Carroburg Campaign Sessions 17
We find you arrested and considered to be (partly) responsible for what happened with the Undead at the start of the session. Recriminations fly.
However, it appears that you are technically covered by Canon law and whilst the common view is to hang you immediately, the Ulrican Treasury Commander is a stickler of the law. He arranges to transport you to Carroburg, where you are delivered by late night. You spend the night in a small shrine, purposely built for travellers. The peddlar Werner Delphinius is there finds it very funny.
On the way, however, you noticed a few strange things. The ferry operators are not the usual people and it proves very difficult to get a ferry to get you across to the Docks. There is also some strange boat activity, but nothing strikes you as worryingly weird.
Prior to the official curfew ending, the city gates open and Wilhemina de Roos turns up to take you into custody. The sergeant in command of your escort refuses "I have my orders", but she threatens various things, and he relents. She is very smug as she takes you to the gates. On the way, you note that there are a number of people milling around the Leitslanden warehouse – again, unusual. At the gates, you find a drummer boy, who begins to beat a march. De Roos tells you that you are to hang at once, without a trial. You claim this is illegal. She laughs. You proceed up the street, suddenly noticing that everything is quiet.
Then all Hell breaks loose, and the streets are filled with rioters and others. De Roos is taken away and hanged on the spot. You nearly get the same treatment, until someone remembers to call a Citizen’s Committee. You have been robbed and stripped by this stage, so there are no handkerchiefs for them to find – apparently a major crime. They also check your hands. Pieter is clearly a working man and released. Aldhelm once again mouths off, and is removed outside for killing, only to be saved by Captain Schnork (out of uniform), who then leaves him. Johannes pleads that he is trying to better himself, and also gets off. However, when Agneta tries the same, the Committee decides that the excuse only works once, and proceeds with a hanging – until Pieter remembers the horses, mentions them and the Committee turns into looters forgetting their ‘legal duty’.
You each decide to flee, but head for your various loved ones (and stitched-up ones in Aldhelm’s case).
Pieter heads to his Master, taking Agneta and Abigail with him since they are to pass the nearest church to Mórr. However, it is looted. They find this section of the city held by Guild militias, journeymen and some loyal Watch etc.
Johannes heads for his family, and finds them safe – although their shop is damaged. He helps in a local ad hoc defence.
Aldhelm finds the tavern in which Beatrix is, and helps defend it. He then proceeds to direct a defence and even saves a number of people. He is rather popular, and Beatrix swoons even further.
Johannes links up with the Imperial Garrison and Admiralty since his parents live close to there. He is recognised, and becomes something of a hero too as he involves himself with retaking parts of the Docks and wall, and making suggestions concerning the use of the boom. A number of escaping/ retreating/ looters’ boats are sunk due to his quick thinking.
Agneta, Abigail and Pieter head towards the centre of the city. However, they fall foul of what appear to be Marienburg mercenaries entrenching positions around the central gates. These are later blown up. Unfortunately, Agneta falls into their hands, and is not well used. The three arrive eventually and find the City Hall and Guild Hall are taken and looted. The Temple of Sigmar is badly damaged, but fought off without any loss to relics etc which are in the strongroom. However, Temple and Civic militias are too strong for the disorganised looters and regain control. A number of attacks occur, temporarily recapturing the City Hall. The three help in these defences, but are all too badly hurt to do much.
By the third evening the curfew holds, and the city is mostly under control. The clean up is about to begin.
From your experiences, you believe that the following were involved:
The Realmers. They seized Market Square as their headquarters, and this is defended to the last. Their aim seems to be a better government.
The Defenders, inasmuch as you saw Sabritz.
Marienburgers or some mercenary force, who destroyed gates/ walls and sent fire ships into the Imperial Docks.
Looters and others out for themselves. This included Watch, Constables, local Militias and even private forces.
You also learned that Councillor Marcuse was attacked and his secretary killed. However, this was prior to the riots.
We restart on the morning of the 21st Sommerzeit. The riots lasted three days, but by the evening of the third day most sections were back under control and most enforcement groups had rallied.
We will need to develop individual interests and make for a little assorted downtime.