CASE: BREWING SUSPICION MONTH 2
Fire
Roll: 77

The streets are deserted of people. It's hours before daybreak, too early for even the most dedicated workers to prepare for the day. The only people awake are those who work through the night - such would be the assumption for anyone looking upon the third-story window of the Port Authority's office.

Never mind the fact that the Treasurer General had been at a completely different location for hours, awaiting Besim.

In some senses, that's fortunate. It means that there's no one in the closed office when the candlelight gets a little too intense.

But it also means that no one is watching the fire. Not even you, after you made a quick exit once you had set up the fire.

So that means no one is there to control it when the flames eagerly eat away at the loose papers inside the office. No one is there to control it when the fires turn the room into a blazing inferno. No one is there to watch it as the fires leap to the pitch-soaked roof berms and through the doors. No one is there to watch the fire as it runs along the carpets and the walls of the financial office.

No one is there to watch the fire until the entire financial office is ablaze, a dawn five hours too early.

By that point, it's almost too late. The fire, fueled by the all the paperwork and tapestry inside the financial office leaps buildings, as the ashen structural supports can no longer support the weight of the tiled roof. The wood, already merrily ablaze, creaks and collapses. The roof begins crashing down to the sounds of endless ceramic shattering.

The flames catch. The waterproofing slathered on the corners of the buildings turns into the most perfect fuel for the fire to race upwards on, cooking the inside of the building surely but slowly. People stream out of the buildings, at first slowly and then as fast as possible once the scent of nearby burnt pitch catches their nose.

The flames penetrate inside the building, fueled both by the external support fires, and the collapsing office sending hot, flaming debris through the wall.

The flames consume. The flames consume. The flames consume.

Finally, four hours later, with adventurers and priests streaming into corral and contain the fires, the fires are prevented from consuming any other buildings, before collapsing in on itself. Nearly every building on the street of the financial office had burned down before the fire had been contained, as well as a handful of other buildings across the street.

No one knows how many lives were lost.

Due to increased suspicion and tightened security, the DC for intrigue against the Port Authority has increased one point.



Martial
DC: 10. Roll: 16 + 9.2 = 25.2

Based on the recommendations of your previous month's work, you decide to simply hire the services of the Ainsworth Company. A respectable band of thirty-or-so well equipped fighters, they did not count any adventurers among their ranks, and they had parted with their merchant house on good terms. This left them with no outstanding obligations, and while this meant that they would perhaps have less combat power than hiring a mid to high-tier adventurer, they would at least be a force strong enough to make your enemies think twice about naked aggression.

For now, that's all you need.



Diplo
DC: 20. Roll: 17 + 0.8 = 17.8 - 3 = 14.8

You attempt to help schedule a few meetings for Cormag to meet with prominent members of the local nobility, but he is stonewalled and brushed off, the local nobles too busy being concerned about what to do after a huge chunk of the business district has gone up in flames. You're sure that they're undoubtedly jockeying for position after the fire, but your problem is that you have no access to whatever it is they're doing, and you want to know.

It makes you almost tempted to try to start knocking in person, or at least, come at them with investigative warrants rather than simple requests to chat.



Intrigue

DC: 27. Roll: 22 + 3 + 1.5 = 26.5 - 3 = 23.5

Actually prodding into his secret places means that you and Kerrie have to tail Besim much more closely, just when he started stepping up his security; you're not sure of what went down in the meeting, aside from the Port Authority deciding to give him just a little bit more adventurer support. He's constantly on alert, watching out for the threats in the shadows and making offerings to his spirits to avoid whatever bout of madness afflicted him so miserably last month.

He wanders the city, headed to meet with the local clergy and some of the nobility, and dammit the little shit had probably helped sabotage your efforts there - something was wrong. This wasn't anywhere on Besim's normal route, and the adventurers that would normally be near or around him were missing.

You signal Kerrie to stop. You check your blind spots. All of sudden, movement in the corners of your eye stops.

Shit. It's an ambush.

Quietly, you signal Kerrie: Plan C. Regroup outside the city at the predetermined landmark. Assume active pursuit, and lose your pursuers.

You vanish.

It is an agonizing four hour wait.

Due to increased security and spotted enemies, the DC for intrigue against Besim has raised one point.



Learning
DC: 25. Roll: 20 + 2.5

The Gnarled Rod turns about to be more temperamental than expected, giving off different readings from day to day. Tekla's not completely sure what's happening with the readings, but if he had to guess the differences in measurement are probably because of the aftershocks of the Port Fire - give it some more time and the readings should stabilize, he claims.

Well, that's great and all, but you don't have that map in your hands and it's not helping you out yet.



Stewardship
DC: 22. Roll: 22 + 2.5 = 24.5

At least the one thing that does go right is securing better lodging, letting you stretch your legs and stash some of these documents somewhere other than the inside of your skull. Tekla actually has a workspace, Cormag has a shrine, and Kerrie...Kerrie has a stash of money and food hidden under her bed.

Hm. Something to keep an eye on.



Piety
DC: 23. Roll: 20 + 1.7 + 2 (Gnarled Rod) = 23.7

You take back every bad thing you've ever said about the Gnarled Rod. You can't believe anyone would ever just let the components for this thing slip out of their hands. You had almost dismissed it too, but some clever thinking and quick talk had gotten a sailor to let you on board their ship temporarily.

The moment you step on board, the Gnarled Rod feels weightier, and immmediately signals the spirit of the ship. The ship itself notices, and...groans in happiness?

Regardless, a conversation is quickly struck up; offerings enacted, blessings granted, and when you step off the ship you have a temporary blessing of merchants and travelers, while both of you are in the city.

The sailors themselves are ecstatic; finding a ship spirit is considered a sign of tremendous luck, and will certainly bless them in the days ahead.

For this turn only, your party has +1 Diplo and +1 Stewardship.



Random Event Roll: 42

One of the things you hear through the grapevine is that a new set of taxes are coming down the line, temporarily imposed to help pay for the Crusade. Oddly enough, the common worker is happy - and then you reread the tax, and you realize it disproportionately fell upon the nobles. While you're certain the nobility is quite mad about this, apparently some of the staunched resistance was from the Gorlin delegation - the delegation that rushed home when they found out the Port Authority financial office had gone up in flames.

At this, you can't help but feel the same sense of happiness that they felt. Finally, nobility starting to pay a fairer burden of taxes.

You weren't expecting this this early. You might actually be able to rationalize the tax system this century.



Cost of Living: 6 Budget.
Net Loss for Month Two: 15 Budget.
Remaining Balance: 174 Budget.

You have warm food, a warm bed, and space to stretch your legs. Although last month did not go as well as you would have liked, you're still on track to achieve your goals; that lucky break last month had pushed you way ahead of schedule, so you could afford some delays. Really, just about the only thing that was hurt was your team's pride.

It hurt like a bitch.

The itinerant laborers were coming in this month, so it'd be worth keeping an eye out for how that might affect things; it was definitely a good idea to move out of the damp and cramped living space this month.

Same deal as last month. You're starting to prepare for the actual arrest, so feel free to spend some money to make things happen.

This turn, you may spend up to 20 Budget.

You have one [Free] Action that you may spend on an action in any category.

You can cooperate with your teammates to add +3 base stat to an action that you are cooperating on. It is represented by using your [Free] Action on one of your already-selected Actions.

Martial (Choose 1) {Kerrie Action}
[] [Martial] Power Base

Securing yourself a nice team of mercenaries should make you both much safer and much more difficult to intimidate. You already have the Ainsworth company on retainer, but more armed soldiers under your command certainly can't hurt. DC: 15. Cost: 3 Budget.
[] [Martial] Energy Spike
The real strength in this city is concentrated in the hands of the adventurers. That means that if you want some of that power, you'll have to pay some real coin for their services. Certainly, now would be a good time to go for it, while the adventurers still have don't have the choice of hopping on the trade ships for loot and adventure. DC: 20. Cost: 10 Budget.
[] [Martial] Late Collections
Alright, you know. Time to collect your overdue taxes from the Port Authority, by force if necessary. DC: 40. Gains: Budget???
[] [Martial] Searching For Answers
You have back up, you have an official writ from the King, and you have you. Time to officially start kicking down some doors and getting some real answers. Requires Going Loud. DC: 17. Cost: 2 Budget.


