not even her rigid adherence to social norms is enough to fully cover it.
Currently, she is reading a novel while you struggle to sketch out your letters. Hesitatingly you bring up the subject. "Are you well my lady?" You ask tentatively. "You seem to be exhausted. If I am intruding, I am more than happy to resume my studies another day."
Slamming down her book she snaps, "Of course I am exhausted. I am a widow, a new mother --even if not by birth--, and dealing with a mountain of family conflict." She slowly picks her book back up and continues in a calmer voice. "My apologies, I did not mean to let my anger get the better of me like that. Things have been tense, but unless you have an answer for what happened to my husband there is little you can do to help. Some of the servants are concerned that I may have been ... involved in his demise, despite the fact, that I quite desperately need the protection he offered from my family. Is there any chance your investigation will conclude soon? I either need an answer to satisfy the staff, or a great deal of force to put off my rather overbearing father."
"I have one of my top sergeants looking into it this week, I hope to have an answer soon," you reply.
" Good," She replies, "I am enjoying our tutoring sessions, but I am not sure how much longer I will be able to continue these sessions if I am forced to return home to my father's lands. Now, show me your slate, we will be going over your penmanship."
[ Progress towards basic literacy: 1/4]
Cleaning the Manor
The next morning, you wake with the sun, happy to have some honest work ahead of you. Hacking through undergrowth is something you are very, very familiar with from your time growing up on an estate. The forests of the empire are twisted, unnatural things, empowered and strengthened by generations of foul rites and blood sacrifices by the night goblins and beastmen that inhabitant them. City folk will tell you that the forest's greatest danger is these foes when they spill out of the forests intent on death and destruction, sweeping across the land like a pestilence until they are finally put down by the realm's brave soldiers.
Ask a farmer however, and they will name a different danger. Sure the hordes of slavering enemies are terrifying, but they are relatively rare. Maybe once a decade the banners will be raised, and the militia assembled to fend off a raiding party. Every single year the forest expands. Throughout winter, when the land is too cold to be worked, the forest may jump fifty feet forward, swallowing fields whole and destroying stone fences and other infrastructure. Every spring before planting can start, the villagers must force the forest back, cutting through thick undergrowth. It was your least favorite chore as a child.
This is much better you think, as you swing a billhook through an overgrown willow tree. There's a lack of maliciousness to the overgrowth. It feels less like an implacable enemy, indefinable and undefeatable, and more like what it is: just some overgrown shrubs. You've decided to focus your initial attention on the overgrowth along the water. You are trying to see if there is any infrastructure for a boat dock. A dock would make bringing in supplies and transportation significantly easier. You'll leave cleaning up the rest of the yard to your cousins when they arrive.
Honestly, your biggest problem so far has been the smell. Rivers -- even in the best of scenarios-- have a distinct odor, and the middle of Altdorf is about the worst situation as you can imagine. Simply put, it stinks. Hundreds of thousands of residents dumping their filth into the river every day has turned it into an open sewer. Just being near it is ruining your clothes. As you hack through the undergrowth you think to yourself that you better figure out how to plant some strong-smelling plants as a border to the estate. Lavender maybe or roses, those would act as a barrier against the river's miasma of scent.
[Tracking roll rolled 25, definite success]
Between one swing and another, your musing suddenly stops as you look down and spot tracks that are not your own. There, in a small clearing in the bushes, you see the remains of a small campfire and a pair of tracks that are the wrong shape or size for either you or Thumping. Kneeling, you check the campfire for warmth, gently placing your hand on a nearby stone, even as you scan the edges of the clearing for movement. The stone is cool under your hands. You think for a moment, the rains a few nights ago would have washed away this campfire and tracks if they were that old. This was recent. Someone has been on your land, and by the looks of the tracks, more than once.
You hope that these tracks were left by squatters, someone looking for a simple place to pitch a tent, and skip paying for an inn in the city. The overgrown nature of your land would be the perfect cover, and you could see a younger, dumber version of yourself doing something similar to save a few coins. But, there are darker explanations as well. You know there are forces marshaled against you, and people looking for your head. One may have camped out here, looking to either ambush you or at the very least be able to put tabs on your behavior.
