- just so you guys know as per the rules in the WHFB 2nd edition(?), as an Ulrican and blessed, our god can show his favor by giving us permanent giant wolf companions and a bit of ice powers.
Halfling Cook (2 Shinys): Even the most bigoted members of the Empire will begrudgingly admit the food of halflings is exemplary. Having one on staff will allow you to be a better host to prominent members of society, as well as improve the morale of your men. They're also pretty good about sniffing out poison.
So now that this is the winning vote, do you have a name in mind for the cook? Or would you like me to come up with one? Also, go check out the Character Sheet threadmark which has been updated with the character and squad trackers. First real post to come soonish
So now that this is the winning vote, do you have a name in mind for the cook? Or would you like me to come up with one? Also, go check out the Character Sheet threadmark which has been updated with the character and squad trackers. First real post to come soonish
Beautiful (1 Shiny): You were blessed with incredible looks, and over time have learned to use them to your benefit. (+10 Fellowship, unlocks options in certain circumstances)
Quick (2 Shinys): You rose quickly within the army not because you were necessarily the best with the blade, but how good you were at understanding exactly what your commanders wanted. Combined with some shrewd decisions about who to trust, you rapidly rose through the ranks of the army (+10 Intelligence)
+10 to Weapon Skill (FREE).
Halfling Cook (2 Shinys): Even the most bigoted members of the Empire will begrudgingly admit the food of halflings is exemplary. Having one on staff will allow you to be a better host to prominent members of society, as well as improve the morale of your men. They're also pretty good about sniffing out poison.
Skilled Briber x1: Small favors and bribes grease the wheels of the Empire's army, and you have become very good at playing these games (-33% reduction in bribe cost, more bribe opportunities available)
Terrifying x1: You are a large, well-trained man of war and you move like one. Your every move screams violence, and your high-quality but heavily worn armor shows you aren't afraid to use it. +1 Fear Rating the you choose to use it
Natural Schemer x1: You didn't just get by in the army because of your skill with the sword, you discovered during your time there you have a natural talent for understanding political situations and maneuvering. Once per turn you can boost one political scheme's target rolls by +10, or ask a question to the QM about how your actions will be perceived
Unshakable x1: You've seen so much in your time in the army that few things manage to surprise you at this point. You are incredibly hard to shake, and skilled at acting as a beacon of stability in the face of chaotic situations. Significant bonuses on keeping your cool, and inspiring courage in others
Price on your Head (+2 shiny): The Noble that you rescued would prefer for the entire affair to be forgotten, and is in the process of cleaning up any loose ends. They have put out a price on your head, and intend for it to be collected.
Sincere Morrites (FREE): Toteninsel is a pretty shit posting. You are constantly surrounded by dead bodies and their grieving families. As a result, the people who stick around tend to end up being pretty devout Morrites. They are still corrupt as all get out, but they do earnestly respect the God of the Dead and his followers.
Bad Rumor (+1 Shinys): A persistent rumor has taken hold within the watchmen that you let your command be killed to advance your career. You are puzzled about how this information ever became known: you're sure the Noble involved was eager to sweep it all under the rug. Regardless, while this rumor persists you will find it incredibly hard to gain your subordinates' trust.
Haunted (+2 Shinys): Your men report being woken up every night in terror and something keeps destroying every mirror in the building. There's no question that something is haunting the grounds, but it's definitely outside of your specialty, and an expert will need to be brought in to address the issue, which won't be cheap.
Introduction:
Alright all, it's finally time to get started with the actual quest! I'm pretty excited about where the character creation has gone; it's not even close to what choices I suspected people would pick! For now, turns will be very short — one week per turn — while you are getting the swing of things but expect that to trend upward, towards maybe a month per turn after the first ten-ish turns. I'd love to cover a fair amount of Dieter IV's reign, and that means we need to be progressing through the years at a decent pace because he lasted a surprisingly long for his general level of incompetence.
