The Enemy Within (WHF Witch Hunter Quest)

OK people, let's get tactical. We have the following situation:
-At least "a score" of mutants (i.e. >20) in a hideout. Of these, "a minority" (anywhere from 6-9) are murderers and Chaos cultists. They will fight us, because even if we don't get involved the Watch or the local farmers will see them dead for murder.
-The others may fight us, depending on the situation. Alternatively, they will become embroiled in fighting and force us to intervene because of these horrible attacks of conscience we keep having.
-Our actual target - remember, the one who must be caught and killed without confessing to others, or else we end up on a pyre - is either not here (in which case she'll get spooked and run) or is here and busy (in which case we get to fight a rogue witch on top of everything else).

Again, let me reiterate: there is no way to resolve this without violence. 'Knut' and his posse have killed a bunch of innocent people, and have earned death several times over. We know it, they know it, and they know we know it too. Even if the others are convinced to not fight then we'll still have to duke it out with a large group of killers who seriously outnumber us. Depending on negotiations our options are therefore either a) negotiations succeed, and we fight a bunch of killer cultist mutants with (presumed) innocents in the line of fire, or b) negotiations fail, the second mutant group sides with the baddies, and we have to deal with a score of people trying to murder us. These are, to put it bluntly, terrible options.

We tried guileless diplomacy back in Bogenhafen, against the Town Watchmen who were guilty of just siding overly-much with some merchants. This backfired so spectacularly that we nearly had a Bad End GG No Re situation, and had to get bailed out by the grace of the GM and by Ranaldian cultists of all people. Here, now, we're up against mutants - people not inclined to trust a Witch Hunter - many of whom will try to kill us on sight, what with us being a Witch Hunter and all that. If we're going to negotiate, let's do so from a position of strength rather than going 'just trust me bro it'll work out.' Write-up incoming for this option.

[X] Rally Reinforcements

I'm thinking that negotiation means that we fight Knut and his Posse along with the mutants that would like to go legit. This absolutely ends in violence. If we pull back, Knut and his posse will have killed some of the more vocal pro 're-integrate' mutants, and when we come, we'll not only have to negotiate with this group, we'll ALSO have to convince a bunch of peasants not to kill people who, by law, probably still could be massacred legally, since they're still involved with a chaos cult, even if it is in a way I feel that makes it morally better to just let them get out.

What we go for is 'Hello there, imperial Citizens, I can't help but hear that this figure here confessed to arson and murder. Would you like to help me neutralize him, so that we can go to the Empire where I, a Witch Hunter, will vouch that you were briefly deputized by me'.

This will be bloody, and some of those people will die. But if we're going to find reinforcements, some of them would likely die anyway, and it would be far, far more difficult to save the innocent mutants.
 
Even the, so far, non-violent mutants are members of a Chaos Cult and will likely die by the legalities of the Empire.

If they see a Witch Hunter they should try to kill him, as their own best chance of survival.

Sure, we might convince them otherwise by heroic feats of diplomacy, but as the default, theor reaction to us should be swift violence.
 
I mean, obviously diplomacy IS required. They're not just gonna be glad to see us. But they clearly know of the new edict, and if we make it clear that we are in a position to give them a clean break from their past, this would actually be the best chance for them. If they come back to town with a witch hunter saying 'Hey, these brave people helped me take out a Chaos Cult, Sigmar commends them for their bravery' that is actually one of the best case scenarios for them not having to live out in the wilds. Because if we vouch for them, and they themselves shut their mouth, who's gonna tell anyone that they spent some time nominally in a Chaos cult? Obviously, they'll live with some amount of suspicion on them. Even a mutant that just lived out in the woods by themselves would be suspected of being in a chaos cult. But they'd be in a much better position.

And again, the fact that it is depicted as an OPTION means it's not a certainty. If Markus thought that trying to talk to them was just a stupid, nigh suicidal thing, the option wouldn't be presented.
 
You're frozen by indecision as seconds tick by, your feet twitching with anticipation. Surely, surely some of these mutants can be saved from the pyre? Yet as the two sides continue to bicker, you quietly clamber back down the hill and motion for your agents to join you.