You stop for a minute, and think about how to proceed:
[ ] Continue clearing the overgrowth: Clearing the overgrowth moves you closer to an important goal: getting better rest, and accordingly better actions. It also will remove cover for anyone trying to camp out on the shore. On the downside, it will be obvious that you have discovered the encampment, and if the tracks were left by hostile actors, they will be warned that you know of their presence
[ ] Pause clearing, and prepare an ambush: Very likely whoever used this spot, will try to use it again. Stop clearing the area and set up an ambush with your men. You'll show those vagrants the power of property rights! However, this will also delay the clearing of the land.
?????
Your silent practice with a slate is disrupted by the sounds of screaming from lower in the watchhouse. Grabbing your sword, you rise to your feet, hastily retightening your breastplate where you had let it out while sitting for comfort. You start to hear the sounds of steel on steel, as well as the battle cries of men. You throw yourself down the stairs as your mind races with possibilities. A rouge necromancer attack? A criminal uprising? Instead, as you hurl around the corner, you find nonsense.
In the cramped confines of the mess hall, Agnes and Emery— one of the men on her squad — are facing off with blades drawn and bloody. A circle has opened up between the other men, several of whom seem to be scrapping with each other to either join in or stay out as the two fighters size each other up. Agnes has a deep stab wound on her side, but based on the color of blood it's not an immediately fatal blow. Meanwhile, her opponent is limping from a stab from Agnes's now bloody dagger.
"WHAT IN ULRICS SWEATY BALLS IS GOING ON" you scream out as you try and seize control of the situation.
[Leadership test => rolled 88 => failure ]
Your scream, designed to disrupt the combatants fails, as the rest of the watch clambers into the room, peering over each other to try and see what has gone wrong. Instead, a fury of chatter builds up, and speculation on what is going on.
"… I didn't know that Emery was even unhappy with the new leadership"
" Agnes has a short temper, but I've never heard of her stabbing someone who didn't deserve it"
" I told you there's tension between those two. Thought it was romantic instead of homicidal though"
Stunned, you try to wade through the press of bodies and get to the fighters to stop their attempts to kill each other when a roar goes through the crowd and people start falling to the side. As you watch, Sieger, — visibly infuriated by the threat to his friend bursts through the crowd, fists swinging, and swallows the smaller man under his size as he breaks into the fight.
A disgusting crunch echoes out, as Sieger snaps the neck of the assailant, stopping the fight in its tracks. In it's wake, a silence breaks out over the room as everyone holds their breath, waiting for what comes next. Only the ragged panting of Agnes breaks it, as she clutches the wounds in her side and tries to stem the bleeding.
[Leader ship test => rolled 58 => Success ]
Angry now, you call out again, "Alright you fucking miserably currs, here's how it's going to be."
"You", you point towards Sieger, "are going to take your men and get Physician Frier to take care of whatever injuries Agnes has picked up as part of the fight. Grab Wilbert to arrange for the payment"
"You", you point to Godfrey, "are going to take your men and lock down the watchhouse. I want to rest of the men in cells, and no one leaves until I get answers about what's going on."
"And you Agnes," you continue, "I know you are injured, but you are going to tell me what the fuck is going on in my own goddamn watchhouse. I am too goddamn sick of their being a traitor every goddamn month"
Slowly the story starts to come out. Agnes, as you instructed, was attempting to subtly look into how the body of Kliebler ended up in the watchhouse on the day that you arrived. She was making a joke of the situation, and lightly touching on it to try and draw some answers out from her squad. Unfortunately, it seems like she spooked one of the older members of her squad, who intended to stab her and then get out of dodge.
Most of her squad froze, with only Aldo immediately jumping to her aid. Another member -- Oswald -- tried to stop Aldo from helping, while Horst froze.
"Nasty business that, " Agnes remarks, to nods from you and Seiger as Physician Frier sews her up.
"Yes, I'm sorry that one of your men betrayed you like that Agnes," you reply.