There's a dead body in the mess hall, and nobody is sure how it got there. It's obviously not a member of the Watch — the clothes are far too fine — but it's hard to tell much more with how decomposed the corpse has become. Drawing a handkerchief to your face, you fight the bile that rises in your throat at the scent. Maggots crawl over the body, and onto the tables you know the watchmen were eating breakfast at just a few hours ago. The skin has become blue and clammy, and the corpse's stomach has bloated to twice its original size, making the otherwise thin corpse look obscenely obese.
Drawing close, you prod at the body with a wooden spoon you find on the table, brushing off the remaining porridge that Thumping — your longtime halfling cook — made this morning. It's an awkward dance trying to figure out how to prod open the corpse's various pockets without covering yourself with maggots, but it quickly becomes clear that they have been meticulously stripped clean removing any sort of identification Bizarrely, the corpses coin purse is still intact, and when you look inside the glint of several gold crowns peak out.
Do you:
Keep the gold for the Watch (+ minor moral boost)
Keep the gold for yourself (+ 3 crowns, -morale hit)
Set aside to return (- minor morale hit)
From the quantity of coins, and generally fine clothes, it's clear that this man was a noble of some rank before meeting his unfortunate demise. As you flip him over with your makeshift instrument, carefully making sure to not get any of the corpses fluids on yourself, you see that a large patch of fabric was ripped away.
[Intellegence Check with Target 52 => Rolled 31 => Success!]
They clearly were making sure to rip away any identifying mark on the victim, and this must have been a family crest. Not that it would have done you much good. With how unfamiliar you are with the local noble houses there's not a chance it would have helped you identify the victim.
The other watchmen seem surprisingly unsurprised, balancing over at the body with some curiosity but a distinct lack of revulsion. One, whose name you still haven't caught says, "Looks like a floater, who thought it be a bright idea to lug this fine fellow into the mess hall?" No one makes an acknowledgment, but some make signs to Sigmar and several make obvious appeals to Morr for the soul of the deceased. A small conversation breaks out behind you,
"Reckon this was a prank? Or was it that damn specter again?"
"This is a bit of a lift for the ghost or whatnot that's been haunting us, Knocking over mugs of ale is pretty different than dragging an entire body out of the river, and all the ways here."
"Not many of us would make a jape with a corpse, Morr doesn't look favorably at any who desecrate their rest"
Further introspection is ruined by the sound of someone angrily pounding on the door of the watch-house and letting out deafening yells for attention. Making a snap decision you quickly scan the room for the watchmen who crossed you earlier and demand, "You there. Yes! You. What's your name?"
"Oswald Kracht," he drawls back.
"Oswald, you're in charge of taking this body to the Morrites, and see if they have any idea who he is or what killed him. Careful not to get too much of his juices all over yourself" you say levely.
Turning your back, you leave Oswald to his new duties. Either he does them and receives a valuable lesson in the consequences of drawing your ire, or he doesn't and you have a great excuse to throw him out on his ear. Either way, Oswald will be an example to the others and should help tamp down on any resentment for you assuming command of the group as an outsider.
The yells reach a fever pitch as you make your way through the dingy hallways leading from the mess hall toward the front door and past the fortified desk a greeter would have sat at during better times. Wrenching the door open to a squeal of rusty hinges, you come face to face with an extravagantly dressed merchant. His screams abruptly cut off when confronted with your snarling expression.
Your first impressions of him are not flattering. He's wearing extremely tight-fitting crimson red tights, and a garish yellow jacket with puffed sleeves with the entire thing covered in pearls and semi-precious stones. He's gone partially bald, and a small river of sweat is winding down his head onto his face even in the cool morning air. Taking a minute to dab his moist face with a lace handkerchief he quickly regathers himself and starts yelling.
"I've been robbed, hustled, scammed and my faith shaken, and all, on your watch!", he bursts out. Talking through the situation with him, he was here on the island to pay respects to his late father-in-law when he was approached by a group of men who appeared to be Sigmirate Priests. They claimed to have recently come into possession of a relic of Sigmar — a small lock of his hair — and were approaching this merchant because of his pronounced devotion.
"When I went back to my home, and showed it to my guests, however, one of them noticed that the hair was actually horse hair, not human, and certainly not from Sigmar. I've never been so humiliated!" he exclaims. Putting his finger into your chest he dramatically points and says, "I came back here with my guards to find the culprits, but they've vanished. I want you to find them, get my coins back, and then burned alive for their heresy. When you finish doing your job bring my coins back to the Welker estate".
