Powder, Gears, and Blessed Steam - A WHF Engineering Quest

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Incidentally now that Morr is off the list as a option to talk about this the next one would probably be Sigmar, just walk in and start explaining, between the dark magic would and the dwarf-made revolver odds are good they would at least hear us out.
 
[x] Trust Mr. Rabbit, turn and leave.

We sadly are in no condition to even do light snooping, best to pull back and recover. Plus we can search the necromancer for clues before burning her. Look for odd things like piercings, scars, and tatoos. If we can ID who's compromised, we then can get in touch with the true Morrites to resolve this problem. After that we burn the body and scatter the ashes, buy some pig bones to throw in after. So we can hide why the workshop smells like pork. Just say we needed pork fat for something and bones for soup broth. Also wear gloves before touching any items on her. Money should be safe, but anything else is suspect. After that we need to get healed, end of story. These wounds need magic to shake off not time sadly. But fortunately nobody knows we iced a necromancer, so we got anonymity working for us currently.
 
And then the Dawi burns the entire Witch Hunters down to the ground along with anyone that stand with the hat wearing lunatics. The Witch Hunters barely got away from being added into the Book of Grudges at the beginning of the story when falsely accusing Margaret and got the receiving end of Godri's wrath supported by his brethren, which the Witch Hunters are forced to retract and back off.
The entirety of the Templars probably wouldn't have paid the price. The Sigmarites probably would have just sold out those responsible by handing them over for Dawi vengeance. Still, I concede that the Witch Hunters will be a fair bit more circumspect about matters than they would prefer. Admittedly, Dawi vengeance probably wouldn't be as much of a deterrent as it should given the distance between here and Altdorf, but the level of civilization in the area should make up most of the difference.

I still don't think it's a good idea to try for the Witch Hunters though. They might not be willing to murder us, but I doubt interaction with them would be good for Margaret's mental health. Just the idea of going on a tour of various temples was enough to have her going for her firearm. I can't see her coming face to face with a Witch Hunter ending well.

Nor can I really see the Templars following up on this lead to the extent we want. We've got a necromancer cosplaying as a Morrite priestess and a scared ghost bunny. Even if the Sigmarites were positively inclined towards us, that's not much with which to start an investigation into another cult. That whole "needing evidence" thing cuts both ways. The Morrites would likely scream bloody murder to the secular authorities about the Witch Hunters abusing their authority to go after a rival cult, and with good reason.

Same thing goes for the Cult of Verena. They might be able to verify we aren't lying, but we've seen nothing implicating the Morrites that can't be easily explained away. Therefore our testimony won't move the needle much, mores the pity.

Meanwhile, we're a private citizen with no connections to any major local groups aside from an independent mercenary company. We aren't constrained by local politics, since we're just a young woman who got thrown out of the Engineering College with a heroic streak. The fact that the notoriety from said heroism makes it easier to find patrons is just icing on the cake.
 
The entirety of the Templars probably wouldn't have paid the price. The Sigmarites probably would have just sold out those responsible by handing them over for Dawi vengeance. Still, I concede that the Witch Hunters will be a fair bit more circumspect about matters than they would prefer. Admittedly, Dawi vengeance probably wouldn't be as much of a deterrent as it should given the distance between here and Altdorf, but the level of civilization in the area should make up most of the difference.

I still don't think it's a good idea to try for the Witch Hunters though. They might not be willing to murder us, but I doubt interaction with them would be good for Margaret's mental health. Just the idea of going on a tour of various temples was enough to have her going for her firearm. I can't see her coming face to face with a Witch Hunter ending well.

Nor can I really see the Templars following up on this lead to the extent we want. We've got a necromancer cosplaying as a Morrite priestess and a scared ghost bunny. Even if the Sigmarites were positively inclined towards us, that's not much with which to start an investigation into another cult. That whole "needing evidence" thing cuts both ways. The Morrites would likely scream bloody murder to the secular authorities about the Witch Hunters abusing their authority to go after a rival cult, and with good reason.

Same thing goes for the Cult of Verena. They might be able to verify we aren't lying, but we've seen nothing implicating the Morrites that can't be easily explained away. Therefore our testimony won't move the needle much, mores the pity.