Diplomacy (Choose 1) {Cormag Action}
[] [Diplo] The Educated Society

You can start working your way into the educated circles around town, which will help you figure out whose else's books you need to be in, and whose lawyers may be able to to help you take down the Count. DC: 13. Cost: 1 Budget.
[] [Diplo] Prepaid Neutrality
You're not asking for much. You're just asking for one day of latitude, which you will guarantee will not affect their other business. One day, where they won't make a fight much harder than it needs to be. Simple, right? DC: 27. Cost: 8 Budget.
[] [Diplo] The Merchants
The Port Authority is screwing the merchants over badly, taxing them on the Luxury Tax for importing tea multiple times, if they're disfavored. If you can acquire some testimony that the merchants are being taxed on the Luxury Tax and falsely reporting it, that makes your case all the stronger. DC: 15. Cost: 1 Budget.
[] [Diplo] The Noble Society
Now that you have evidence of wrongdoing, you're going to need to work your way around the nobles, and to find out who the Count's allies are - so that you can take this opportunity to start cutting them all away. DC: 20. Cost: 4 Budget.
[] [Diplo] Going Loud
Screw this cloak and dagger bullshit. Your enemies know you're here, but their enemies don't know they have a potential ally. You're going to fix that by announcing that the King's Ministry is here to conduct an inspection on the Port Authority. DC: 10. Cost: 4 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Cutting the Line Part I

It'd take forever to figure out whose judicial system you'd be falling into to prosecute the Count Lucilius Belluomo and his conspirators. However, what if you just skipped that step by creating a new judicial district for this crime? You'd have to find a patsy, give them money to procure a venal office, and then make it understood that they are to pronounce them guilty, but if it succeeds, you might literally shave years off of the process. But first, you'll have to find an acceptable patsy...which might be a problem. DC: 28 Cost: 4 Budget.
[] [Intrigue] Screw Besim
You gave him a little bit of leeway last time, and he nearly got you. No more of that. Make it hard for him to do anything, and in general completely embarass him. DC: 23. Cost: 0 Budget.
[] [Intrigue] Screw the Port Authority
Alright, you know who you need to target now. Best to start making their lives hell in order to take away their chances to do that to you. DC: 26. Cost: 0 Budget.
[] [Intrigue] Plant Evidence
If you're not satisfied with the state of your evidence, maybe it's best to plant some incriminating stuff. Though...if you planted The Box of Frames and got away with it...well, suffice it to say you could make a problem go away with extreme prejudice. DC: 19/29. Cost: 1 Budget.
[] [Intrigue] Uproot Besim's Cache
You need to find the really incriminating stuff in Besim's cache, the kind that you can actually nail a man of the cloth to the cross for. That's going to take some doing. Worse, they're onto your scent; they know someone's coming for this stuff. DC: 29. Cost: 0 Budget.

Learning (Choose 1) {Tekla Action}
[] [Learning] Magical Mapping

You've started mapping out the city's magical flow with the Gnarled Rod, but there turned out to be some unexpected implementation issues. This time, you should have better luck. DC: 23. Cost: 0 Budget.
[] [Learning] Calamitous Inquiries
You impress that these inquiries need to be secret, and Tekla completly understands. If someone or some divine entity figures out why you're asking questions about Calamity Frames and Armors, you're screwed. But all the same...you need to understand. DC: 23. Cost: 2 Budget.
[] [Learning] Residue Analysis
Tekla's mentioned in the past that it is generally possible to determine whether some things have the same alchemical properties. You still don't have an ironclad case that "chai" is "tea"; Tekla may be able to verify that those are two separate labels for the same thing. DC: 20. Cost: 2 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stew] Document Analysis

With documents in hand, you can spend some time to really tease out the details of what happened when and where, which may promise to give you far more information than just the raw numbers. DC: ??? (Scaling). Cost: 0 Budget.
[] [Stew] Market Analysis
You can simply buy ledgers and market prices off of merchants. Getting an idea of who's buying what at what price can only help you blow this case wide open. DC: 15. Cost: 2 Budget.
[] [Stew] Just Look Up the Jurisdiction Part I
Ugh. The legal system is a complicated hellhole, but you're fairly sure you can get started on figuring out which court and which judge you need to start preparing to bribe in order to get your verdict. Knowing your target's the Count makes things easier and harder. Easier, because there's less court rulings you have to go through. Harder, because it means you're going to have to find a pliable noble. DC: 28. Cost: 2 Budget.

Piety (Choose 1) {Agueda Action}
[] [Piety] Local Spirits

Offering tribute to local spirits as per local custom might actually get them to respond, which would help with literally everything. Problem is, this is a port city, so all the local spirits are greedy little fucks, not that you'll ever admit thinking that out loud. DC: 25. Cost: 2 Budget.
[] [Piety] Wandering Spirits
Okay, so this is a little interesting. The Gnarled Rod seems to be suggesting that the sailors coming in have brought their own wandering spirits with them; spirits who may be amenable to an exchange, at better rates than the native spirits to the city. DC: 23. Cost: 1 Budget.
[] [Piety] Spirit of the Ships
Now that you've confirmed that the Gnarled Rod can actually tease out ship spirits, well, that's an excellent opportunity to put out services advertising your ability to locate and give offerings to ship spirits...for a reasonable price, of course. DC: 25. Gain: 8 Budget.
[] [Piety] National Spirits
This is a bit of a long-shot, because most of the big-name spirits also have big-name projects and priests so attuned to them that they are almost mortal extensions of divine will. That said, it's not out of the possibility that you might be able to contact them, and get them to send a word of advice or two. DC: 28. Cost: 0 Budget.
 
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BREWING SUSPICION MONTH 3 ROLL CALL
@huhYeahGoodPoint Based on the ledgers, how much of the tax scheme's profits are going to the adventurers and mercenaries? Given the sheer number of them and their martial prowess I've been wondering if the adventurerers are the ones in control.
This is jumping ahead a little bit, but you're fairly sure that the internal numbers are bullshit too; looking closer there's all sorts of traces that the treasurers and high-ranking Port Authority officials are themselves embezzling and defrauding their own internal accounts.

That said, it's looking like a solid 30-50% or so of incoming revenue is going towards direct personnel expense, with a majority of that revenue going towards paying for adventurers. What you're fairly sure is going on there is that about half of that is going to pay for their professional mercenary company and their top-tier adventurers, and the rest is going to a bunch of low-to-mid tier adventures; just powerful enough to be legbreakers, not powerful enough to seriously challenge the professionals. This helps keep the control over the scheme in the hands of the Port Authority and their professional core, while also helping them make shitloads of money.

Lay Groundwork wins, 8-1.

Roll me 8d100s.

MARTIAL: DC: 15. BASE STAT: 17
DIPLOMACY 1: DC: 13. BASE STAT: 18
DIPLOMACY 2: DC: 20. BASE STAT: 18
INTRIGUE: DC: 23. BASE STAT: 22
STEWARDSHIP: DC: N/A BASE STAT: 23
LEARNING: DC: 20. BASE STAT: 20
PIETY: DC: 23. BASE STAT: 20.
 
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CASE: BREWING SUSPICION MONTH 3
Martial
DC: 10 Roll: 17 + 7.2 = 24.2

The Yarognev group joins the Ainsworth group under contract as well; the two of them, while threatening to make up a very large outlay of money, will definitely be able to provide enough muscle to allow your team to be serving out multiple warrants for searches and investigations, just as planned. That being said, you were definitely going to want to use the mercenary company's services sooner rather than later; already, both companies are antsy that they're not going to be able to go on the merchant trade ships to ply their trade elsewhere, after all.

Yarognev Group, like the Ainsworth Company, grants you +2 Martial each.



Diplomacy 1
DC: 13. Roll: 18 + 6.9 = 24.9

Cormag takes to the lawyers and educated profession with aplomb; he didn't believe you when you said that the random frame of glasses and broken pocketwatch among your other collections of goods would help, but help they certainly did. Also helping: flattering the rotating pool of lawyers, judges, and scribes that floated around doing part time work, who were able to point out local legal resources and help narrow down the boundaries of the case.

Then you had Cormag drop the real bombshell: you were building a case to take down Count Lucilius Belluomo in the Port Authority, and you had some fairly solid evidence. Was anyone in interested in helping represent the King in court against the Count?

One Sota Johannsen volunteered for the job. You nearly had him agree to do it just for the exposure of taking down a Count, but at the last second your damned sense of honor volunteered to pay him while he was on the government payroll.

Ah well.



Diplomacy 2
DC: 20. Roll: 18 + 5.5 = 23.5. HIDDEN MALUS REVEALED: ENEMY ACTION: -3 = 20.5

You're greeted coolly by the nobles that you finally make contact with, and it doesn't take you long for you to figure out why:

The Count Lucilius and the Bishop Besim were actively trying to use their influence to shut you out entirely. They tried pushing the heresy angle, the angle where they blamed you for the fire for being suspicious, and the angle where they just straight up intimated that they wouldn't speak with you if they wanted to keep being on their good side.