In Bögenhafen, you chose to stand and face the Town Watch rather than run. That decision was made from guileless optimism and blind faith in the inherent good of mankind, and it nearly doomed an entire town. You had to be sprung from jail by Ranaldians, of all people. Let none say you're incapable of learning lessons; you may negotiate, but this time you'll do so from a position of strength. 'Knut' and his band of killers have earned the headsman's axe for the murders they've committed, and no silver tongue will make them come quietly. Max and Elvyra join you in deep discussion as you ride back to Grissenwald together, sketching out a plan.

Elvyra departs before you reach the walls, seeking out the farmers she'd helped previously in the day to recruit a few capable hunters among them. Max departs to sniff out the names and sketch the faces of Holzen's bought-off agents in town, while you make calls in the town hall and dwarf quarter. As Grissenwald's gates creak closed for the night, you reconvene with your agents and the selected representatives to carry out your plan.



"The secret to management is simple: know which man is best suited for which job, so that his base nature compels him in the right direction. The challenge is, as always, knowing the true nature of a man's heart." You pause outside the council chambers, taking a moment to center yourself as you recall the Order's teachings. You've arranged the stage as best you can, and the next steps rely on the parties involved acting according to their base instincts. Making the sign of the Comet for reassurance, you adjust your hat and dramatically push open the council doors, staring down everyone inside.

Brightly-coloured officers of the Watch stand uneasily side-by-side with hunters wearing leather jerkins. You ensured the town's Watchmen of all shifts were called to 'routine morning maneuvers,' blamed on 'some tightwad Army officer makin' the rounds' as a cover story. Elvyra, a capable criminal in her own right, ensured that the farmers she recruited kept gossip to a minimum; you need a few hunters and trackers, not a lynch mob.

"Gentlemen, this operation calls for a barber's razor rather than a blunt cudgel. The few cultists in the hills nearly drove Grissenwald to open bloodshed, and their mastermind remains at large. I need live prisoners, not dead effigies, and I'll pay a bounty for every live capture." Old prejudices die hard, even with the promise of coin, and if the townsfolk were left to their own devices you're sure that every man, woman, and child in that hideout would be trampled underfoot under the guise of 'resisting arrest.' Thankfully, you don't need either Watchmen or farmers for that part of the plan.

"Watchmen, my agent has the names and addresses of the suspects in town," you direct, nodding respectfully to Max and the officers of the Watch. "Grab them, and send the prison carriage on its way just before dawn." You'd secured the Watch's assistance by uncovering the cult, and the prospect of 'liberating' goods has ensured the officers' enthusiastic support. The guards at the gates and docks tomorrow will have their normal complements doubled and all wagons or boats leaving will be closely inspected, while the town's Sewer Jacks sweep the usual smuggling routes to hopefully prevent easy escape underground. Holzen's operations in Grissenwald are far more dangerous than some mutants in the hills, and the Watch should be equal to the task of subduing corrupt taxmen.

"We march out the gates one bell after dusk," you announce, pointing to the informal group of hunters. "Mannslieb is nearly full, so we'll have enough light to see the road; no other lights will be used until we arrive. You men are to establish a perimeter and take down anyone who flees. The Watch's wagon will arrive in the morning to collect them; remember that dead men tell no tales, and pay no bounties." Each hunter has been given a pair of shackles and a promise of a few shillings from the confiscated goods should he bring in a mutant alive. Though playing on man's greed rankles your heart, you'll accept such skullduggery if it saves lives.

"What of the camp itself, milord?" asks one hunter. You stare him down until the man wilts, then point to Baruk Stonebrow, unofficial leader of the town's dwarf contingent. To subdue human mutants, you've tapped the town's dwarfs and their lack of special prejudice towards such afflicted humans. Their skill at navigating mines and innate resistance to magic should hopefully not be needed, but if one of Holzen's disciples is in that tower, you'll want dwarf-folk and their ability to shrug off lesser magic. Stonebrow's loyalty was more difficult to come by, but the prospect of avenging a Grudge on the witch who'd slandered their name - and equally importantly, your promise to gift them Holzen's land after its seizure - has ensured their cooperation. I trade horses in this work more than I burn witches, you think ruefully to yourself.