You've no love for Sigmarites, and this merchant is a particularly toadying example, but you're still inclined to investigate the case. For one, religious scammers are the type of situation likely to attract the attention of the Witch Hunters. As an Ulrican you're intimately aware of the type of pressure they can apply to you, even if you are doing nothing wrong. More importantly, for this merchant to be trying to claw the money back instead of just sweeping the issue under the rug in his embarrassment the sum of money must be quite large. That might be a nice little nest egg if you can skim a bit off of the top.
And unfortunately, money is a bit of a pressing issue. You and Thumping have been staying at a local inn — the Raven and Portal— that primarily caters to Morrites visiting the local temple but it's quickly eating into your already limited funds. The inn is comfortable and relatively secure with its connection to the local temple, but if you want to stay there you ultimately are going to need more coin and quickly. Alternatively, there surely are some options about where to make a base for yourself and your hopefully growing personal staff.
Well, times awasting and you've got a mountain of work to eat through. You don't love how out of shape your soldiers look, and their equipment is frankly incredibly shoddy. Your Watchhouse seems to be about to collapse, and you still have to get a sense of the district as a whole.
Personal Actions: You have four Action Points (APs) that you can currently spend your time on. If you manage to find servants to take care of some of your domestic duties, or better lodging, you may be able to raise this number.
Time Sensitive:
Assist a Case(x1 AP): You are a novice at investigations, but your status as an officer will potentially open doors that would be otherwise closed to your soldiers. Plus, you have a different background and might be able to provide a different perspective.
Mysterious Dead Noble: This noble appeared dead in your mess haul with few identifying marks. You aren't sure if it was a prank, a haunting, or something else, but finding out what's going on with him might offer clues to the watchhouse's haunting. The fact that it's a noble means that solving it successfully will raise your profile as well.
Relic Fraud: Someone is going around scamming merchants with fake relics. The fact they are pretending to be Sigmarites might draw Witch Hunters' attention, and the scale of money involved is tempting for personal embezzlement.
Social
Go Pub Crawling (x2 AP, 2 Shillings): You're pretty sure that some of your former colleagues from the army have ended up in Altdorf, but you honestly have no idea where. Based on your knowledge of soldiers though, they probably can be found in one of Altdorf's many, many pubs. Spending your evenings trawling through the pubs to see who you can find.
Introduce yourself to the Morrites (x1 AP): There's no escaping the fact that the local Morrite temple dominates this district. Frankly, you're lucky you don't have to worry about paying them rent. Introducing yourself and making a good first impression will be important to establishing a solid working relationship and understanding their current issues.
Meet your Captain (x1 AP): Captain Romberg is one of the few female watch officers and your direct commander. A noble by birth, she is an extremely distant relative of the Prince of Riekland, and spent much of her life training to be a knight, before joining the watch after her sister's murder. She currently is in charge of the districts of Toteninsel, Fishmarkt, and Grandmarkt. You are by far the least important of her territories.
Travel and Exploration
Exploration + Mapping: (x1 AP per quadrant): This is your first time visiting Toteninsel, and you are still getting your bearings on this island of the dead. Talking to a few hawkers on the street, you've got a rough idea of the island. By your reckoning, the island is split into 4 quadrants by the island's two main streets. They meet in the island's center, spilling out into a square where your watchhouse and the temple of Morr are located. Exploring all four quadrants will finally allow you to collate a detailed map of the district, as well as better understand where your watchmen can best be utilized.
Explore North Quadrant
Explore South Quadrant
Explore East Quadrant:
Explore West Quadrant:
Find Ulrican Shrine (x1 AP): Ulric does not begrudge Morr the dead, but it rubs you wrong not to be able to offer your god his dues. You have no idea where your god of the wild can be found in this deeply unnatural city, but there has to be somewhere. Right?