"Not no, not the betrayal, got to respect a man who has convictions, that's just a cost of doing business. Horst freezing up is what I meant. Can't stand someone too indecisive to take a side even when violence breaks out. Just a liability in a fight. We'll have to let them go"
As insane as her reasoning is, you reluctantly agree with Agnes. Before long, her condition is stabilized and you go off to perform a quick investigation into the dead man. Emery was a simple man and a long-time relative member of the Totensiel watch. All he really spent his time on was drinking in the tavern, praying at the local temple, and entertaining family. Just another lead you will need to chase
Agnes
Roll Sweet talk = 98 => Critical failure. Spooks one of her squad mates who stabs her. Devolves into a fight. This is now a scene
Loyalty roll 1: 29 Tries to help Agnes
Loyalty roll 2: 46 Freezes a little
Loyalty roll 3: 53 Pulls 1 our of the fight, Not our Fight
Loyalty roll 4: 68 Stabs Agnes (or at least attempts to)
[Author Note: Morale falls by 1 point due to yet another betrayal. This critical failure was a significant mess. -5 Silver Shillings for Agnes's treatment, and she will be wounded and partially effective for the following two weeks]
[ ] Helping a Case
Annoyed by the drama in the watch, you set out the next day on your own to try and solve at least one crime, your own attempted assassination. One thing that's been on your mind is how mixed the quality of the assassination was. On one hand, you've found very little evidence to figure out who exactly committed the crime. On the other, it was very ineffective? Sure the guns were nice, but five to six men with daggers would have done the job just fine. Finding desperate people in Waldorf is never hard. Finding desperate men who can operate guns is much harder. It's like the person organizing the hit had no knowledge of the city. It's kind of maddening. What type of person has plenty of experience with skullduggery, but none with murder?
Still, you'll take your breaks where you can get them, and you fully intend to try and trace the connection to the Prince's own. You talked over the case with Agnes, and she was able to locate a member of the Prince's own who was currently in town to escort a shipment of new handguns from Nuln.
________________________________________________
You eventually find Gerlach Scheuer in a modest but clean inn, sipping a flagon of ale as he scans the room. A middle-aged man, still in good shape, he is old enough to retire, a fact that instantly raises your attention. War is a young man's game, and anyone who has survived to middle age in it is likely very lucky, or very very dangerous.
Making sure to make no sudden moves, you approach the man, signaling you want to talk to him.
"Gerlach?" you ask.
Instantly wary, a heand drifts down to where you can see a dagger strapped to his thigh as he answers, "That's what they call me aye"
"Names Manuel, and I'm an officer of the Aldorf City Watch. I just was wondering if you've ever seen this man?", and carefully remove the etching of the attacker from your bag.
Gerlach loosens slightly at the mention of your title but does not fully relax, keeping his hand on his dagger even as he takes a look at the etching you provide. Leaning to the side he spits to the side and responds.
"aye, I know him. Bad business that." He replies to you. "His names Hubert, and he was a pretty mediocre member of the Prince's own, by which I mean he was one of the best goddamn shots in the Empire. Could constantly hit a hare on the run, or the gap in an ork's armor."
"I am noticing the 'was' in your description. What happened?" you question.
Sizing you up, Gerlach asks, "Why do you want to know?"
"Man tried to kill me, and now is rotting in my damn watchhouse senseless. I'm just trying to figure out what the fuck is going on," you answer.
"Shifting in his seat, Gerlach loosens his grip on the dagger and leans forward with a gleam in his eye, "Kill you? The last time I saw him he was nearly comatose with grief. What did you do to set him off? Did you find out you were involved with the shitstorm with his family?"
"I've got nothing right now. I showed up to the city around a month ago, and two weeks in your guy, what's his name again, ah yeah, Hubert took a shot at me on my way into the Watchhouse. Never even been to Altdorf before, so I have no idea why he has a problem with me." you explain.