Meanwhile, we're a private citizen with no connections to any major local groups aside from an independent mercenary company. We aren't constrained by local politics, since we're just a young woman who got thrown out of the Engineering College with a heroic streak. The fact that the notoriety from said heroism makes it easier to find patrons is just icing on the cake.

If we tell the Cult of Verena and they decide not to follow up we lose nothing, unless you think they would also inform the associates of the necromancer in which case... well this city is fucked, best move to a cabin in the woods or something.
 
[x] Trust Mr. Rabbit, turn and leave.

We sadly are in no condition to even do light snooping, best to pull back and recover. Plus we can search the necromancer for clues before burning her. Look for odd things like piercings, scars, and tatoos. If we can ID who's compromised, we then can get in touch with the true Morrites to resolve this problem. After that we burn the body and scatter the ashes, buy some pig bones to throw in after. So we can hide why the workshop smells like pork. Just say we needed pork fat for something and bones for soup broth. Also wear gloves before touching any items on her. Money should be safe, but anything else is suspect. After that we need to get healed, end of story. These wounds need magic to shake off not time sadly. But fortunately nobody knows we iced a necromancer, so we got anonymity working for us currently.
I wouldn't expect much success from any investigations of the body, since we don't have any skills in that area or a background that would tell her what exactly is suspicious. As for the body disposal, I don't want to burn a powerful necromancer in our furnace, that's just asking for said furnace to become haunted/cursed. It's one of the reasons why I want to handle this swiftly.

Where do you suggest we get healed though? The Shallayans have strong ties to the Morrites, so they could probably recognize the signs of a necromancer attack. A Jade Wizard definitely could, and both would likely contact the Morrites as a result. That's another reason why I want to get this handled. I want that die penalty gone.
If we tell the Cult of Verena and they decide not to follow up we lose nothing, unless you think they would also inform the associates of the necromancer in which case... well this city is fucked, best move to a cabin in the woods or something.
They actually might tell the Morrites about us. Not because they're in cahoots or anything, just to warn them that somebody is trying to slander them. If the cast that Truth-telling prayer they could tell that we're being truthful (as far as we know), but they don't always do that. Why bother Verena to verify that an obvious lie is, in fact, a lie? Also, I don't want to waste the AP.
 
[X] Trust Mr. Rabbit, turn and leave.

that goes fucking deeeeeeeep. But yeah, we are in no condition to investigate especially if we are discovered, we have -1 dice to psychical stuff so running away or shooting would be much harder.
 
[X] Trust Mr. Rabbit, turn and leave.

Ok, which gods have temples on the city, Morr, Sigmar and Verena are mentioned, Shayla, Rhya, Taal and Ulric also have temples no?

Maybe we can go to the Shaylans for healing and get their help to contact somebody of autorithy on Verena or Morr side.
 
[X] Trust Mr. Rabbit, turn and leave.

If Mr. Rabbit is sensing imminent danger at the Temple, we better bugger off, lest that moment will be our last.
 
[X] Trust Mr. Rabbit, turn and leave.

What the heck, Wolfenburg Garden of Morr has been compromised.
Next turn, go to Shallyans, find out they are all Lahmian vampires.
Go to Sigmar, get burned for 'witchery'.
Maybe check if there is a Dawi quarter with a shrine to Gazul and spill the beans to them(including Mr. Rabbits story)
 
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[X] Trust Mr. Rabbit, turn and leave.

What the heck, Wolfenburg Garden of Morr has been compromised.
Next turn, go to Shallyans, find out they are all Lahmian vampires.
Go to Sigmar, get burned for 'witchery'.
Maybe check if there is a Dawi quarter with a shrine to Gazul and spill the beans to them(including Mr. Rabbits story)

It is possible that whatever Mister Rabbit is he just does not like Morr, though given that we rolled a sixth sense and failed right before he warned us I don't think that is it.
 
It is possible that whatever Mister Rabbit is he just does not like Morr, though given that we rolled a sixth sense and failed right before he warned us I don't think that is it.
Yeah, I strongly doubt that Morr is a reason. I am more inclined to believe that it has something to do with Necromacers or even possibly Vampires. Ugh, it will be a headache for everyone involved. I am curious if we show that Morrites were infiltrated by Necromancers, Elector Count would get interested in us...which will possibly give us a patron but it will give Margaret a lot of headache...and she is 16.
 
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