When you begin your counteroffensive, you simply laugh off the heresy charges, as your words palpably pulse with the force of spiritual backing. Not only do you hint that you know that their adventurers and magicians have tried to hit you with spells of compelling truth, you actively invite it. What reason would you have to cause the fire in the financial office? If you think about it, wouldn't the Port Authority have a far more likely reason? To dispose of their own wrongdoings and mistakes, deeming everyone else acceptable casualties? Isn't that completely plausible, considering how the Port Authority has mistreated and refused to compensate these nobles for their own mistakes in fire prevention?

And if the Count and Besim think they can force these nobles to do anything, when Besim can't even get put on his pants on time in the mornings, well, who are they deluding into believing they have power? No, the Count overstepped when he brought in Besim, you argue. This is a grand opportunity to...help the Count destroy his own powerm at which point they would be the ones to step in and fill their shoes.

You certainly don't convince every noble, and many of them that you tentatively mark down as allies of the Port Authority and Besim you tiptoe carefull around, but by the end of it the nobles know that a force is going to oppose Besim and the Port Authority, and some of them are willing to help.



Intrigue
DC: 23. Roll: 22 + 4.1 = 26.1 HIDDEN MALUS REVEALED: ENEMY ACTION: -3 = 23.1

This time, you're fully aware of the trap the Port Authority's agents are setting.

You're just better than them, even if you got super lucky with that one patrol not looking up for the brief instant you needed to get to another roof.

By the end of the month, Besim is sick, tired, crabby, and the adventurers assigned to be his escorts aren't faring any better under the pressure. Unfortunately, his bout of the "sickness" leads the Port Authority to tighten the guards and for him to not go anywhere near his most protected sites, leaving you with no real leads for where he keeps his really incriminating stuff.

Oh well.

Messing with Besim is kind of it's own reward, if you're being honest.



Random Event Roll
Roll: 90.
Effect: Free The Merchants Action.

You figure that while you're out and about securing some chai samples, that you may as well go and grab some merchant testimony while you're at it; no sense to make two trips when one would suffice, after all.

You note the streets brimming with people, the hawkers in the street selling all sorts of rope, sheets, changes of clothes, foodstuffs from the winter, and more besides. Men and women stream through the streets, all in a hurry for what looks like work; the normally everpresent trickle of adventurers running about from Port Authority job to Port Authority job are positively swallowed up by the sheer mass of humanity.

Fortunately, it looks like you were lucky this month, and no serious new illnesses emerged in the city; it was always a risk when the streets swelled with people from all over. Next month, the streets would begin draining of people like a pot of water tipped onto its side, you figured, but while there was still time to reach the merchants now might be one of the few times.

So you go about searching for which merchants sold "chai" and which merchants sold tea. From the chai merchants, you went ahead and bought a reasonably large sample; from the tea merchants, you asked if they were resellers; you simply had a few questions about who they sold it to. Cowed, many of them caved and pointed you to their buyers.

Some of them simply refused on principle, and you made sure to thank them for their principles; those were rare, nowadays. You didn't need their help finding their buyers, but it was always appreciated when someone had a modicum of honor.

Regardless, you went off to find their buyers, which you accomplished fairly easily. From there, you told them the truth: you were on a mission from the Crown to investigate whether the Luxury Tax was being properly collected. Right now, you were fairly certain that the Count Lucilius Belluomo was unfairly taxing the merchants; there was a number that scaled with transaction size, after all, and you had fairly ironclad proof that they were taking more than that. Would these merchants be willing to testify in writing that they had the Luxury Tax applied to them multiple times, to help take down the Count?

Yes?

Excellent.

Obtained Merchant Testimony!



Learning
DC: 20. Roll: 20 + 9.3 = 29.3
Tekla gets to work in his new workshop, comparing the shape, the color, the patterns, the color of the smoke, the color of the tea that each leaf steeped in water created, a taste comparison test, and desirability to known pests.

On every single metric, he found largely that the two of them had largely identical properties, and you still had samples of both left over, just in case you wanted to invite the judges to consider the matter of their own accord.

Obtained Residual Analysis (Chai)!



Stewardship
DC: N/A. Roll: 22 + 4.0 = 26

Now that you had the time to truly dig through the documents you had obtained two months ago, you began noting discrepancies and running a more full analysis on what exactly was occuring in their ledger and their accounts. Carefully, you set aside the most recent results - those would definitely finger you as the culprit for the fire, but with earlier records nobody could prove that you hadn't just bribed a scribe a generous sum to obtain a copy of all those files, even the internal files.

What you find is a fairly depressing story of endemic rot and corruption. It starts at the very top with the tea and the chai fraud, but as you kept moving through the ledger you kept on finding expenses in unexpected places that just screamed to you that the treasurers and higher-ups were embezzling some money out of an already extremely luxurious spending budget, with at least a good quarter of the outlays paying the professional mercenaries and adventurers on permanent staffing, while spending at least another quarter of the budget on hiring mercenary and adventurer legbreakers. The rest, of course, kept falling under "administrative" or "extraordinary expenses" at all the wrong times, as if the officials inside the Port Authority were all treating the money they were confisticating at swordpoint from the citizens as their own personal hoard of gold.

In your darker moments, it made you wonder whether it might not be better to completely non-metaphorically burn the entire organization to the ground and start over from scratch.

Importantly, however, it helped you establish a pattern; this wasn't just a one-time thing, this was a pattern of calculated fraud, and while the numbers being sent to the government were basically totally faked, you could at least estimate what the real number was; seeing as you were one of the foremost assessors in the nation (which is partially how you got this job), even if you were one of the people presenting the case your testimony about the true extent of the back taxes would likely be admissible in court.

And that number was...staggering.

Obtained Agueda's estimate for back taxes owed to the Crown!



Piety
DC: 23. Roll: 20 + 2 (Gnarled Rod) + 2.1 = 24.1

It's one of the last opportunities you're going to get with boarding a ship for contacting its spirit, so you decide to take the chance. It took a lot of coaxing, but you managed to get onto the ship with your Gnarled Rod, and then do the rituals necessary to convince the spirit to present itself and grant blessings, but you succeeded.

You're fairly certain that the sailors are grateful for revealing the spirit of the ship again, but you also kind of wished you had decided to earn money instead of just praying for a blessing again.

Your party receives +1 Martial and +1 Diplomacy for the next turn only.



Mercenary Expense: 6 Budget.
Socialization Expense: 5 Budget.
Research and Development Expense: 2 Budget.
Spiritual Expense: 2 Budget.
Lodgings Expense: 2 Budget.
Salaries and Wage Expense: 4 Budget.

Total Expenses: 21 Budget.

Net Loss: 21 Budget.

Remaining Budget: 153

The trade ships are leaving with the winds this month, and with them go the itinerant workers volunteered or pressed into service as sailors, the mercenaries escorting the merchants, and most of all the adventurers. You might be able to convince a few of them to stay behind at the last second, but the prices are going to run you way up for that.

But honestly?

You have two mercenary companies on your payroll. You have essentially all the evidence you need to nail the Count to the wall. You're still not sure what Besim is up to, but you're sure that it is something, and you don't want him to complete it. While there are still forces in the area that might be friendly, or at least stall out the other enemies of the Port Authority, you're going to really want to grab the Count soon. You can stall out maybe one more month, but after that performing the arrest is going to be extremely difficult, at least for another six months.

This turn, you may spend up to 50 Budget.

You have one [Free] Action that you may spend on an action in any category.

You can cooperate with your teammates to add +3 base stat to an action that you are cooperating on. It is represented by using your [Free] Action on one of your already-selected Actions.

Martial (Choose 1) {Kerrie Action}
[] [Martial] Energy Spike

The real strength in this city is concentrated in the hands of the adventurers. That means that if you want some of that power, you'll have to pay some real coin for their services. This is going to be your last chance to hire an adventurer, and you will be hiring them at a steep price. DC: 20. Cost: 15 Budget.
[] [Martial] Searching For Answers
You have back up, you have an official writ from the King, and you have you. Time to officially start kicking down some doors and getting some real answers, from both the Count and the Bishop. Requires Going Loud. DC: 17. Cost: 2 Budget.
[] [Martial] Arresting the Count
You have the writ of the King. You have these year-old financial documents. You have the proof that chai is fundamentally identical to tea. The Count is suspected of being guilty of grand larceny from the Crown treasuries, and you intend to detain him until his trial. Requires Going Loud. DC: 25. Cost: 0 Budget.

