At the entrance of the city, you are met by Walter Bronx, the captain of Alderbrand’s guard. He is a tall, very dark, clean-shaven, handsome man. Bronx is donned in high-quality full-plate armour, but it isn’t as flashy or decorative as you might assume a captain’s attire might be. His hair shimmers in the morning sun, revealing strands of red hair hidden within the forest of chocolate-brown ones. A small scar is embedded over the bridge of his nose and another one rests on his left cheek.
You are aware that the captain is here to escort you to the scene of the latest crime. The murder that transformed this killer into an artist, as Lady Alcina put it.
Captain Walter Bronx approaches you and extends a gloved hand out in greeting. As you shake his hand, you notice that it is very warm to the touch despite his black glove separating his skin from yours. A slight grimace flashes across the man’s face before returning to its natural stern expression.
“Took you long enough to arrive,” grunts the captain. “We will worry about your lodging arrangements later. If I’m going to be forced to work with a rookie from the Order then I’m going to make you work every second that I can.” He nods to himself in approval but displeasure oozes from each word he says.
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You get the familiar feeling most people from the Order of Chaos get when they are forced to be paired with a town’s local law enforcement. Before you left to come to this city, you were warned that most people only see the clergy people from the Order as tools to be used and were held very little respect for them. You shake off the depressing idea casually because you know you have a higher purpose than most people.
You signal for Walter to lead the way as you continue to drag your luggage with you through the town. Paying very little attention to Alderbrand or its people, you focus on the breathing of the man in front you. His breath sounds pained and slightly quick. You guess it might be due to his heavy attire in combination with his frustration.
If you choose to allow him to stew in his thoughts about being made second to an outside source, then go to Chapter 2.
If you wish to push your authority and your higher place in the world’s law, then roll an intimidation check (DC 17). If you pass go to Chapter 3, if you fail go to Chapter 4.
If you wish to try and talk with the captain, then roll a persuasion or deception check (DC 13). If you pass go to Chapter 5, if you fail go to Chapter 4.
If you want to try and befriend the captain, first roll and insight check (DC 16). And then make a persuasion or deception check (DC 16). If you pass go to Chapter 6, if you fail go to Chapter 4.