We need to meet, says the note on your pillow. The Dashing Outlaw has sympathisers even among your household, it seems. You wait until dark and meet her in the plaza, where she lounges against a wall, a wide hat low over her face.
Which of her tidings is most important?
Available actions[]
1.
"The woods wake," she tells you. "And they're hungry."
+2 Twilight
→The Whispering Woods
2.
"We found something in the woods. A cave. And inside..." She shudders. "We think it's blood magic. And that means it stops being my problem and starts being yours."
+2 Twilight, +2 Peril
→Maleficarum
3.
"The bandit-clans are gathering. They've called a council." The clans are an old problem, too dug into Serault's most isolated vales to uproot. But most of the time they're too distracted by their own feuds to be more than an annoyance.
+2 Peril
→Outlaw Councils
4.
"I saw a black sail on the river two nights ago. Pirates." "Newly arrived, I'd say, and eager for plunder."
-2 Prosperity
→River-Pirates
5.
Ask the Dashing Outlaw what she knows of the robbery
(Requires 1 Favor, Case: The Dashing Outlaw Strikes Again) She might even tell you the truth.
(Uses an action)
Result: Her eyes flash "Wasn't me. It would have been, if I'd got there first. Three gold-dipped merchants of Val Royeaux, soft and stuffed as palace cushions?" She spits. "A gift, and not even Satinalia! And that business with the mock hunt? The serfs would have made songs of that. "But your geese were plucked the minute they set foot over the border. Someone knew they were coming, and by which road."
-1 Favor from The Dashing Outlaw, +Cunning, unlocks Corner the robbers