Administrative
Inspect a Squad (x1 AP): To get the best use out of your soldiers, it's important to understand what they are good at. Spend some time getting to know one of the squads, and knowing what their equipment is will help you make better decisions about what sort of tasks they should be assigned to (Leadership Dramatic Test for inspection quality)
Inspect Squad One
Inspect Squad Two
Inspect Squad Three
Meet with the Quartermaster (x1 AP): You've got a lot of questions for him. The Watch seems destitute: its people are poorly equipped and trained and even the building is falling down all around you. You receive money from the City for the maintenance of your command, and you see zero evidence of it around you. Where's all the money gone!?
Economic
Go Shopping for something specific in Grandmarkt (x1 AP): You came to the watch only with the clothes on your back, your trusty cook Thumping, and a letter of commission. Altdorf is one of the economic hubs of the Empire and nearly anything can be purchased here. (This is a write-in if you want to buy something)
Training
Train a Squad(x1 AP): You have had the dubious honor of being a drill sergeant and are intimately aware of how to whip a squad into shape. Spend time personally training a squad. (Leadership Dramatic Test for training quality)
Receive Training LOCKED: You know that just like when you joined the army you will need to learn new skills to succeed in your changed circumstances. Right now you have no idea what you need to learn, or who to reach out to teach you.
Squad Assignments: Right now you have little idea of who makes up your squads, what they are good at, or even where they can be posted. It's hard to feel confident making informed decisions, but you expect that as you grow into the role effectively assigning your men will be critical. For now, choose where/how to assign your squads:
Cases: You can assign squads to cases, and they will attempt to solve them to the best of their ability. To a large degree, their success will depend on the skills that the squad has available to them. For instance, if the squad is illiterate, assigning them to financial embezzlement cases is a waste of time. For now, while you aren't too sure of their capabilities, don't worry too much about what squad to assign, just focus on what you want to accomplish.
Mysterious Dead Noble: This noble appeared dead in your mess haul with few identifying marks. You aren't sure if it was a prank, a haunting, or something else, but finding out what's going on with him might offer clues to the watchhouse's haunting. The fact that it's a noble means that solving it successfully will raise your profile as well.
Relic Fraud: Someone is going around scamming merchants with fake relics. The fact they are pretending to be Sigmarites might draw Witch Hunters' attention, and the scale of money involved is tempting for personal embezzlement.
Locations: Assigning a squad of Watchmen to a location will generally reduce the level of crime present there, and should prevent major attacks. It will also earn the Watch a bit of coin from grateful merchants and nobles who will see their taxes at work.
Main Bridge: Reaper's Crossing is the main entrance to the island, and the bridge primarily used by mourners and visitors. It leads directly to the island's vast cemetery and then onwards to the temple of Morr and the island's central square.
Secondary Bridge: The Raven's Flight is a smaller bridge, that leads directly to the island's business and residential areas, and then onward to the Island's central square. This is used much more heavily by the merchants and residents of the island.
Main Square/Watch House: The island's main square is almost exactly in the center of the island, and home to the district's watchhouse and Temple of Morr. This is also where your watchmen would call for backup from, so spare squads can be stationed here for backup if needed.
Actions
Train: You can assign a squad to train a new skill, or break them up to learn individual skills. This is mostly locked as you have few contacts with skills to train them, or the coin to pay for training.
Lastly, you have some work for your cook to do:
Serve meals in the Mess Hall: An army marches on its stomach, and the quickest way to their heart is through their stomachs. Serving for so long in the army of the Reikland taught you the importance of good food in winning the loyalty of men, and Thumping's transcendent cooking will work wonders.
Find Temporary Employment: Altdorf has a large population of other halflings, but Thumping's Thumping good cooking stands out even here. He could easily find temporary employment and reduce your current expenditure on housing by half.
Do a task for you (write in)
Conclusion:
Okay, we are off to the races now! I'm going to be a little strict about having a voting moratorium for the next 12 hours for once, but after that, I'll keep this vote open for ~24 hours and then should have the first turn's results out pretty quickly.