Diplomacy (Choose 1) {Cormag Action}
[] [Diplo] Prepaid Neutrality

You're not asking for much. You're just asking for one day of latitude, which you will guarantee will not affect their other business. One day, where they won't make a fight much harder than it needs to be. Simple, right? DC: 27. Cost: 6 Budget.
[] [Diplo] The Noble Society
This is going to part of the battleground you and the Count will be fighting over. You need to convince the nobility that they are better off jumping off the Count's sinking ship rather than riding to the end, and that's going to take some doing. DC: 18. Cost: 4 Budget.
[] [Diplo] The High Church
Cormag is deeply rooted into the local priests, the ones running the congregation and healing the sick. Now you need him to step up and take it to the next level, to begin cutting out and isolating the Bishop Rosenberg's allies. DC: 22. Cost: 4 Budget.
[] [Diplo] Going Loud
Your enemies know you're here, and their enemies know you're here. Just about everyone in the city knows you're here; just, not officially. You're going to fix that by announcing that the King's Ministry is here to conduct an inspection on the Port Authority. DC: 10. Cost: 4 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Cutting the Line Part I

It'd take forever to figure out whose judicial system you'd be falling into to prosecute the Count Lucilius Belluomo and his conspirators. However, what if you just skipped that step by creating a new judicial district for this crime? You'd have to find a patsy, give them money to procure a venal office, and then make it understood that they are to pronounce them guilty, but if it succeeds, you might literally shave years off of the process. But first, you'll have to find an acceptable patsy...which might be a problem. Worse, you've taken so long with this that if you tried to make up a venal office now, it'd almost certainly strangle the legitimacy of the court in the crib. DC: 32 Cost: 6 Budget.
[] [Intrigue] Screw Besim
You gave him a little bit of leeway last time, and he nearly got you. No more of that. Make it hard for him to do anything, and in general completely embarass him. DC: 22. Cost: 0 Budget.
[] [Intrigue] Screw the Port Authority
Alright, you know who you need to target now. Best to start making their lives hell in order to take away their chances to do that to you. DC: 26. Cost: 0 Budget.
[] [Intrigue] Plant Evidence
If you're not satisfied with the state of your evidence, maybe it's best to plant some incriminating stuff. Though...if you planted The Box of Frames and got away with it...well, suffice it to say you could make a problem go away with extreme prejudice. DC: 19/29. Cost: 1 Budget.
[] [Intrigue] Uproot Besim's Cache
You need to find the really incriminating stuff in Besim's cache, the kind that you can actually nail a man of the cloth to the cross for. That's going to take some doing. Worse, they're onto your scent; they know someone's coming for this stuff. At least, in the shadows. DC: 28. Cost: 0 Budget.
[] [Intrigue] Mapping the Network
The Bishop Besim and the Count Lucilius Belluomo certainly have their own agents and methods to ensure that money and whispers ends up in the right ears and hands. If you can start mapping them out, you can prepare to intercept them when they inevitably attempt to bribe the judge, or break either of them out. DC: 27. Cost: 2 Budget.

Learning (Choose 1) {Tekla Action}
[] [Learning] Magical Mapping

You've started mapping out the city's magical flow with the Gnarled Rod, but there turned out to be some unexpected implementation issues. This time, you should have better luck. DC: 23. Cost: 0 Budget.
[] [Learning] Calamitous Inquiries
You impress that these inquiries need to be secret, and Tekla completly understands. If someone or some divine entity figures out why you're asking questions about Calamity Frames and Armors, you're screwed. But all the same...you need to understand. DC: 23. Cost: 2 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stew] Refining the Case I

Now that you have your potential judges down to just a handful, Sota Johannsen will work with you to narrow down your judge and figure out how you can dismiss all attempts at getting into another jurisdiction as quickly and expeditiously as possible; it appears he wants him prosecuted just as badly as you do. DC: 22. Cost: 2 Budget.
[] [Stew] The Expensive Expedient
You know that there's only a handful of judges that this case could possibly appear before. Save yourself some time at the expense of...well, a pretty damn big expense. DC: 20. Cost: 40 Budget.

Piety (Choose 1) {Agueda Action}
[] [Piety] Local Spirits

Offering tribute to local spirits as per local custom might actually get them to respond, which would help with literally everything. Problem is, this is a port city, so all the local spirits are greedy little fucks, not that you'll ever admit thinking that out loud. DC: 25. Cost: 2 Budget.
[] [Piety] Spirit of the Ships
Now that you've confirmed that the Gnarled Rod can actually tease out ship spirits, well, that's an excellent opportunity to put out services advertising your ability to locate and give offerings to ship spirits...for a reasonable price, of course. This is the last opportunity these sailors are going to get; don't let it slip away! DC: 25. Gain: 12 Budget.
[] [Piety] National Spirits
This is a bit of a long-shot, because most of the big-name spirits also have big-name projects and priests so attuned to them that they are almost mortal extensions of divine will. That said, it's not out of the possibility that you might be able to contact them, and get them to send a word of advice or two. DC: 28. Cost: 0 Budget.
[] [Piety] The Spirit of Justice
Your new friends among the lawyers swear by it, even if Justice is slow to respond on the best of days; get Justice herself on your side, and you will find yourself more eloquent, and the enemies of justice find themselves tongue-tied and abashed. DC: 28. Cost: 0 Budget.
 
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BREWING SUSPICION MONTH 4 ROLL CALL
On which note, time to go!

Dealing with the Count wins unanimously. Pray that you get >40 on your Arrest roll.

Roll me 7d100s.

Martial: DC: 25. Base Stat: 16 + 1 + 2 + 2.
Diplomacy: DC: 10. Base Stat: 17 + 1.
Intrigue: DC: 27. Base Stat: 22 + 3.
Learning: DC: 23. Base Stat: 20.
Stewardship: DC: 22. Base Stat: 22.
Piety: DC: 25. Base Stat: 20 + 2.
 
CASE: BREWING SUSPICION MONTH 4
Martial:
DC: 25. Roll: 16 + 1 + 2 + 2 + 7.4 = 28.4

Diplomacy:
DC: 10. Roll: 16 + 3.7 = 19.7

Intrigue:
DC: 27. Roll: 22 + 3 + 4.9 = 29.9

Stewardship:
DC: 22. Roll: 22 + 2.2 = 24.2

Random Event Roll: 34

The Arrest of the Gorlin Chai Ring

Over the course of the first two weeks, the team works with Sota Johannsen to make absolutely sure you have the case right. You are prosecuting the Count Lucilius Belluomo and his conspirators for conspiring to lie to the Crown, for stealing from the Crown, for shirking the duties of his position as appointed Governor General, and for abusing the terms of the charter in order to inordinately profit off the citizenry of the city of Gorlin.

The trick was that while the first two were financial crimes and would likely keep his money, position, and fury mostly intact, the next two would see him and his conspirators revoked of their rank - and if you played that right you might be able to leverage the successive court cases, each building off the last, to strip them of their titles and remunerate them to the Crown. That would be the main way you would be able to recoup the costs for the Crown.

In any case, however, the first legal hurdle you were going to have to clear was the first; you needed to present the case to the Superior Court in the capital, before the judge Count Felix. It was a little awkward to have a Count judge a Count, but for this preliminary trial that would probably be acceptable. Just in case, you checked noble genealogies; it didn't appear like either had recent marriages or close family ties, so you were fortunate in that regard.

However, the case being in the capital made things quite awkward - if you didn't have a full team, that was.

Tekla nodded. As the chief scientist, he'd be the best placed to argue that the Chai and Tea were identical, and he could at least point to the places on the records where they overlapped. It just made sense.

So on the night of, the team assumed their positions.

You and Kerrie made a wild tear through the underground, whispering that the agents of the king were coming. Angry muttering, directed both at the King and Count in equal measure seemed to bubble forth at this pronouncement, divided between the residents wanting to protect their rights from central tyranny and wanting someone to finally cut the Port Authority down to size a little. Cormag goes among the frontline priests and rouses their barely hidden ire against the Port Authority, revealing that he knows that not only are the Port Authority brutalizing the citizenry without point, that they are also doing so in direct contravention of the King and his Divine Mandate. He convinces a sizable mob of peasants and clergymen to demand answers.

Finally, Ser Tekla goes to work his surprisingly great charm upon those of letters, and reveals that in fact, he is officially coming out as an agent of the Crown, inside the private salon meeting. If any of them wished see justice done to the Port Authority, they need only arrive before the gates three hours after the morning bell. He was met with cheers and hearty congratulations.

As you and Kerrie swing by, you smirk as the agents of the Port Authority expose themselves in their attempt to warn the members of the inner circle.