Finally, the most delicate matter at hand. You glare meaningfully at everyone in the room, sparing special attention to the hunters and Watchmen. "Let me remind everyone here of the Emperor's new edict," you growl carefully. "Any man who ignores the Heldenhammer's representative and his edicts risks not merely his life - and I will see it collected, if injustice is done - but his soul to boot. Am I clear?"

The assent is grudging, but you'll take what you can get. You've put your least-reliable assets to use in ways least likely to harm innocents. Beyond that you must simply trust in Sigmar and good fortune to see it through.



The makeshift Throng makes good time on the trail, dwarfen low-light vision and the hunters' skills letting all involved travel without lanterns or torches which might give you away. The hunters split off as you approach the hideout, stringing arrows and nocking crossbows as they do. As you crest the hill, you spot a single campfire and a mutant sitting in front of it, a spear at his side.

"Seems these wazzocks expected company," Stonebrow mutters quietly. "What's yer orders, Templar?"

You turn to whisper instructions but Max is already en route, moving quietly with the skill of a man used to such criminal work. The sentry crumples, air forced from his lungs by a knife, and you direct the dwarfs forward with a gesture. As they ready cudgels and other weapons, you stride up to the makeshift camp and ready yourself.

"Halt!" you order dramatically, and the mutants' camp is suddenly stirred into motion. Some scream at the sight of shadowy figures in the dark, but fear of the unknown keeps them clumped together inside their own camp. Good enough for you. "As a Templar of the Silver Hammer, I offer you safety!" you bellow. The hubbub continues, but you can see faces among the milling crowd of mutants staring at you in surprise. "I swear the following by my honour: anyone who stands down and comes with me peacefully shall be treated fairly."

"Liar! Fuckin' Hunters won't let anyone live!" one of the mutant shouts, already clutching at a halberd. Unfortunate but unsurprising, and you'd prepared for this. "Do the town criers lie?" you boom dramatically. "Emperor Franz, wielder of Sigmar's own Hammer, decreed that possession of mutant features does not condemn one to the pyre. I am here to enforce all Imperial law, including the Mutant Edict!"

At those two words several more mutants look up in hope, and you direct a faint nod of approval at them. "Knut and his band have committed murder," you intone solemnly. "They have burned innocents, not I - and I do not plan to start today. Merely lie down here and wait for the fighting to stop, and you'll be treated fairly."

"Get on with it, ya daft umgov!" shouts Stonebrow, earning a grumble of assent from the dwarfs. The air is thick with anticipation, and you can see one of the warlike mutants winding up a sling. You point your pistol and open fire.



A couple considerations to keep in mind:
1) Our primary objective remains catching Holzen: if she's not here then we need live captures for information, and if she is here then we need firepower to take her down.
2) Holzen's hideout is far less valuable than a fully-equipped smuggling operation. We need that one busted, and done simultaneously so that the criminals involved don't have time to flee. We've stumbled across a major operation, which means we need more assets to ensure it's taken down properly.
3) If we take down the smuggling operation, we will have first choice of who gets the goods. That's a lot of potential money, and we can use the promise of future profit to buy a lot of cooperation right now when we need it most. Remember how the merchants recruited so many allies in Bögenhafen with simple coin? We have the chance to make human greed do some good work, so let's use it while we have it.
 
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m thinking that negotiation means that we fight Knut and his Posse along with the mutants that would like to go legit.
It probably depends how we roll on talking, with a ladder of something like

All the mutants try to kill Markus

The civilian mutants run away while the armed ones try to kill markus

The civilian mutants aid Mrkus in fighting the armed ones

(Multiple crits on charm, intimidate) The armed mutants flee and/or surrender without a fight
 
[X] Attempt Negotiations

Poor sods, the civilians haven't done a thing wrong. They fled from those who wanted to kill then to the only ones who would take them in, even the armed ones really I understand the motivation of tbh. There's no need to fight here, no one has to die
 
Vote closed
Can we attempt negotiations without templar clothing? Can't we ditch the robes and act like we're a sympathetic traveler or anything else besides a Templar? Sure, we'll lose the fear factor and the authority, but we'll at least not detract them even more than we already are by finding their secret hideout. Plus, what good would a Templar's status be when surrounded by a group of outcasts with no support?

