Something mysterious is happening at the glassworks. The guild complains of sounds in the halls after dark, ovens still warm in the morning, and a sliding shadow watching from the corners.
Available actions[]
1.
Loan them one of your hounds Now they are complaining about an insouciant cat. "It is a demon-cat, your Grace! Fearless! It watches us work with yellow eyes. Perhaps it is a spy?" Do the other Marquises have to deal with this sort of thing?
Difficulty: Woods-wise*2
Success: Glorious victory It's no mabari, but the dog comes from the Cheery Baron's own kennels. It's loyal, clever, and a more than a little bloodthirsty. That night, the glassworks bear witness to a frenzied running battle. The yowls! The barks! The hisses, yelps, snarls! The hound's victory is a narrow one, but in the end it chases the irate cat out through a high window. To the victor go fat sausages, and a great rubbing of the belly.
There are rumors of strange events at the glassworks...
Failure: You're going to need a bigger dog The next morning, the glassblowers find the dog cowering amongst the ash in an unused oven. It takes an hour and a plate of Serault's best sausages to tempt the poor creature out. At court, the Wayward Bard suggests training your hounds against something less fearsome, like a sheep. Or perhaps a kitten. You ignore the sniggers. That was no normal cat.
-5 Dignity
2.
Appoint a night-patrol to the glassworks Tools have gone missing. Someone - or something - has been using the ovens at night.
Difficulty: Rulership*2
Success: For once the glassblowers are happy to have guards patrolling their corridors. Your soldiers don't catch anyone, but they do find signs of coming and going, often though high, small windows. They nail each one shut.
There are rumors of strange events at the glassworks...
Failure: The glassworkers grumble. They think it's a trick. That you're tightening their chains. Your soldiers find nothing more suspicious than a stray cat, which they adopt as a sort of mascot.
-10 Freedom
3.
Question a hysterical glassworker The man wears thick glass lenses on his thick red nose. Behind them, his eyes are round and bloodshot.
Difficulty: Rulership*6/5
Success: "I heard something. When I went to investigate I found a mirror in an empty room. I looked into it, but I did not look back. Do you see? I didn't look back!" His colleagues tell you there are many mirrors in the guild in various stages of completion, but that all of them have the good grace to reflect the person who looks into them.
There are rumors of strange events at the glassworks...
Failure: You can get no sense out of him. "Through the window - a black city in a verdigris sky! And the things in there - they looked back! They're still looking! They're looking at me now!"
+10 Twilight
3.
A confrontation amongst the chimneys There was a fracas at the glassworks last night. Your guards encountered an intruder. The Smiling Guildmistress tells you the tale...
Result:
''"It was a woman, your Grace. Black hair. Cloaked. An apostate. When the guards cornered her she turned into a giant spider, bit one of them and fled over the walls! The guards put two arrows into her as she fled. "We don't know what she was doing, but we found traces of silver near the oven she'd been working at. Silver means mirrors. Oh, and she dropped this, your Grace." She hands over a knotted staff - the one that belonged to the Empress' 'Occult Advisor'. There are no more eerie incidents at the glassworks. The Scornful Sorceress has learned the price of defying you. What's more, her staff looks splendid on your wall.
+1 Trophy, You have driven away the so-called Ghost of the Glassworks, The 'ghost' was none other than the Empress' occult advisor...