The members of the inner circle all practically fall over themselves to disguise themselves and attempt to flee out of the city. You notice they shirk away from the streets with torches moving through them; zipping from street to street with your torch and ring of fire, you make it look like the mob is just around the corner, carefully herding them towards one specific street.

The main group of conspirators suddenly discover that they've been grouped up by an enemy that seems to be everywhere and anywhere, without the protection of their main forces. Contentently, you squat on the street corner as you watch them scurry about, blinded by the dark and yet needing to stay hidden.

As if you couldn't see them perfectly well, torchlight or not.

Finally, they arrive just at the head of the intersection.

You stand up, light your torch, and Kerrie, Tekla, and Cormag make their moves. You see one of the group immediately snap into a guard stance, likely the result of years in training and combat. You keep focused on the one there. She is probably the adventurer of the group, their honor guard to protect them at all times.

Instantaneously, the street is awash in light. From behind, Cormag and his rowdy mob of peasants and clergy emerge from the side streets. From the left, Kerrie walks at the head of the Ainsworth company. From the right, Tekla walks at the head of the Yarognev company.

The woman, recognizing she's beaten, sighs and sheathes her sword, much to the consternation of the others in the surrounded group.

Jeers and insults pour down from the crowd behind Cormag, as the three groups begin closing in on the underdressed nobles and conspirators. Their faces are caught inbetween the red flush of shame and anger, wanting to spit back at the crowd of peasants and clergy but unable to. The Ainsworth and the Yarognev companies advance, completely closing off the street, as you sit there lightly tapping your feet.

You glance at Cormag, who ruefully shakes his head; you see Kerrie smirk, as if to ask "what can you do". You suppress your smirk at a scheme well done; Tekla still has to do his part. Unsubtly, you rudely gesture at his lackadaisical posture and expression to just...get on with it. You can't tally this night as a success until you've realized all the benefit, after all.

You see more than hear Tekla's sigh as his slackened posture straightens and his lungs fill with air.

"HEAR ME, CRIMINALS AND OATHBREAKERS!" Tekla bellows, his willowy frame vibrating from the sheer power of his voice. The crowd behind Cormag hushes, awaiting to hear what else he'll announce. "I STAND BEFORE YOU TODAY TO DENOUNCE YOUR CONSPIRACY TO DECEIVE THE KING AND HIS MANDATE! I STAND BEFORE YOU TODAY TO ISSUE A DEMAND ON BEHALF OF THE KING TO STAND TRIAL FOR YOUR CRIMES IN THE SUPERIOR COURT! ALL LOYAL TO THE KING, DETAIN THESE CRIMINALS!" he bellows, and the two companies behind him and Kerrie surge forth.

The woman keeps her hand on the sword, but does not draw it; out of respect for her, the nobles are rounded up and placed at the head of a carriage train, guarded by the swordswoman and the mercenary companies. Tekla and Sota depart at the head of the procession, as the plaintiff and the lawyers. With them goes your legal documents that you need to prove the case, and the last lingering reservations about the night.

Just.

As.

Planned.



Learning
DC: 23 Roll: 20 + 5.0 = 25

You try to show an interest in Tekla's work, even as you idly memorize the numbers and patterns that he keeps showing you, as if there's some greater connection you're supposed to be drawing but just aren't. You wonder if this is how other people see you as, even as you continue following along with his grand project to map out the city.

To be fair, you can sort of understand the use of it, even if you're more strictly thinking in terms of how you could probably sell this stuff at a pretty sweet markup rather than how it can personally benefit you or how it'll help unravel the fundamental mysteries of the world, as Tekla puts it.

You swear, he's so lackadaiscal and carefree most of the times it's hard to realize that they're the same person underneath it all.



Piety

DC: 23. Roll: 20 + 2 + 2 + 1.6 = 25.6

You really need to learn how to shut up. That's two or three times that Tekla's work has saved you a lot of hassle and embarassment just this year alone, let alone all the other times. The sailors and merchants on the ship barely agreed to let you step aboard at the last minute, and it's only after accounting for the background effects that Tekla's map had so handily provided were you able to contact the ship spirit and convince it to bless its passengers.

You're certainly not going to complain about the feel of a good chunk of the merchant's specie, though. Cormag sees your glee and just sighs, good-naturedly grumbling about the unfairness of talent and an interest proving superior to a lifetime of effort and devotion. You roll your eyes back at him, asking if he's more mad about the money. He kind of is, but at this point he's just used to it.



Sales Revenue: 13 Budget.
Cost of Goods and Services: (2 Budget).
Mercenary Expense: (6 Budget).
Advertising Expense: (4 Budget).
Legal Expense: (2 Budget).
Lodging Expense: (2 Budget).
Salaries and Wage Expense: (2 Budget).
Other Expense: (2 Budget).
Net Loss: (7 Budget).

Remaining Budget: 146.

With the arrest of the inner ring of the Gorlin Chai Ring, your group now has a choice: Do you all move to the capital with Tekla and keep working at making sure the case goes through in the capital, or do some of you stay behind to try and nail Besim too?

[] Go to the capital. (Advance 1 Month).
[] Split up.
-[] Agueda stays back.
-[] Cormag stays back.
-[] Kerrie stays back.

Anyone that is not told to stay back is sent to the capital. As you are playing through Agueda, the focus of the quest will move with Agueda.
 
Interlude: A High Elf's Prayer for Better Days
Not for the first time, Vivien cursed her past naive self. While she wasn't going to pretend like she didn't know from the beginning that a government position was mostly a way to get her out of the line of succession for her family...she wasn't expecting the situation to be so dire. Her family constantly sent letters asking her to please send someone to look into this thing or another or to not worry about some other thing that their allies were doing which was not all that important in the long run - but when she did, the memory of that meeting flashed to the forefront of her mind.

"You may not care about the state of the country's finances. You may not care about the state of the country's tax revenues, and how the nobility or the clergy pisses away their obligations as easily as they drink wine. Fine. All you need to do is allow me to do my work, and I can live with your ignorance and short-sightedness like I tolerate everyone else's.

"But this is a promise," Agueda said, beady black eyes glinting. "If you rob this nations' future by getting in my way, your allies and your family will not save you. They are far away, and I am right here. Your predecessor did not like this policy, and as a result your predecessor is gone and I am still here. Do we have an understanding?"

Vivien recoiled indignantly. Didn't her family position her to take this opportunity to help the previous minister out of his position? Who was he to take the credit for that work? But...her curiosity won out.

"What do you mean, rob the country's future?" Vivien asked. "Shouldn't people be willing to work for the common good without prompting? After all, everyone's a member of the church, and we're all taught from birth of our innate goodness, aren't we?"

Agueda's expression shifted from a piercing glare to a palpable disappointment. "Ah, so you're not stupid, just crushingly naive," he dismissively said. "Perhaps that is the case for you, on your estate where you hold everyone's life in your hands whether they like it or not. If you disagree with me, tell me what would happen if you decided your maid needed to be replaced."

"I would never - " "Not the point I was making," Agueda interrupted. "My point is that you have so much power that your servants and serfs are forced to accept the terms that they are given, no matter how lopsided. When you have parties of equal power, however, in order for one to make the other do something they must first give or promise something valuable in return. The two parties must agree that some combination of the tangible value and intangible equals each other, or else they would never have agreed to the transaction, do you follow?"

"Okay, but - "

"That is how a nation must function," Agueda sharply interrupted. "A noble house may be able to function off extortion and bribery, but ask yourself; how do their lands look? How do their industries look? How do their farms look? In a real sense, in the past they robbed the future, and now the bill has come due. There is always a balance, no matter how lopsided the initial deal looks," Agueda said. "To dodge taxes is to rob the future - to rob the future of all that could have been done with that coin, invested wisely now."

"But then wouldn't a noble house, able to unilaterally make wise investments without needing to consult the Sejm or other authorities, be far better placed to use that money wisely, if all that matters is the future?" Vivien said.

"Please," Agueda said. "Any noble house dodging the obligations spelled out in their feudal contract would be plenty willing to disregard the future in the interest of present profit. The noble houses that would commit tax evasion and fraud are unlikely to be the ones far-sightedly investing in the future; the very nature of those who would do such a thing would prevent it."


Vivien had been sure in the later months that she could've said something, anything, which could've proven her wrong.

But as the months rolled by, and she diligently attacked the reports and the state of the finances and financing all the various projects the King and the Sejms demanded that she pay attention to, she couldn't help but be convinced, slowly and unwillingly, of Agueda's point. Even as she crunched through a stack of reports in one week that she had seen Agueda tear through in an afternoon, she slowly began to realize that...yes, the tax was hopelessly mismanaged and earmarked and going every direction except the ones it needed to fast. Even if she couldn't glance at a sheet and instantly diagnose what was wrong...it wasn't hard to tell that there was something deeply, deeply sick with this country's finances.