"hmm, that is puzzler," Gerlach replies, "Well, I suppose there's no harm in telling you what I know then. Hubert was a decent lad, a solid member of the regiment. Had about two years left on his contract before he would be able to retire and receive a plot of land for his service. But there was always trouble back home. He's from a smaller family: just him, his parents and a sister. A sister who was always pushing the boundaries. You know the type; hanging out with gang members, getting chased by the guards for stealing a bottle of liquor, out all night partying, that kind of thing". Pausing he takes a swig of his ale before continuing, "Now the rest of this is all a bit of hearsay, and piecing thing together, but his sister bit off more then she could chew. Not sure what, maybe got on the wrong side of a gang leader, or pissed off the wrong merchant, or maybe something darker. But the result was clear. She went missing, and then a couple of days later his parents' home in the city was burned down. When the fire finally burnt out the neighbors found their bodies inside with the skulls completely shattered." He explains
"Damn," you mutter, " so Hubert returned to figure out what happened?"
"Pretty much," Gerlach replies, "Was completely shattered, and we weren't on an active campaign so the captain gave him six weeks to travel back home, wrap up his affairs, and after rejoin us. But after six weeks, we hadn't seen hide or hair of him. He was going to be listed as a deserter, but the captain pulled a couple of connections and found out that Hubert was in the care of the Cult of Morr. They offer lodging to mourners who can't take care of themselves, especially if they have a bit of coin. No idea how he got out of there."
[Morr Lore = Target = 45 => Rolled 15 => Success]
You finish up your conversation by trying to learn a bit more about Hubert, but Gerlach doesn't really know much more beyond camp gossip. Still, you found his information helpful, and happily pay his bar bill for the evening, before heading back out to the street, where you ponder the information you've heard, and realize something doesn't quite add up.
You know from your talk with the local temple members, as well as members of the watch, that the local temple's mourners quarters are tightly controlled by the clergy to prevent its inhabitants being taken advantage of by charlatans or scammers. They mourners are carefully isolated, with only Morr's faithful being allowed inside to care for them and ease their burdens. Hubert and his compatriot being there would explain the poor black clothes and funerary charms, but who got them out? Something smells rotten and it seems like your attackers may have had inside help from a rogue agent in the church.
How the fuck do you investigate a temple, you think to yourself as you walk down the street.
[ ] Assault on the warehouse
You find Sieger working as a dockhand away block away from the Cracked Flagon Tavern. His large frame, and … simple nature make him blend in seamlessly with the other workers, and it takes you a minute to separate him from the crowd. For someone who doesn't know him? He would be invisible.
He sees you watching and makes his way to where you are standing under the gutter, wiping the sweat off his forehead with a filthy rag and visibly straightening his back into a military adjacent posture. Quickly checking around, he takes a glance around to make sure no one is watching before talking.
"You had a great idea there boss, puttin' the new boys and me in charge for watchin' these crooked coppers. They put a "watch" out every day, but the only thing they react to is seeing someone they know. Been workin' there for a couple of days now and they didn't even bother to come over and introduce themselves, or ask about me." He spits on the ground, and continues, "Amateurs."
"Alright alright," you say with a laugh, "I'll not turn down some idiots with delusions of competence. Tell me what they are up to."
"Not that much," He replies. "They spend most of their evening getting hammered, bothering the barmaids, and 'plotting their revenge'. Can't say I think they would have much success with it, but better to nip them in the bud early. Someone's only got to get lucky once for you to end up dead."
"We got enough to nail them? Don't want to have them pull connections in the city and get let off with a slap on the wrist, and desire to come for us" you ask.
Sieger replies, "yeah, yeah. They been bringin in a boatload of smuggled goods. By the way they staggered under the weight, and hearing some sloshing, I'm almost certain it's bootleg booze. The liquor alone should see them dealt with however, the tax men don't much appreciate their duties bein kept."
"Alright," you reply, "The bar have a backdoor? Here's what I'm thinking."
___________________________________
The first sign something has gone wrong for the turncoats is when Seiger, having stumbled up towards the door pretending to be a drunken laborer, straightens lightning quick and slams the head of the former watchman keeping guard against the wall of the tavern. A wet crack is heard as the man's skull is splintered against the tavern's external stone wall. Suddenly gentle, Sieger grabs the body and lowers it to the ground. You and three of the soldiers run towards the door, with one of them handing Seiger his tower shield and maul.
