Carroburg Campaign Sessions 18: AFTER THE RIOT
Session restarts on the morning of the 21st Sommerzeit, the day after the last day (third) of the riots. Things appear calm, perhaps too calm as the streets are abnormally quiet.
You receive various rewards for your actions during the riots.
Aldhelm is awarded the Honourable Conduct Medal with Carroburg City clasp. This brings a pension of 1/- per week. He is also elected Constable of the Parish of Westenwand that he helped defend. (Previous incumbent was killed ‘in the course of duty’ – actually caught looting!).
Johannes is made Imperial Garrison captain on a brevet rank, since he did so well. Sergeant Laubrich, theoretically in charge now, is an alcoholic/ drug-dependent and is useless. Corporal Sauber is thus acting in charge.
The Garrison is also bankrupt since the wages never turned up, at the time Captain Scnork left. Desertions are on the cusp. The Garrison’s arsenal has been sold off, and what is left is in very poor condition – gunpowder is lumpy, bows warped and armour rotten. Their sole cannon is rusted up.
Abigail is appointed official militia for the Cult of Morr. This grants her the status of a cleric in law.
Pieter is inducted into a society, Fellowship of the Horn. He is also drafted into the Loyalist militia as a brevet captain.
Agneta has a choice of employers, choosing Eberitter Hans von Bildhofen. However, she is fired and then joins the Loyalist Militia.
All military groups are engaged on ‘purge and destroy’ missions to root out Realmers. These are dirty and unpleasant actions – and you ‘volunteer’. Johannes uses these as mercenary actions to pay his garrison. You all get rather brutalised. Aldhelm jumps at the chance to arrest Marlene Feldt. She has fled, but you beat up her father. One quite large fight at a “merchant’s” compound turns out to be a front for a criminal. You are pretty lousy tactically and most escape. And the warrant to attack the place turns out to be a fake, planted in Johannes’ pile to enact. Still, Johannes’ garrison troops manage a lot of loot. Meanwhile, Pieter’s forces are generally useless, then mutiny and rob him. Otherwise, the actions are mundane and dirty.
There is lots of reported theft, many ‘missing’ people and all sorts of other reported problems.
Pieter finds himself rather in the middle of a Loyalist versus Guildic civic militia ‘action’. These actions seem to be occurring everywhere.
Two big cases seem to be doing the rounds, that of the Demon Prowler and the Slaughterer. The former seems to grab people and disappear, the second kills them in hideous ways.
You are also asked to look into Councillor Oldenburg’s disappearance as a favour to Pieter’s Master. His house is locked up, but there is no answer to a knock. Something is obviously wrong, and who gets called.....?
You find a bloodbath, with everyone having died in locked rooms. How? You find the answer eventually and discover that there are passages and hidey-holes behind the wainscoting. The house dates back to the pogroms of old, and these were used to escape back then. It seems that Oldenburg had two ‘creatures’ that escaped into these passages and picked off everyone. Actually, his daughter let them free to deal with some Realmers who had broken in and held up the rest of the family. Unfortunately, they killed everyone – except her. She knew some herb preparations that they had been trained to not attack.
Rather heroically, you enter into the passages to search out the creatures. You slay them, but at rather a heavy price. Agneta returns to type by fleeing as Pieter and Aldhelm are hit by ambush. Johannes once more proves heroic/ idiotic in defence of his friends and Empire (or something like that), backed by Pieter. Sadly, the adventure ended with Agneta and Aldhelm being caught looting the house. Aldhelm quickly claimed that he had found it on the Realmers and regarded it as genuine booty. Agneta continued a trend amongst some in the group and admitted the crime. We leave her to be hanged immediately on the spot as a looter.
We will pass some time in your ‘mundane’ activities and allow some downtime etc before we start next session. I’ve calculated for a total of 8 days action, with you all involved in work (except Agneta).