Week 5 Merchant Opportunity

Random Event

Word of Fort Morninglord's change in leadership has reached Elturel — three merchant families who previously took their winter contracts elsewhere have returned to the docks, drawn by rumours of new and trustworthy hands. +200gp/week.

Chosen Action

A significant undertaking — Organize the defenses and appoint a new guard captain.

Finances

Available funds: 13,300 gp  · 

Net: -100 gp/week

Outcome of Week 4 Action

While suspicions still remain among those who stayed at the keep, and the shock of Mallory's death has echoed through Fort Morninglord, no additional cultists have been found. A few desertions from the guard can likely be attributed to panic and disillusionment, but everyone remaining can be vouched for by multiple residents, or has been screened throroughly before being allowed to take up residence. Barring a massive conspiracy, it seems like Victor's presence, and that of the cult, have been purged.
Week 4 Crisis — Captain Mallory and four guards found beheaded outside the walls

Random Event

Captain Mallory and his patrol were found beheaded just beyond the keep's walls. Five heads, clean cuts, no alarm raised. A skilled and ruthless foe.

Chosen Action

Root out cultists — interrogate and investigate to discover remaining spies or traitors.

Finances

Available funds: 13,500 gp  · 

Net: +0 gp/week

Outcome of Week 3 Action

Hiring additional service staff from the surrounding area went well. Fourteen young women and four young men joined the household staff — the women put to cleaning, cooking and maid work; the men to the stables and manual labour. Service costs increased by 100 gp per week, bringing net weekly gain to zero. The fort is now adequately staffed.
Week 3 A half-elf priest arrives from Elturel with a gift for healing

Random Event

Men and women of the fort began repairs on the church, inspired by the barracks work. Father Brightmoor sent to Elturel for books; the books arrived with Sister Maren, a half-elf cleric with a gift for healing. She joins the parish.

Chosen Action

Increase the service staff — hire general staff and look for specific skills.

Finances

Available funds: 13,500 gp  ·  Net: +100 gp/week

Outcome of Week 2 Action

Repairs to the guard barracks — roof, beds, furniture, windows — were completed and well received. Father Brightmoor reported improved morale. Captain Mallory noted better attendance at drills and improved care of armour and uniforms.
Week 2 No major change — the fort holds steady

Random Event

No major event. The fort holds steady in the aftermath of Victor's departure.

Chosen Action

Execute repairs on the barracks. A team of contractors hired to repair the roof, furniture, windows and other improvements. Cost: 1,500 gp.

Finances

Available funds: 13,400 gp  ·  Net: +100 gp/week

Outcome of Week 1 Action

Guards were sent into the mines to investigate. A better guard distribution was agreed, allowing the fort to protect two mine shafts — miners have returned to work and revenue increased by 400 gp per week. The primary shaft remains unworkable. Guards sent to investigate did not return. The shaft mouth has been boarded up. Two guards lost. An adventuring party of sufficient skill would be needed to continue the investigation.
Week 1 Merchant opportunity — dock fees increased 20%

Random Event

A merchant opportunity arose, increasing dock fees by 20%. Dock and merchant contract revenue rises to 3,000 gp per week.

Chosen Action

Investigate the mines — send guards to explore rumours of disappearances and something moving in the darkness of the shafts.

Finances

Available funds: 15,200 gp  ·  Net: −300 gp/week

Opening Conditions

Lord Rickard takes command of Fort Morninglord following the removal of Lord Victor. A significant number of staff and soldiers departed overnight, likely due to associations with Victor. The investigation into remaining loyalists is ongoing. The fort is understaffed but those who remain are considered trustworthy.