Peaking into the tavern, you see that Seiger's information was right, and waiting for the late evening was the correct time to ambush the men. The former sergeant is the only one who is still sober, sitting in a corner with a mug of ale, and a letter which he is painfully trying to sound out. You wince in sympathy. He might be a right bastard, but learning to read is a real pain. Bright side of a quick trip to the gallows you think with a dark chuckle.
The rest of the men are in a significantly worse state. One of them is drunkenly dancing with an unenthusiastic barmaid, while another is sitting at the bar, surrounded by a small collector of empty flagons, and loudly complaining about your rough treatment of him. He even is pointing at a scar on his forehead from where you slammed his head into the table. Amusingly, the last member of the group is asleep under the table once again, completely passed out and ignoring the crowd in the tavern.
Popping your head back out, you signal to the others that the conditions are as good as you could hope for. Drawing in the dust on the ground, you indicate you will take the one at the bar, Otin — one of Sieger's soldiers — should take the one sleeping under the table, Igmar the dancer, and Sieger and the last one will take the previous sergeant. You take a second to check your weapons one last time, one of the soldiers quietly prays to his god, and then it's time.
Bursting in, you have the clear element of surprise. The taverngoers are shocked, with most attempting to flee the minute they see the guards. From there, you lose track of the others as you rush as quickly as possible towards your target. If you can, you would like to take at least a few of the soldiers alive. Having witnesses to question would be helpful, and you'd love to ferret out who their suppliers are. If some mistakes were made, however? Well, you certainly won't cry over it either.
The man at the bar has startled badly at the sound of the door being burst open and in his rush has spilled his ale all ofter himself and the others at the bar. One of his compatriots screams. Another, more wisely, grabs her drink and leaves the bar, putting distance between herself and the oncoming conflict.
He fumbles at his belt, trying desperately to get his dagger out when you slam into the man like a freight train. He falls from his chair, and you slam the hilt of your sword into his face, re-opening the scar tissue from where you had stuck him before. He clutches his face and screams. Dagger forgotten he offers little resistance as you take out one of the watch's two pairs of manacles, and stop him from making any other trouble.
Seiger + help versus former captain
[Contested Melee Attack: Sieger Target 61 + 15(Opponent outnumbered) = 76 => Rolled 30 = 4SL => You Hit! <= Rolled 84 <= Their target 60 = 60]
Crushing Defeat
You pick up his dagger and turn to the rest of the room surveying the rest of the fights. The fight under the table was a forgone conclusion, you fully expected your man to win, but you weren't expecting the former guardsman to keep sleeping throughout the whole thing. Otin is holding him at knifepoint, but for now, he continues to snore on, completely oblivious to the commotion in the rest of the building.
The dancer is overwhelming Igmar and has managed to score a wicked slash down his arm. However, the fight quickly turns against him as you rush in. In minutes, you and Igmar have him overwhelmed, and lucky strike from Igmar has him bleeding out on the ground.
The last man, your former sergeant, is losing but is clearly aware of the fate that will await him if he is taken alive. The Palace of Justice does not abide traitors. His death would be extraordinarily unpleasant, especially as the leader of this whole affair.
He is trying his absolute best to break free, willing to take cuts to his body to try and get away. His arm is bleeding freely now, and he is visibly weakening. Sieger and his man are acting relatively well together, taking turns wearing out the sergeant by rushing in for a flurry of blows, before ducking out. It's still rough, they have not been fighting together for long, but Seiger's vast experience allows him to cover any mistakes, and take any dangerous blows on his vast tower shield.
The Sergeant realizes he is at the end of his rope as you start to approach the fight, and starts looking around wildly for a way out. Panicked, he starts moving erratically, trying to force his way past Sieger and his man. It does not work. Every time he presses forward, whichever guardsman is at his back also steps forward and strikes true. Wounds start adding up on his body, and his movements slow.
Eyes wide and panicked, he curses, before rushing the inexperienced watchmember, not even attempting to block the incoming strike. Alida is taken by surprise but manages to connect with his stab, leaving a deep wound in the Seargent's side before he rushes past, escaping containment. Leaping onto a table, he scans the room, and sees the front door guarded, before running down the table and jumping over the bar into the tavern's kitchen area.