Please vote for your personal choices in plan format, and then for each squad assign them a task. So something like
[ ] Squad 1: Bridge Duty
[ ] Squad 2: Train
[ ] Squad 3: Do the boogie-woogie
One last note here is that GW's documentation of Altdorf is hilariously contradictory and changes nearly every single time a new game is released (Between the 2nd and 4th editions the dwarf district teleported from the north to east side of the city for example). Accordingly, I just wanted to lay down a couple of generic facts that are too "meta" to fit into the plot:
In general, I will be using the 4th edition splatbook Altdorf: Crown of the Empire as my cannon
The population of the city is ~one million people
Toteninsel is not a particularly well-documented location. Some of the details here are products of my imagination.
Inspect a Squad (x1 AP): To get the best use out of your soldiers, it's important to understand what they are good at. Spend some time getting to know one of the squads, and knowing what their equipment is will help you make better decisions about what sort of tasks they should be assigned to (Leadership Dramatic Test for inspection quality)
The "Character Sheets and Control Panels" threadmark also has a link to a google sheet with formatted information about the squads. (Though its 95% blank at the moment until you do some squad inspection)
I think we should start inspecting squad, send them on a case and we do the case too. That way we work with a group and see how good they are. And finally meet the quarter master
As for the second and third squad, send them on patrol or somethjng
[] Plan: Hit the Ground Running
- [] Assist a Case
-- [] Relic Fraud
- [] Inspect a Squad
-- [] Squad 1
-- [] Squad 2
-- [] Squad 3
- [] Squad Assignment
-- [] Squad 1 - Case: Relic Fraud
-- [] Squad 2 - Location: Main Bridge
-- [] Squad 3 - Location: Secondary Bridge
- [] Serve meals in the Mess Hall
@DrearyBear can we ask the merchant to tag along to the location where he was scammed and to identify the scammers? Plus we can also use his hired goons as per the description that he's not alone. Do we also have to assign the squads immediately or we can re-assign them based on their skills after our inspection? Hopefully each squad has no special rule or talent yet since i'm assigning them at random.
Reasoning for my plan: the merchant is right in our face so gotta do that immediately while the memory is still fresh. Plus getting to know all three squads seems important with the 2 bridges guarded to prevent a land escape and 1 squad to watch our back. Hopefully our halfling won't get attacked by the poltergeist at our station.
[] Plan: Hit the Ground Running
- [] Assist a Case
-- [] Relic Fraud
- [] Inspect a Squad
-- [] Squad 1
-- [] Squad 2
-- [] Squad 3
- [] Squad Assignment
-- [] Squad 1 - Case: Relic Fraud
-- [] Squad 2 - Location: Main Bridge
-- [] Squad 3 - Location: Secondary Bridge
- [] Serve meals in the Mess Hall
@DrearyBear can we ask the merchant to tag along to the location where he was scammed and to identify the scammers? Plus we can also use his hired goons as per the description that he's not alone. Do we also have to assign the squads immediately or we can re-assign them based on their skills after our inspection? Hopefully each squad has no special rule or talent yet since i'm assigning them at random.
Reasoning for my plan: the merchant is right in our face so gotta do that immediately while the memory is still fresh. Plus getting to know all three squads seems important with the 2 bridges guarded to prevent a land escape and 1 squad to watch our back. Hopefully our halfling won't get attacked by the poltergeist at our station.
To be clear the scam happened several days ago, and the merchant is not eager to spread the fact he got taken by such an obvious scam. He is unlikely to be persuaded to spare his very visible guards for such an endeavor.
To be clear the scam happened several days ago, and the merchant is not eager to spread the fact he got taken by such an obvious scam. He is unlikely to be persuaded to spare his very visible guards for such an endeavor.
How about to just identify the scammers? Will he give us a description and hiw many there are? If there are around 5 guys we might need more than just 1 squad. Hopefully we'll also find a guy who is good at sketches so that we can post wanted posters at the two bridges. Do we also have a private dock? A boat for patrols? How much are hounds btw? Do we also have enough space for a possible chicken coop and goose/duck canopy so that we can have eggs and feathers for pillows to trade. Just thinking about possible ways to make our watchhouse self-sufficient.
How about to just identify the scammers? Will he give us a description and hiw many there are? If there are around 5 guys we might need more than just 1 squad.