The only unilateral fix she could adopt was debt and land sales, but even that was likely to be hamstrung - those defenses of liberty that her mother and father had bragged about in the Sejm was starting to now look like exactly what was busy choking the life out of the nation, as those with the money to pay for the things the nation urgently needed done, like all those contracts for horses and armor and payments to the nobility to maintain Oskaria's ever-famous cavalry, were paying far less than the could be - no, far less than they needed to be. Oh, sure, if she raised the subject she might be able to get a gift or a loan - but that was the problem! The nation had no reliable way to pay for everything the nobility demanded without also depending on the nobility's largesse! Let alone the clergy, which also saw fit to levy its own tithe and give absolutely none of it over to the common good - oh, she was sure that if she pressed the clergy could maybe justify it, but...

Ugh.

Reading all these reports had gotten her in a miserable mood, especially cooped up in her office like this. She needed to go for a walk.



The Finance Minister Vivien you meet after six months has changed greatly, compared to when you last saw her. Her flawless face has taken on new bags under her eyes, and the previously pale skin has lightened to a ghostly color, as if she was so insubstantial light could shine straight through her.

She definitely wasn't expecting to see you right beside her on the trail, though, given that she jumped so high up you could've genuinely strolled under her.

"A-agueda? What are you doing here?"

"Reporting back in person, mostly," you casually say. "We captured the ringleaders, so we're expecting to start the trial soon."

"What? That quickly?! How?!"

You fiddle with your obviously magical ring.

"I'm a naturally persuasive person," you baldly say.



Mercenary Expense: 6 Budget.
Traveling Expense: 4 Budget.
Salaries and Wage Expense: 4 Budget.
Net Loss: 14 Budget.
Remaining Budget: 132.

You have 6 more months on this case. As of this month, the Count and his conspirators are invoking the right to legal representation, granted to them at the rank of Knight on up. You cannot proceed with the court case until they have legal representation of their own choosing.

This turn, you may spend up to 30 Budget.

You have one [Free] Action that you may spend on an action in any category.

You can cooperate with your teammates to add +3 base stat to an action that you are cooperating on. It is represented by using your [Free] Action on one of your already-selected Actions.

Martial (Choose 1) {Kerrie Action}
[] [Martial] Protection Detail

You have several persons of value that you want guarded at all times, of which the short list includes the Count, his conspirators, your lawyers, and the judge. While it is illegal to bring weapons and armed forces in the city, it is very much not illegal to bring strong men who carry walking sticks for the elderly into the city, so...do so. DC: 18. Cost: 2 Budget.
[] [Martial] Putting Out Odd Jobs

Adventurers, however, are a blatant exception to the "no weapons" rule, but even they are generally encouraged to keep their weapons out of sight and out of mind. Even still, they're a potent force in the city, one you would be foolish not to consider hiring on for an odd job here or there. Like, for example, walking with your judges to make sure they get to their meetings safely, or a visit to the local jail cell, make sure the Count doesn't get any ideas. DC: 17. Cost: 8 Budget.

Diplomacy (Choose 1) {Cormag Action}
[] [Diplo] The High Nobility

The ringleader of the Gorlin Chai fraud being a Count greatly complicates things for your case. However, if you can get the nobility above him pissed at him, or at least unwilling to support him, his enemies will be able to move in and defang him. DC: 25. Cost: 8 Budget.
[] [Diplo] The Low Rumors

While it's certainly unorthodox to turn to the poor and middle-class sections of the city, publishing a presser that exposes the various crimes of the Gorlin conspiracy could certainly make supporting the Count a very unpalatable thing to do - in public, of course. DC: 20. Cost: 4 Budget.
[] [Diplo] The Judges

There'll certainly be issues with interacting with the judges after the court cases begin with Tekla as the plaintiff, but that's no reason not to start getting your name associated with some generous gifts. DC: 18. Cost: 6 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Action] Mapping the Network II

You've been able to figure out how the conspirators sent out messages within the city of Gorlin. While uprooting them into the capital moves you closer into your power base, you're still going to want to make sure that you have their network down pat. DC: 24. Cost: 2 Budget.
[] [Action] Keepaway

Alternatively, you can move in to try and prevent whatever scheme the conspirators attempt, either to bribe or threaten the judges with something. Granted, you'll be paying less attention to them, so there's always a chance things could go wrong where you can't see. Then again, that's always true. DC: 26. Cost: 2 Budget.
[] [Action] Mail Search

If you want to get really aggressive, though, you can search for...incriminating things on your judges and target nobility. That would definitely help with persuading them to your viewpoint. DC: 30. Cost: 4 Budget.

Learning (Choose 1) {Tekla Action}
[] [Learning] Trinkets

The capital has the largest amount of magical goods anywhere in the kingdom, with merchants and adventurers pooling here to buy and sell their various wares. Go out and see what you can buy. DC: Scaling. Cost: Scaling.
[] [Learning] Experimentation

Mucking around with all that Chai and tea last month has Tekla interested in what else he can do with the stuff. Considering that this might turn into a product which you can sell, you're all for it. DC: 23. Cost: 2 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Advancing the Case II

Now that you're in the city, you can keep working with Sota and the legal libraries inside the city to see how you might be able to...expedite the backlog of cases and secure representation for your defendants. DC: 27. Cost: 2 Budget.
[] [Stewardship] Information Sales

Part of doing your job means that you gather information. Quite a bit of information, in fact, that can fetch a pretty good price. DC: 20. Gain: 8 Budget.

Piety (Choose 1) {Agueda Action}
[] [Piety] Calling All Spirits

Bluntly, there's so many spirits floating around the capital that if you threw a rock in a random direction you'd probably hit four or seven. The supernatural politics are apparently just as convuluted; however, if you can get their attention you might be able to leverage that into a deal. DC: 27. Cost: 2 Budget.
[] [Piety] The Spirit of Justice

Your new friends among the lawyers swear by it, even if Justice is slow to respond on the best of days; get Justice herself on your side, and you will find yourself more eloquent, and the enemies of justice find themselves tongue-tied and abashed. Being near the capital and the centers of courtly power makes it easier to contact her; however, contact is not the same thing as endorsement. DC: 25. Cost: 0 Budget.
 
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BREWING SUSPICION MONTH 5 ROLL CALL
The Justice of the People wins, 6-3-2.

Roll me 7d100s.

Martial: Putting Out Odd Jobs: DC: 17. Base Stat: 17
Diplomacy: The Low Rumors: DC: 20. Base Stat: 17
Intrigue: Mapping the Network II: DC: 24. Base Stat: 22.
Learning: Experimentation: DC: 23. Base Stat: 20.
Stewardship: Advancing the Case II: DC: 27. Base Stat: 22 + 3.
Piety: The Spirit of Justice: DC: 25. Base Stat: 20.
 
CASE: BREWING SUSPICION MONTH 5
Martial:
Putting Out Odd Jobs
DC: 17. Roll: 17 + 9.2 = 26.2

Diplomacy:
The Low Rumors
DC: 20. Roll: 20 + 1.0 = 21.

Piety:
The Spirit of Justice
DC: 25. Roll: 20 + 0.2 = 20.2

Random Event Roll
20

The July Days

In hindsight, there were signs that you should have paid closer attention to. Signs like the hot summer, the upcoming loan repayment date, and the rising prices you had noticed but initially dismissed as seasonal fluctuation. You can't help but wonder whether the lengthening backlog of court cases was also a sign, a repression that Justice must have been offended by.

Maybe if you noticed, you could have done something. Maybe not have told Tekla to go stir the masses against the Count, to disseminate how the Count had brutalized the city of Gorlin and stole the money that the city-dwellers were owed. Maybe not have prayed for Justice to take such a close eye on the situation, before it decided that justice was to gather in a mob and demand to enact justice on the Count themselves!

You thank whatever spirit is watching over you that you prudently decided to hire adventurers as your first course of action, and managed to hire the spear-wielder standing before you on the stone bridge between the city and the Count's prison. Scruffy, armored, and lightly swinging around a staff, he seemed an ill-fit for his moniker:

The King's Pillar.

Intellectually, you understood that Antonin Perrier was Oskaria's premier cavalry commander, the vanguard of the vanguard. But until you saw him casually stand on that bridge before the wall of the bloodthirsty thousands and refuse to budge, you couldn't fathom what the title meant.

Then, he opened his mouth, and you felt more than you heard his presence, knowing that it too was backed by its own Justice.