You and the rest of your command frantically chase, funneling through the gap to behind the door, and further terrifying the barmaids cowering in the kitchen. You just catch sight of the sergeant, as he throws down a table in your way, before disappearing down a hallway. The table slows your pursuit, and when Seiger finally manages to throw it to the side, the sergeant has gotten a significant head start.
You enter the hallway to find him at the end, hand on the door to the outside, where he mocks, "Once I'm outside there's no way you'll catch me. I know the district like the back of my hand, and you'll be dead in a month." With that, the turns the door's handle to go outside, and wrenches it open.
Well, try to wretch it open. Instead, the door is stuck fast. Desperately now, his early boasts fading away he tries to tear it open, but with no success. Thinking it is locked he uses his sword to bust off the handle, but when he tries again it is just as stuck. After all, before you ever began the assault, you sent one of Seiger's men around back with a hammer and a dozen nails. Why rely on catching a man, when you can just ensure they'll never leave?
The Sergeant's time comes to an end, as you approach, and strike true, nailing his body to the door with a flawless lunge through the back.
—————————————————————
Later, a scared barmaid shows you to the store room the smugglers had commandeered for their use. Hand shaking, she opens up the door, to a small and cramped room that has been roughly piled from boxes, as you move past her and dismiss her with a waved hand, she disappears, probably you think with an amused chuckle, from the inn entirely.
Inside, you start poking through the crates, trying to get an idea of exactly what exactly the men had been smuggling. Prying one open, you find straw and thick sackcloth wrapping tough earthen jugs. Cracking one of the jugs open you are hit by the pungent smell of Kislevian Vodka. As Thumping had suspected, it is clear that the men were smuggling booze to avoid stamp duties.
Opening up the other crates, you are struck by just how much booze there is. This was not some small smuggling operation but had some backing behind it from a merchant to be able to handle the logistics for all of this. Hopefully, you can get Wilbert to investigate those pages and figure out some more details.
One of the last crates, however, is a bit different. Instead of vodka, you instead find a small bronze lockbox, with no discernible key. Giving it a bit of a shake you hear the sound of what sounds like sand, or some other powder shifting around inside of it. That's going to need some looking into.
[ Found from the raid: 2 GC, 7 Silver Shillings, 12 Crates of contraband Vodka, bloodstained documents, one mysterious locked box, 3 Prisioners]
[ ] Council meeting
The Council meeting has a more subdued attitude than normal, with Agnes favoring her uninjured side strongly, and still wincing in pain whenever she is forced to move despite a brave attempt to pretend she's fine. It will take a couple more weeks for her to recover to full strength and she will be a little sore until then. Still, she opens the meeting,
"Right with one soldier dead, and one fired for cowardice, I'm down two soldiers. I want the spares" she says confidently.
"Aren't you down three? We threw the soldier who interfered with help reaching you in the cells, with the intention of turning them over to the judges," you reply.
"Eh", Agnes waves it off, "he was just looking out for his buddy. I'd rather have a loyal man on my squad, even if I still need to do a bit to earn his loyalty. If he wanted me dead he could have stabbed me in the back in the first couple of seconds when I was figuring out if I was going to bleed out or not. He was just keeping the fight fair, I can respect that"
You throw up your hands and reply, "fine fine, it's your back that's gonna get stabbed if he turns, the rest of you have anything to report?"
Godfrey clears his throat and then replies, "Not too much. The bridge was extra busy this week due to a funeral for a minor noble, but as a result, we made a little extra coin clearing the crowd for merchants, and nobles who were here for the funeral. Otherwise was a bit quiet. I've already given the 5 silver shillings we collected to Wilfred.
Wilfred nods to Thumping to go next, "Me and the lads took care of the aftermath of the attack on Agnes. They're good lads, a bit rough around the edge, but nothing a good cuff around the ears won't sort out quick like. Served some good food, listened to some glum mumbling, and headed out to the pub to soothe some muffled feathers. I think, with another week or so, I can get morale back up a little bit. Bad business this. Can't blame the lads for being spooked."