He described them as three men dressed like Sigmirate Priests, and that he encountered them wandering the cemetery, was not much more descriptive of them beyond that
Do we also have a private dock? A boat for patrols? How much are hounds btw? Do we also have enough space for a possible chicken coop and goose/duck canopy so that we can have eggs and feathers for pillows to trade. Just thinking about possible ways to make our watchhouse self-sufficient.
Yep! All of these are upgrades you could acquire in the future, the dock was even one of the possible upgrades in character creation. The quartermaster is in charge of most of these. Figuring out what's going on, and having someone you trust in that role will open up a lot more economic actions and upgrades
@butchock Could you add Mysterious Dead Noble as a Personal Action? It's a time sensitive action and an officer personally looking into the death of a Noble might lead to better leads from the Aristocrats.
@butchock Could you add Mysterious Dead Noble as a Personal Action? It's a time sensitive action and an officer personally looking into the death of a Noble might lead to better leads from the Aristocrats.
I would love to, however i would have to remove one of the inspection action if so, i just think its more important to inspect all squad at once so that we can find out their equipment or lack thereof as well as their specializations so that we can assign them more efficiently.
He described them as three men dressed like Sigmirate Priests, and that he encountered them wandering the cemetery, was not much more descriptive of them beyond that
Yep! All of these are upgrades you could acquire in the future, the dock was even one of the possible upgrades in character creation. The quartermaster is in charge of most of these. Figuring out what's going on, and having someone you trust in that role will open up a lot more economic actions and upgrades
Thanks! If we have enough space (though i doubt since its an island) i would like for us to eventually build the following before being promoted. Do we also have an enclosed yard? Or is it just a non-fenced building with a frontyard and docks at the back?
1. Dock
2. Boathouse - to repair boats and keep them out of the weather/avoid them being stolen.
3. Chapel w/shrines - to make our devouts happy
4. Chicken coop - food (cockfighting)
5. Herb garden - for medicine/food
6. Apiary - food/medicine
7. Infirmary - for the injured/sick
8. Blacksmith - for metal tools and weapons
9. Carpentry - for wood tools and watch repairs
10. Drying room/ storage - for non-essentials
11. Latrines/ bathouse - stops Nurgle
12. Second floor + Watchtower addon- adding a second storey for more room and a higher tower to watch over the island and see signals from the two bridges
13. Smokehouse - for fishes, other perishable food
14. Stables - for mules/horses/carriages for guests
15. Kennels - for dogs and puppies
16. A rookery or dovecote - the former is for our hunting birds and the latter are for pigeons which can bring messages to main HQ. It would be hard to build both since the former will ear the latter. Both can be used for races though and THAT is lucrative especially the betting on the side.
17. A well- for freshwater and in case of fire (preferably inside a courtyard)
18. Secret tunnel - for hiding witnesses
19. Holding cell - if we need to keep prisoners
20. Scriptorium - for written records and messages (too bad we can't read or write yet)
I have more but i think we will not have enough room. So i think we can only build 5 these with the exception of those that can build over water or in a second floor or at a tower in the case of a rookery.
Personal Actions
Time Sensitive
-[] Assist a Case (x1 AP)
--[] Mysterious Dead Noble
--[] Relic Fraud
Administrative
-[] Inspect a Squad (x1 AP)
--[] Inspect Squad One
--[] Inspect Squad Two
Retainer
Cook
-[] Serve meals in the Mess Hall
Death of a noble will cause an uproar among the other nobles. Doing nothing for a week will make us look incompetent and bring the wrath of the aristocracy and the Watch Captain on us.
The Relic Case has to be handled quickly or else Witch Hunters might start investigating. They start killing people en masse when heresy is involved.
Death of a noble will cause an uproar among the other nobles. Doing nothing for a week will make us look incompetent and bring the wrath of the aristocracy and the Watch Captain on us.