He promised the crowd that to tear apart the Count's body was to merely visit an empty justice upon the Count, allowing him and his to escape true recompense for their crimes. Agueda, behind him, was hard at work making sure that the Count and his conspirators would truly pay for all their crimes. In fact, according to a rumor he heard, Agueda was certain he could bring him to justice before the year was out. After all, wasn't the first of the trials starting soon? How could the courts prosecute a corpse? No, better to allow the process, while maintaining vigiliance for suspicious behavior.

You don't know how you know, but you feel more than you understand Justice subtly shift opinion.

With Justice thus temporarily placated, the mob slowly faded away.

As the sun set later that day, Antonin Perrier gave you one warning:

For everyone's sake, you had better be just as good as everyone said you were.

When you saw the mob gathered the next day, you decided to take those words very much to heart.



Intrigue
Mapping the Network II:
DC: 24. Roll: 22 + 4.4 = 26.4 - 3 [The July Days] = 23.4

The everpresent mob of city-dwellers that seemed to hang over the city like a haze made it an extremely dangerous time to be a supporter of the Count. While business was officially being conducted as usual, like how officially loan payments were still due and the cost of transporting and selling grain remained the same, unofficially the loan collectors simply didn't bother to show up and the merchants suddenly began finding ways to reduce the prices on grain.

Naturally, the agents of the conspirators took the hint and went deep underground, or simply fled the city outright. While you wouldn't be able to figure out who the Count and his conspirators were counting on to assist them...in a very real sense, that was no longer your concern.

Keeping the Count alive long enough to stand trial was your new concern.



Learning
DC: 25. Roll: 15 + 3.2 = 18.2 - 3 [The July Days] = 15.2

Having put Tekla off to rouse the anger of the people, it was left to you to figure out what Tekla was trying to do. You're quickly confronted with a stark truth: you aren't Tekla, you don't have his ability to approach problems, and you certainly can't concentrate with the looming threat of the mob hanging overhead.

At least you've secured the necessary supplies, if Tekla wants to try again soon.



Stewardship
DC: 27. Roll: 22 + 3 + 6.7 = 31.7 - 3 [The July Days] = 28.7

Under the threat of further mob action, you, Cormag, and Sota tirelessly comb through documents, carefully stepping around groups of the everpresent citydwellers. You find that the cases on backlog have been waiting for witnesses to arrive, and for evidence to arrive. Well, you present your case, you have your evidence, you have your witnesses, and for the love of everything in and under heaven, please show the slightest bit of flexibility so that the mob doesn't decide that we are the problem!

Slowly, reluctantly, the judge decides that scheduling the first trial for the next month is the most he can allow, and that's if you can expedite the arrival of the witnesses in order to make sure that they would consent to tabling their case for your new priority case.

You smiled, nodded, and internally screamed, because now you absolutely had to arrange all of that or things might go badly south again.



Mercenary Expense: 14 Budget.
Advertising Expense: 4 Budget.
Research and Development Expense: 2 Budget.
Legal Expense: 2 Budget.
Salaries and Wage Expense: 4 Budget.
Rent Expense: 2 Budget.
Other Expense: 2 Budget.
Net Loss: 30 Budget.

Remaining Budget: 102.

The Count and his conspirators are terrified, but continue to insist on having legal representation and defense from the unwashed masses. You need to figure out how to get him declared guilty before the mob takes it into their own hands and makes the whole situation far, far, worse.

This turn, you may spend up to 50 Budget.

You have one [Free] Action that you may spend on an action in any category.

You can cooperate with your teammates to add +3 base stat to an action that you are cooperating on. It is represented by using your [Free] Action on one of your already-selected Actions.

Martial (Choose 1) {Kerrie Action}
[] [Martial] Protection Detail

You have several persons of value that you want guarded at all times, of which the short list includes the Count, his conspirators, your lawyers, and the judge. You'll need this more than ever, with the everpresent mob lingering overhead. DC: 25. Cost: 4 Budget.
[] [Martial] Contract Renewal

Would Antonin Perrier be interested in renewing his contract to guard strategic points? Please? At the previous rate, to handle these situations? DC: 17. Cost: 8 Budget.

Diplomacy (Choose 1) {Tekla Action}
[] [Diplomacy] The Judges

There'll certainly be issues with interacting with the judges after the court cases begin with Tekla as the plaintiff, but that's no reason not to start getting your name associated with some generous gifts. Just...be careful stepping around with that much money on hand. DC: 22. Cost: 6 Budget.
[] [Diplomacy] Bread and the Court

You urgently need to reduce the heat in the city. Subtlety is going straight out the window; you're going to pass around food and assurances and fingers crossed, it might just work. DC: 20. Cost: 20 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Convincing Gifts

You urgently need these judges to expedite the process, and frankly at this point you're better off just sucking it up and slapping everything they're not-so-subtly asking for into their hands and then some just to make sure they actually make it their top priority. DC: 15. Cost: 15 Budget.
[] [Intrigue] Mail Search

You can't afford to wait for these head-in-the-sand nobles to realize the situation has drastically changed. You need them to get with the program or get the hell out, and for you that means finding some serious blackmail is in order. DC: 30. Cost: 4 Budget.

Learning (Choose 1) {Agueda Action}
[] [Learning] Trinkets

The capital has the largest amount of magical goods anywhere in the kingdom, with merchants and adventurers pooling here to buy and sell their various wares. Go out and see what you can buy, even if the mob is constantly hanging around. DC: Scaling. Cost: Scaling.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Advancing the Case III

If you need to spend a lot of your effort expediting and hurrying witnesses to trials so that you can suspend them and kick your case up the priority queue, well, that's just what you're going to have to do. DC: 25. Cost: 8 Budget.
[] [Stewardship] City Organizer

Alternatively, what you can do is leverage your considerable ability to organize people and numbers to maybe treat some of this unrest at the source; get people properly organized so that their complaints can be better passed up the chain and perhaps more importantly, so that they keep getting bread at affordable prices. DC: 20. Cost: 4 Budget.

Piety (Choose 1) {Agueda Action}
[] [Piety] Calling All Spirits

Bluntly, there's so many spirits floating around the capital that if you threw a rock in a random direction you'd probably hit four or seven. The supernatural politics are apparently just as convuluted. In some silver lining, though, the recent outbreak seems to have freaked out everyone; spirits are certainly paying far more attention now. DC: 22. Cost: 2 Budget.
[] [Piety] Justice, Vengeful and Patient

Well, you've certainly got Justice's attention now. Right now, you're certain that it's Justice's power that suffuses the crowd and pushes them to organize themselves into a semi-coherent force; maybe it'd be best to, ah, more fully explain the plan and try to convince Justice to maybe help de-escalate the situation somewhat. DC: 27. Cost: 0 Budget.
 
BREWING SUSPICION MONTH 6 ROLL CALL
Wheels of Justice Need Grease wins, 6 - 2 - 1 - 1.

Roll me 7d100s.

Martial: Contract Renewal: DC: 17. Base Stat: 17.
Diplomacy: The Judges: DC: 22. Base Stat: 20 + 3.
Intrigue: Convincing Gifts: DC: 15. Base Stat: 22
Learning: Trinkets: DC: N/A. Base Stat: 15.
Stewardship: City Organizer: DC: 20. Base Stat: 22.
Piety: Calling All Spirits: DC: 22. Base Stat: 20 + 2.
 
CASE: BREWING SUSPICION MONTH 6
Martial
Contract Renewal:
DC: 17. Roll: 17 + 6.2 = 23.2

Antonin Perrier casually accepts the contract terms again with a self-defacing smirk and a slouch. He figures that you're worried about an August Days overtaking the city again, and is perfectly happy with protecting your VIPs again. You think the Ainsworth and Yarognev companies greatly appreciate his presence; he's constantly in the thick of them, drinking, playing, and telling stories to the other soldiers.

One night, however, he tells you to keep your eye out:

An official date for the Crusade's been set, supposedly. The mobilization starts next spring and officially begins on the summer solstice. Adventurers and mercenaries will likely all be brought into the war effort - the ones that stay behind are probably going to be the guys the army doesn't want to pay for.

Call it a personal favor from a guy who's been pretty impressed, he said. Well, that, and keeping the wolves from trying to blame you for the July Days. That's just rude.



Diplomacy
The Judges:
DC: 22. Roll: 20 + 3 + 0.2 = 23.2.

Intrigue
Convincing Gifts
DC: 15. Roll: 22 + 1.8 = 23.8.

Your meeting with the judges goes about as well as you could've expected it to. Ser Tekla was always a bit of an outcast among the nobility, and there was definitely a set of flimsy excuses directed his way for being blacklisted by the Church Compact; bullshit, you were pretty sure, but Tekla laughed it off with a smile.