[ Trade roll => 63, bare sucess]
Nearly bursting at the seams, Wilfred finally gets the chance to speak. "So I've always wanted to improve the arms and armor of the boys, but we've never really had the coin. To be honest we still don't have the coin." Rallying, he continues, "Still! I trust you'll figure out a way to figure that part out! My family has a ducal charter on the sale of militia arms to the villages under the aegis of Bögenhafen. We provide a standard uniform, armor, and arms to ensure uniformity of the militias. It's one of my family's most valuable possessions. The result of this is we can offer what is basically a standard militia outfit for the cost of five shillings. It would come with a sturdy gambeson, ash pike, and a simple iron punch dagger. It's nothing fancy, but it would provide a standardized outfit and base level of equipment"
There are a couple of interested and impressed noises from the others before Agnes pipes up, "Wilbert, no offense to you, but how shit is the quality? We've", pointing to herself, Sieger, and you, "all fought alongside local militias, and while some were competent and well armed, a lot we fought with had spears that were falling apart, or iron that would shatter at the first blow. It's a nice racket, lots of families make a quick buck with militia charters, but it doesn't necessarily mean I want to buy them"
Wilbert deflates a little and then says, "Well I'd be pulling strings within the family to get the best available, but they aren't exactly masterworks. I've been trying to convince my father to focus more on the long term by focusing on quality, and repeat customers, but the charter was expensive and only good for a decade so we are trying to recoup the cost as soon as possible"
"I'll keep it in mind, Wilbert, I value your family's support, but did you have any other opportunities?" you ask.
"Well, I was able to find a couple of other options. Toteninsel is hardly a center of industry, but we do have several merchants and blacksmiths in the district. Mostly they are small-time players. Supporting the local funerary industry and the like. However, that rarely takes up all their time, and they would be more than willing to take on some commissions to help supplement their income. Their quality is a bit hodgepodge, and they don't have a source of high-quality wood for good spears, but they are very flexible for small orders. I think from them we could get some gambeson — in any color as long as it's black — decent iron daggers, and a nightstick. Probably also a set of manacles per squad. They are a little more expensive but the big downside is I would have to spend a significant chunk of my own time to arrange the order as it would be from several smaller suppliers"
"Hmm" you ponder, "might get us a bit of goodwill to spread coin back to the community. Not exactly the most promising start, but it would be good for all of us if the district had a bit more industry. Any other options?"
"Well, there are official channels when I looked into it. It surprised me to learn, that technically a retailer on the South Bank has a charter to provide uniforms and equipment for the watch. I went down and saw them. The equipment is nice. Steel mail, leather armor where the steel doesn't cover, a nightstick, good boots, a dagger, halberdier, and even a sword or equivalent for any sergeant or above. Nice stuff"
"I'm taking it there's a catch then," you reply," based on the fact that I haven't seen any guard on the north or east side of the city wearing such a shiny getup there's a problem with it?"
Wilbert replies, "Honestly, it's not that bad of a price for what it is, the problem is it's just way too big of a price for any leader that's not a noble. Four gold crowns per watchman. Half the cost of arming a professional soldier, but still far more than we have access to. Mostly just raising it for the future.
"Damn," you reply, "well with that in mind we will go with" You are trying to decide where to invest your coin, and what you want to equip your watchmen with. You don't have the coin to fully equip them yet, but setting a direction will help ensure constancy, and make training and standardization more standard. Right now you have four options:
[ ] Wilberts Family: Wilbert's family has a ducal charter to supply militias near Bögenhafen. They are however heavily skimming off the top, and the quality is less than you could hope for. Still, choosing this would further bind Wilbert's family for you, and allow you to have a favor owned with a relatively rich merchant house:
[ ] Totinsel Merchants: Mostly focused on the funeral industry, some clothiers and blacksmiths would be more than happy to pick up some work on the side. Their quality is decent, but the small-scale nature of their industry means that Wilbert will have to spend a significant amount of time organizing and collecting their orders [Will take a turn from Wilbert]
Equipment: 1 nightstick, 1 iron dagger, 1 linen Gambeson
Cost: 7 Silver Shillings per watchman
Minimum Order: 5 sets
Quality: Common
[ ] Official Supplier: The official supplier of the watch has excellent gear, but the gear is far outside the purchasing power of anyone not a noble or from a wealthy merchant house. Chosing this option would slow arming your soldiers significantly, but once armed they would be some of the best watchmen in the city:
Equipment: 1 Steel mail, 1 supplementary leather armor, 1 night stick, 1 pair of good boots, 1 dagger, 1 halbidier, sword, or equivalent for any sergeant or above
Cost: 4 gold crowns per watchman
Minimum Order: 10 sets
Quality: Common to Good
[ ] Nothing Yet: You aren't willing to commit to a selection just yet. Nothing really peaks your interest, the prices are too high, or you have an alternative plan to secure what you need.
