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.