[] Plan: Active Investigation and Meetings
-[] 2x Assist a Case
--[] Mysterious Dead Noble
--[] Relic Fraud
-[] Meet your Captain
-[] Meet with the Quartermaster
-[] Squad Assignment
--[] Squad 1 - Case: Mysterious Dead Noble
--[] Squad 2 - Location: Main Bridge
--[] Squad 3 - Location: Secondary Bridge
-[] Serve meals in the Mess Hall
[] Plan: Active Investigation and Meetings
-[] 2x Assist a Case
--[] Mysterious Dead Noble
--[] Relic Fraud
-[] Meet your Captain
-[] Meet with the Quartermaster
-[] Squad Assignment
--[] Squad 1 - Case: Mysterious Dead Noble
--[] Squad 2 - Location: Main Bridge
--[] Squad 3 - Location: Secondary Bridge
-[] Serve meals in the Mess Hall
We'll be investigating Relic Fraud solo as a novice investigator and outsider with no local knowledge.
We won't know if the Quartermaster is embezzling the funds and lying to us because we don't know what equipment the squads already have and we're illiterate so we can't check the accounts.
We'll be investigating Relic Fraud solo as a novice investigator and outsider with no local knowledge.
We won't know if the Quartermaster is embezzling the funds and lying to us because we don't know what equipment the squads already have and we're illiterate so we can't check the accounts.
If we fail, we fail, but if we succeed, we might decide to take some shady opportunity to get cut in on the Relic Fraud or quietly take our own cut of the money before returning the rest. I wouldn't want to have to share the spoils with a whole squad and probably still have them blab about it all as they get drunk to celebrate their windfall. The Mysterious Noble thing, though, clearly involves someone willing to murder people. What's murdering a lowborn watchman to someone who's already murdered a noble? We'd want a squad along for that. And I don't really want either trail going cold.
As for questioning the quartermaster, we'll have to do it soon anyway, and there's no way we're holding off on that until we're literate enough to check the accounts. The question isn't if he's embezzling: the question is how much, and is it significantly worse than the usual amount of corruption. And we'll still be able to catch him in a lie if what he claims about the squads equipment now doesn't line up with what they have in inspections later. We don't actually need to confront him on the spot with maximum proof the first time we talk to him.
If we fail, we fail, but if we succeed, we might decide to take some shady opportunity to get cut in on the Relic Fraud or quietly take our own cut of the money before returning the rest. I wouldn't want to have to share the spoils with a whole squad and probably still have them blab about it all as they get drunk to celebrate their windfall. The Mysterious Noble thing, though, clearly involves someone willing to murder people. What's murdering a lowborn watchman to someone who's already murdered a noble? We'd want a squad along for that. And I don't really want either trail going cold.
As for questioning the quartermaster, we'll have to do it soon anyway, and there's no way we're holding off on that until we're literate enough to check the accounts. The question isn't if he's embezzling: the question is how much, and is it significantly worse than the usual amount of corruption. And we'll still be able to catch him in a lie if what he claims about the squads equipment now doesn't line up with what they have in inspections later. We don't actually need to confront him on the spot with maximum proof the first time we talk to him.
Thinking about this, i like your idea of taking a piece of the pie from the scammers and maybe even offering them a future agreement of defrauding rich buffoons... however isn't our PC a bit on the law and order side? This may not cross his mind.
Edit: our faults include being a Newcomer and Caring which means we probably wont realize or think about cutting a deal since that's one of the downsides of being a Newcomer, Caring though means we will probably give a share to our squadmates
Thinking about this, i like your idea of taking a piece of the pie from the scammers and maybe even offering them a future agreement of defrauding rich buffoons... however isn't our PC a bit on the law and order side? This may not cross his mind.
Looking back at the choices made during character creation... he is a bit on the law and order side, but not to the point of actually being an idealist or a zealot. He's a former soldier, and the lack of discipline among the squads offends him, yes. But he's also a lowborn soldier and already considers it normal to hand out jobs to old buddies from his time in the army (which, let's face it, is a normal and socially acceptable level of nepotism in Altdorf and the Empire... especially in Deiter IV's time). He seems like the kind of guy that will not strictly approve of corruption, but will tolerate it if it's too much of a problem to root it out. While simultaneously coming up with reasons why the corruption he's involved in isn't "real" corruption, or why what he's involved in doesn't "really" hurt anyone, or why his involvement just means he's making sure an unavoidable corruption (like selling fake relics, because there will always be people selling fake relics) doesn't "go too far".