The meeting lasts a couple of hours longer, especially after Thumping breaks out some delicious schnapps sent to him by a relative in the Moot, and the meeting devolves into simply friends hanging out.
Current Progress towards your goals:
Organizational
Raise Morale of the Watch: As you've already heard when you entered, your watchmen have near zero confidence in your leadership. Before they follow any plans to seriously clash with any serious groups, you are going to have to convince them you can be trusted to keep them safe.
Progress: You are starting to get there. With competent leadership in place, and Thumping's meals keeping them happy morale is now at 6/10. One or two wins would push them into the content category.
Refurbish the Watch House: You're pretty sure the Watch House has not been cleaned since the reunification of the Empire a hundred years ago and then less that is said about the leaky roof the better. There were supposed to be funds available of the upkeep of the building, but clearly they have been siphoned off. Getting the building back to a habitable status will assist with recruitment and morale of your command.
Progress: You've surveyed the Watchhouse and come up with a list of items that urgently need fixed. Some you have already gotten to, but there is a lot of elbow work still required to restore the watchhouse to its former glory:
Progress:
General Cleaning and Repair: 0/4 times taken
Fixing the Roof: Not Done
Fixing the Sinking Cellar, not done and will require specialist support.
No casualty necromancer attack: Tottenheim and its cemetery is the first port of call for every wayward university student that finds a Nehekharan artifact and now thinks they are the next Nagash. Unfortunately, these initial attacks tend to pick off at least one watchman before being put down by the local Morrites. If you could get your soldiers trained to a decent baseline it wouldn't be too hard to survive until the Morrites make their counterattack.
Progress: None, no attacks but also no training
Personal
Recruit Army Colleagues: As the Riekland Army is slowly tearing itself apart from the interference of Dieter IV, more and more competent soldiers are being forced out. You suspect you might be able to track some of your former colleagues down, and with a bit of luck be able to recruit some to form a component core for yourself.
Progress (2/3): You have located a core group of former army buddies within the city, and even managed to recruit two of them. You would love to recruit them all, but realistically half of them — 3 — is a solid core to build off of.
Collect the Money: Watch Lieutenants are expected to try and be largely self-sufficient, and fundraise to make any major improvements or expansions. Still, there is supposed to be some money coming in for base salaries and equipment. From what you've seen however that money hasn't made it to the district for years. Who's got your money!?
Progress (mostly complete): You have learned that income is coming in, but without a full watch complement, you are receiving less than half of what you should be. You just need to either fill out the ranks, or find some extra regular income to complete this goal.
Acquire/Collate a Map: One thing that was a constant source of frustration as you prepared to take over the district was your complete inability to find an even vaguely up-to-date map. The Watch's official map hasn't been updated in over a century, and the locals laughed in your face when you tried to get one from them. How are you supposed to secure this area if you aren't even sure exactly what's in it?
Progress (None)
Explore North Quadrant
Explore South Quadrant
Explore East Quadrant:
Explore West Quadrant:
Conclusion:
Couple of major decisions to make here, so will leave the voting open for 48 hours. Will try to get turn six out soon after, then it might be a bit longer. Work projects and family travel.
[X] Wilberts Family: 20 Sets
[X] Pause clearing, and prepare an ambush:
Honestly the difference in price and quality is small enough that the action economy and favor pushes me towards this. We can always commission better armor later. @DrearyBear would the favor from this purchase be enough to recruit our friend?