Edit: Never mind, lets go with @Nuts! plan instead. It seems far more well taught out.
 
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Can we attempt negotiations without templar clothing? Can't we ditch the robes and act like we're a sympathetic traveler or anything else besides a Templar? Sure, we'll lose the fear factor and the authority, but we'll at least not detract them even more than we already are by finding their secret hideout.
"How do you do, fellow mutants?" - Markus with a yellow spandex and a cool mask and has a pair of sharp claws under alias of "Jackman" probably
 
Alternatives to negotiating as a witch hunter may include pretending to be a bounty hunter or a messenger from another non college mage. If we're only after Herzen, we can say that and convince them to betray Herzen for money or through intimidation. As a messenger, they might be negligent enough to just tell us where she is without any complications.

In both those cases, we can pass off our actions as simple pragmatism and avoid locking ourselves into a path with many long term consequences. However, it seems like a significant portion of the vote for negotiation, if not the majority, was based on reintegrating these mutants back into some sort of nonviolent life. That's difficult to achieve without using Markus's status as a noble and a templar.
 
I'm thinking that negotiation means that we fight Knut and his Posse along with the mutants that would like to go legit. This absolutely ends in violence. If we pull back, Knut and his posse will have killed some of the more vocal pro 're-integrate' mutants, and when we come, we'll not only have to negotiate with this group, we'll ALSO have to convince a bunch of peasants not to kill people who, by law, probably still could be massacred legally, since they're still involved with a chaos cult, even if it is in a way I feel that makes it morally better to just let them get out.

What we go for is 'Hello there, imperial Citizens, I can't help but hear that this figure here confessed to arson and murder. Would you like to help me neutralize him, so that we can go to the Empire where I, a Witch Hunter, will vouch that you were briefly deputized by me'.

This will be bloody, and some of those people will die. But if we're going to find reinforcements, some of them would likely die anyway, and it would be far, far more difficult to save the innocent mutants.

Yep, and that's inherently dicey. Since folks voted that route, though, here's a write-up to hopefully not suffer a bad case of dead:


As a devout Sigmarite, an enforcer of Imperial law, and a man gifted his own chance at redemption, you resolve to negotiate with the mutants. As a man who'd like to keep his insides inside, you do so in disguise, at a distance, and from horseback for a quick getaway. Max falls in uneasily beside you with muted grumbles about your 'damnfool bleedin' heart,' but you've earned enough trust for him to accept the risk. Elvyra remains atop the hillside with her own horse hitched nearby, while you consider your approach to the camp below.

You keep your weapons but stow your trinkets of office, hat included. Murderous Chaos cultists could be relied upon to shoot a Witch Hunter on sight, and your weapons can be passed off as simple precautions, as few men would travel unarmed while away from the Empire's roads. You carry yourself like a noble's brat on a hunting trip with Max as your footman, trusting in the common folks' prejudice to cover any gaps in your cover story. A few swipes of trailside dust makes you both appear worn out from a long days' march, and you swing around the hill in a lazy, unhurried arc. Turning upward towards the camp as though you'd just spotted it, you and Max approach the tower slowly while apparently ignoring the camp of mutants.

They spot you from a distance, of course, and the obviously deformed ones have tucked themselves away before you get close to the tower. "Hello, my fellows!" you boom cheerfully, locking eyes with the gangly man in the butcher's apron. "I'm afraid I have need of provisions. Might I make a few purchases from your camp, sirs?" Ignoring the musket barrel pointing out of the nearby tent, you do something truly unnatural and form your face into a smile.

