“The walls are high, but the rooftops of the surrounding houses are higher. The gates are busy with shipments. And the guards worry more about keeping glassworkers in than thieves out.” ―The Smiling Guildmistress
The Acerbic Dowager's ladies-in-waiting tremble behind her, their eyes red from tears. Before she approached you, the Dowager satisfied herself that they weren't responsible. A hasty investigation reveals that hers are not the only valuables to have gone missing.
Thieves have stolen glittering works of glass and silver that were under your protection. The crime must be answered.
Available actions[]
1.
Tell your chevalier-commander to track them down Your guards are eager to restore their honor. Will they remember to conduct themselves appropriately?
Difficulty: Dignity*12/7
Success: The law's long arm Three days later, your guard apprehend the thieves in a ramshackle riverbank tavern. The culprits were squabbling over getting their haul out of Serault, and forgot to keep their voices low. Their trial is swift, your justice firm. That should dissuade other criminals from similar foolishness.
+10 Prosperity
Failure: A step too far Your commander beams, flinging back the lid of the chest. Gold, glass and silver gleam inside. Some of it is yours; some of it isn't. her pursuit of the thieves was not subtle. You've already received complaints about their methods.
-10 Freedom, +10 Prosperity
2.
Pursue them yourself This will take a sharp mind and a delicate hand.
Difficulty: Cunning*6/5
Success: From the horse's mouth You corner the thieves in one of the leaning, close-packed houses near the Bridge of Masks. They surrender as soon as your soldiers beat down the door. The gang's leader, narrow and scarred, has already sold some of the treasures. He tries to placate you with information. Secrets pour from his lips like honey from a spoon. He hopes it will win him mercy.
+3 Clues, +4 Prosperity
Failure: You must have been only hours behind them When you enter the stable your informant identified you find nothing but trampled hay, signs of habitation, and three missing horses. Was that a snigger from your guards? They didn't like you taking over the investigation, and don't mind seeing you taken down a peg. Still, is hasn't been a waste. The thieves might still be at large, but you learned many things while combing Serault's underworld. Things you would never have learned in your high, bright hall.
-4 Dignity, +6 Peril, +5 Clues