At this point, you decided it would probably be best to help him out directly - and simply by giving them what they had been asking for all along.

Suddenly, their tune completely changed, they were happy to discuss these matters with a fellow noble and respected gentlemen, why, it would be their honor to work with you to see justice done as expeditiously as possible.

By your standards, it was sloppy work. Seems like the judges didn't care, though, and you rapidly found the Count's trial significantly expedited. At least, three out of the four were. You needed the previous evidence from prior court cases in order to go through.

Well. At least that worked.



Learning
Trinkets
DC: Scaling. Roll: 15 + 5.2 = 20.2.

With the advent of the July Days, many of the magical merchants and adventurers had left the city. As August came, those adventurers and magical merchants came trickling back slowly, selling various things. You were drawn to a few items as obviously useful:

[] [Trinkets] Energy Beans
Supposedly, this is a set of beans from somewhere in the far east, guaranteed to give you a serious increase in your mental faculties. One-time use, grants +1 to one action. Cost: 6 Budget.
[] [Trinkets] Tonic

This stuff came recommended to you as the stuff that kings and nobility use when they're sick; refined in the great medical schools of the Caliphate, this should help with any malady. At least, if you can trust the salesman. ???. Cost: 4 Budget.
[] [Trinkets] Endless Pen

This is a neat thing that instantly drew your eye the moment you realized what it was. A pen that supposedly could never run out of ink? No more need for ink dripping, replacing the expensive ink supplies nearly instantly? Yes, please. Cost Reduction. Cost: 1 Budget.
[] [Trinkets] Heat

Sometimes, it was good just to take a set of new, subtler weaponry. This was a set that used to belong to someone clearly in the business - short blades so that it was legal to take into the city, and a selection between ice, poison, fire, and direct force effects. Grants +1 Martial and +2 Intrigue beneath 25 in both stats. Cost: 10 Budget.



Stewardship
City Organizer
DC: 20. Roll: 22 + 1.2 = 23.2.

It takes a while for trust to be built, but built it is. You start by reaching out to community leaders, trying to figure out who needs what grain, as people keep demanding cheaper bread, or at least available bread. Next you reach out to the grain merchants and the bakeries, to figure out who has grain, when the grain comes in, and what price the grain comes in - or at least, the people with your writ of authority do, and get the information for you.

With that information in hand, you begin constructing lists of people, suggesting that only a limited number of people go to a select merchant in one day; the lowest prices in the city are identified and people sent there, as well as many of the next lowest - but critically, you ask that they only take what they need for a week, after a few early disasters in the first few days. Furthermore, you lean on certain people to possibly resell the grain that they had bought - and they could rest assured the Crown wasn't looking for taxes on these, just get the grain out from under the bed.

By the end, you think you have a rough picture of what happened: a few grain merchants from somewhere had raised prices, which caused people to start making runs on grain on those merchants, and then the other merchants at the marketplace - at least, before the cheap grain ran out. The other grain merchants, worried at their dwindling supply, hiked prices, only to trigger another wave of panic-buying as people rushed to make sure they had grain at affordable prices and now grain prices are through the roof and nobody has any money to obtain what little grain remains.

What a mess.

Though...something's nagging you about the price increase. This isn't the first time you've seen prices increase, certainly, but there's a consistent uptick in prices coming from somewhere. From what the merchants tell you, the grain harvest was surprisingly good last year, so it can't be just scarcity. It's not like there's a significant amount of new currency in the market, either - you haven't heard of any new sources of precious metals, and you're fairly certain that a lot of the banking ideas were proscribed by the Compact for being overly destabilizing...so what gives?



Piety:
Calling All Spirits:
DC: 22. Roll: 20 + 2 + 5.3 = 27.3

Well, you've got their attention. Lots of attention, actually; dozens of spirits practically fell over themselves to try and get you to champion their cause.

One of the most common requests: quell the riots and stabilize the city.

You gladly accepted that request, along with a slight request for a small empowerment or perhaps a tiny bit of money in order to better accomplish that task. Not much; you understood that they all needed to reserve their own power, and you were mindful of their great needs.

Each spirit left negotiations feeling like they had made the deal of a century.

What you failed to mention was that you were naturally doing the same with every single spirit with that request.

+2 Martial, +2 Diplomacy, +2 Intrigue, +2 Learning, +2 Stewardship, +2 Piety, party-wide buff for next turn only. +20 Budget.



Random Event Roll: 58.

Surprisingly, nothing happens. The grain comes in from outside the city at about the same prices, the weather is about where everyone expected it to be in August, and the fevered madness that overtook the crowd during the July Days seems to have dissapated, leaving everyone to go home largely unmolested. Quietly, the debris and the businesses overturned during the July Days are cleand up and repaired, leaving the city...mostly the same way it always was.

No news is good news, you suppose.



Net Sales of Services: 20 Budget.
Cost of Services Sold: 5 Budget.
Security Expense: 14 Budget.
Spiritual Expense: 2 Budget.
Salaries and Wage Expense: 3 Budget.
Lodging Expense: 2 Budget.
Other Expense: 21 Budget.
Net Loss: 27 Budget.

Remaining Budget: 75 Budget.

With the cases being expedited and the situation starting to wind down, it's time to start reducing costs before you go through the entire budget for this investigation. Antonin says he understands, and will not be accepting another contract even if you offer. The Count is still making noises about needing legal representation, and refusing to appear in court before an unjust court.

Honestly, at this point he's finished. However, removing any chance of him complaining would probably be for the best; the more legitimate the case looks, the better your chances of actually getting some restitution.

This turn, you may spend up to 20 Budget.

You have one [Free] Action that you may spend on an action in any category.

You can cooperate with your teammates to add +3 base stat to an action that you are cooperating on. It is represented by using your [Free] Action on one of your already-selected Actions.


Martial (Choose 1) {Kerrie Action}
[] [Martial] Protection Detail

Now that the threat's subsided, this is effectively what you had hired the group to do in the first place; you're just going to be dispatching Kerrie to make extra sure that nothing goes too badly wrong. DC: 10. Cost: 0 Budget.

Diplomacy (Choose 1) {Cormag Action}
[] [Diplomacy] The Upper Crust

With the madness of the July Days well behind you, you can begin to start working over the upper crust scattered over the western side of the capital. It helps that you famously defended the Count even as you brought him in, and you're fairly certain Perrier gave only favorable news here. That said, well...you're still Agueda the tax assesor. You were never going to be popular on the best of days. DC: 23. Cost: 4 Budget.
[] [Diplomacy] The Low Rumors II

Okay, so the last time you started stirring up the people, it blew up into the July Days. However, as explosive as it was...it kinda worked. Probably best to get a pulse on the people again, and if the opportunity presents itself to make the people's voice heard again in support of your cause...well, you're not going to say no. DC: 18. Cost: 2 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Mapping the Network II

With the city quieting down after the July Days, you're sure the Count's network has begun to try and make contact with him again. Make sure that you track down the network and prevent him from making any...ill-timed moves. DC: 24. Cost: 0 Budget.
[] [Intrigue] Mail Search II

Now that you've pretty much got the first set of court cases in the bag, it's time to start reaching around and making sure that people don't block the inevitable land seizures you'll need in order to properly recoup costs. For the Sejm in particular, that means it's time for a little bit of blackmail. DC: 28. Cost: 0 Budget.

Learning (Choose 1) {Tekla Action}
[] [Learning] Experimentation

You had put away the notes that Tekla had on various things you could do with tea, especially since there was so much of it floating around. You might as well take the chance to finish up that investigation. DC: 23. Cost: 0 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Advancing the Case IV

You've set everything up. Now all that's left is...to actually see this thing through. DC: 10. Cost: 0 Budget.
[] [Stewardship] Information Sales

Over the course of the last few months, you've built up a huge store of information. Information that you can sell for a decent price. DC: 20. Gain: 8 Budget.
[] [Stewardship] Deeper Thinking

During the course of your organizing, you noticed a somewhat disturbing pattern in grain prices. It might be worth looking into exactly what's setting off your suspicions. DC: 25. Cost: 2 Budget.

Piety (Choose 1) {Agueda Action}
[] [Piety] Spiritual Testimony

While it's true that your physical case is completely solid, your spiritual case thus far has been slightly lacking. If you can get a denunciation from some of the Compacts, that would likely ensure that there would be absolutely no escape. DC: 27. Cost: 4 Budget.
[] [Piety] Justice At Long Last

Alternatively, and this always carries with it the risk of bringing the July Days back, you could attempt to appeal to the spirit of Justice to oversee this trial and see Justice done. DC: 25. Cost: 0 Budget.
 
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