"Errr...of course, milord," the man stammers. "I-"

"Excellent!" you cut him off. "My horse is a tad skittish, so would you do me a quick favour by coming over here?" You slap your hands together, bringing up a cloud of dust. "I'm been riding so long that I doubt I've the strength to stand once I dismount, I'm afraid." Though gulping in fear, the mutant hesitantly approaches you, Max keeping a respectful distance - and not coincidentally, also out of the line of fire should the shooting start here.

"My coinpurse, Hans?" You catch the thrown pack, making a show of rattling through its contents, while you 'accidentally' position your horse until you're in between the man and his camp. Giving the man a conspiratorial wink, you lower your voice to a murmur.

"Knut's men have you hostage, yes?" you ask without preamble. "The musket's pointed at me; do please keep up looks so it won't be used." You hold up a silver shilling in one hand, squinting and rubbing it in the fading light, while surreptitiously making the sign of the Comet with the other.

"What are you doing?" the man hisses frantically. "Wait, you know?"

"Of course, of course!" you respond loudly. "I should have assumed it would be mutton, this far into the hills. Now, let's talk rates..." You turn to your saddlebags to keep up the charade, dropping your voice again to a murmur. "The murderers have earned a quick death. Turn them in and I'll see you and yours safe out of here. My word as a Templar."

You grimly appreciate the man's dumbfounded expression, though your face remains a mask of mild befuddlement. "Errr, Hans," you call out, the very picture of an idiot nob, "is a gold crown too much for a shank of mutton?"

"A bit, sire," Max calls over, not bothering to hide his amusement.

"Ah, I see! Don't you worry, Hans, I learned proper haggling at Father's side," you call bbck in your best fop's voice. Lowering your tone conspiratorially, you continue the true conversation. "Mutant Edict aside, I need you and yours alive for testimony. Tell Knut I seem an easy mark, and encourage him to ambush us while we sleep. Bring two of your lads for backup, fellows able to defend themselves. We take Knut's lads out, and I'll see you all resettled with the money taken from the smuggling operation that got you here."

"Can I trust your word?" the man asks, finally getting into the act himself.

"Of course! A van Stolpe's word is his bond, after all," you boom in response. "I've burned no innocents on pyres. Your 'family' cannot say the same. You already know I'm your only hope for getting those children out alive."

Pitching your voice back up again, you bellow, "And that's a deal! Your best shank of mutton please, good sir. And do feel free to visit, as my footman and I will be lodging overnight near the creek. Safe travels!"

As the troubled-looking man in the butcher's apron hesitantly brings you a piece of meat for tonight's dinner, you hand him several silver shillings in a clearly overpriced exchange. "I always knew I had a knack for trading," you announce. "Say, good sir, what's your name again? I'm afraid I clear forgot it."

"Herr Rutger," the man quavers, his unnaturally-long limbs shaking like twigs.

"Rutger, is it? Afraid I haven't heard that lineage before, though I'm no expert in the local families," you announce with a wry grin. "Regardless, sir, I hope to see you soon!"





You choose your camp with an eye for a midnight ambush. A bend in the creek serves to block access, forcing any would-be killers onto a single trail. You and Max stuff two bedrolls with twigs silhouetted in front of a sizable fire, while Elvyra beds down with the horses further away. You hope to lure in Knut's men like moths to the open flame, with the fire hopefully ruining their night vision to boot. Dry sticks scattered across the one easy trail leading to the campsite serve to warn of an intruder's footsteps, while your horses are hitched further away should the ambush turn rotten. You and Max each sort out sight lines and dig makeshift cover, resting in a concealed position behind brush thick enough to block maddened cultists while thin enough to permit a pistol ball.

Hopefully.

With preparations made, you and Max eat cold provisions and settle down for an uneasy night. Mannslieb casts a faint glow across the land with Morrslieb barely cresting, the temporary peace serving as welcome relief from the approaching violence.

"Do you trust him?" Max asks suddenly. "That 'Rutger,' I mean."

"Not for moment, and I'm sure it's reciprocal," you respond immediately. "But I spoke the truth back there; he's no other options, and he knows it. Running will have him knifed in the back, and he's too little coin to start over with a new face."

Max scrunches his face in concentration. "'S what I don't get about you, Markus - why? We could have had Grissenwald's Watchmen take the whole camp's worth of muties, and instead we're freezing our arses off waiting for a mutant's help. Why?"

You don't have an easy answer to that one, so you let the question lie for a minute while the bi campfire crackles away. "I was given a second chance myself, Max. It's on me to give the same to others."

"Nearly got us killed in Bogenhafen," Max points out sourly.

"Aye," you respond simply. There's little you can say in response, so you let it be. Max has nearly died in your service before, and he's risking his life again tonight. He may complain, but he's earned the right as few others have.
 
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I don't understand why people are trying to push a write-in after the vote is concluded, as if the people who voted for negotiations didn't want Markus to do it as he would his usual self, that being frank and direct.

Markus isn't really a man for deception. We're banking on his authority and sincere belief in the law to convince the mutants that amnesty is possible for them if they help us kill a Witch.

Does it sound unlikely to work? Depends on the dice. I don't believe we've ever been presented with a trap option in this quest, and I'm not about to start thinking like we're always 1 vote away from getting Markus killed.
 
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Yeah, if i wanted to see a write in instead of the negotiation option, i would have voted for a write in option. I don't, and i didn't, so what's the point of trying to insert one now, after negotiating has already won?
 
I don't understand why people are trying to push a write-in after the vote is concluded, as if the people who voted for negotiations didn't want Markus to do it as he would his usual self, that being frank and direct.

Markus isn't really a man for deception. We're banking on his authority and sincere belief in the law to convince the mutants that amnesty is possible for them if they help us kill a Witch.

Does it sound unlikely to work? Depends on the dice. I don't believe we've ever been presented with a trap option in this quest, and I'm not about to start thinking like we're always 1 vote away from getting Markus killed.

Uh, that is a negotiation. It's Markus straight-up telling the Nice Guy "hey, I'm a Templar who wants your people alive, let's ambush the bad guys together outside of your camp so that no innocents get accidentally clocked by a musket ball." I don't agree with the 'Attempt Negotiations' option, but I wrote a good-faith attempt at fulfilling why y'alls wanted it. If you're gonna complain about me taking the time to make a write-in, please do me the courtesy of reading it through.
 
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Uh, that is a negotiation. It's Markus straight-up telling the Nice Guy "hey, I'm a Templar who wants your people alive, let's ambush the bad guys together outside of your camp so that no innocents get accidentally clocked by a musket ball." I don't agree with the 'Attempt Negotiations' option, but I wrote a good-faith attempt at fulfilling why y'alls wanted it. If you're gonna complain about me taking the time to make a write-in, please do me the courtesy of reading it through.
Why do you assume I was talking solely about you when Johhny_boy made a post about doing negotiations while pretending to be a traveler and vestigeofgreen mused about about Markus pretending to be a Bounty Hunter instead?

Your write-in had Markus approach the group in disguise as a jovial idiot noble (the deception I referred to), something that was painfully out of character for him while he's on the job. Markus has primarily relied on intimidation and the weight of a Templar's reputation in most social situations with strangers, I can't imagine him playing games like this at all. It was nice of you to try, but the write-in very much wasn't in the spirit of the winning vote.
 
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Approaching the mutants in disguise was not in the vote, and would be a sufficiently dramatic change that I don't think you can fairly fold it in under the "close enough" principle.

Markus is going down there as a Templar, openly, and will seek to negotiate with those in charge on that basis.
 
I am pleased to inform you that Markus passed one of the two charm tests he was called upon to make, and also an intimidate test. Tragically, he also passed a chaos lore check.

Well I suppose that is objectively good but I was really enjoying what we had going there.
 
I am pleased to inform you that Markus passed one of the two charm tests he was called upon to make, and also an intimidate test. Tragically, he also passed a chaos lore check.

Well I suppose that is objectively good but I was really enjoying what we had going there.
Markus finally remembered, that Chaos lore is not some kind of sandwich. :V
 
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