The Debt Enforcer's Tally Book
Found after a fight
Possible rewards: Clockmaker's Escapement
7 scenes. Choices with a requirement only appear when you meet it.
A Seizure Logbook
Right away1Searching the wreckage, your crew recovers a debt enforcer's waterproof logbook listing dozens of valuable items confiscated along the river and locked inside the Collector's impound yard. The back page features a map of the walled impound compound on a mud island, complete with guard shift times.
- Keep the logbook and mark the Collector's impound yard on your chart.You copy the mud island's location onto your sky chart.
- Turn the logbook in to the nearest Collector's office unread for a 30-silver reward.A Collector's clerk pays you a thirty-silver reward for returning official property and lowers your enforcement heat.+30 silver−1 heat
- Toss the logbook overboard to avoid trouble with the Collector.You drop the waterproof book over the rail and leave it behind.The questline ends here.
The Collector's Pound
Sail to The Collector's Pound (2–4 passages away)2 Raid the Collector's impound yard on the mud island.
The Collector's impound yard is a walled compound on a mud island with a single iron gate. Through the bars, you spot forty confiscated barge wheels, anvils, fishing nets, and workshops' tools—guarded by two armed debt enforcers and a massive beast pacing on a chain behind the wall.
- Scale the wall and fight the impound guards.Landfall: The Collector's Pound
- Slip through the unlatched front gate while the guards are feeding the beast.Timing your entry to the clerk's tip, you lift the gate latch while both guards are busy feeding the chained beast at the back wall, giving you the run of the yard undisturbed!
- Leave it for now.You pull back from the mud island for now; the confiscated goods aren't going anywhere.
The Desperate Clerk
Right away3As you walk down the office steps, the young clerk hurries after you with the seizure logbook hidden under his coat. "You didn't read this, captain, but I did—item nine is my mother's seized weaving loom!" He shoves the book back into your hands. "I can't leave my desk without being arrested, but every hour on the hour, both impound guards go to the back wall to feed their chained guard-beast, leaving the front gate on a simple latch. Break in and take those goods back!"
- Give him back the 30 silver for his mother and take the logbook and guard schedule.Moved, he accepts the thirty silver to support his mother while you mark the impound island and the exact guard-change hour on your chart.−30 silver
- Take the logbook back, keep the 30 silver, and head out without listening to the rest.Disgusted by your greed, he turns and walks back inside before you can catch the exact minute the guards leave the gate. You mark the island's location on your chart anyway.
- [Guild +1] Refuse his money back, get the guard schedule, and ask which barge wharves lost their helms.The Guild standing 1+Knowing your Guild reputation, he keeps the thirty silver, gives you the exact guard-change hour, and marks three river wharves whose confiscated barge wheels are locked in the pound.Reveal 3 waypoints
Confiscated Goods
Right away4 Choose what to haul out of the Collector's impound yard.
With the impound yard clear, you check the shelves against the seizure logbook: forty unbolted barge wheels, crates of tools, and—sitting alone inside a lead-glass case—a loaf-sized brass clockwork escapement ticking steadily. According to the log, it was seized from clockmaker Ilsa Marrow, who fled to the next region owing nine silver.
- Take the ticking brass escapement and return it to clockmaker Ilsa Marrow.You carry the ticking brass mechanism back to your ship, leaving the bulkier goods behind.+1 heat
- Haul the forty confiscated steering wheels back to the river barges for 60 silver.It takes all night to load and deliver them. At every wharf downriver, grateful barge captains bolt their wheels back on and press sixty silver into your hands.+60 silver+2 heat
- [Quartermaster] Have crewmate use the logbook to cherry-pick the highest-value contraband for a fence.Crew: Quartermastercrewmate scans the seizure values and packs only compact, high-value instruments that a black-market fence will pay top coin for.+1 heat
- Grab whatever crates are closest to the gate and haul them to a fence.Your crew hurriedly loads a jumble of anvils, nets, a baby's cradle, and a crate of pewter plates before escaping into the night.+1 heat
Ilsa Marrow's Clock
At a port in the next region5 Deliver the brass escapement to clockmaker Ilsa Marrow in the next region.
Ilsa Marrow runs a small workshop beneath a town clock tower whose hands have stood frozen for two years. She opens the lead-glass case and listens to the ticking brass escapement. "Still keeping perfect beat—and the Collector seized it over a nine-silver tax debt!" She glances up at the dead clock tower, then at your ship. "The town council wants their clock running again, but I built this mechanism, and I can gear it to regulate your ship's weapons instead."
- Have her gear the precision escapement into your Battery Deck to speed up weapon charging.She links the ticking brass escapement into your Battery Deck's firing mechanisms, making every weapon aboard charge noticeably faster.Relic: Clockmaker's EscapementThe questline ends here.
- Restore the escapement to the town clock tower for 60 silver and a Drive upgrade.When the town clock chimes noon for the first time in two years, people cheer in the streets. The town council pays you sixty silver, and Ilsa spends the day upgrading your ship's Drive!Upgrade: Drive+60 silverThe questline ends here.
- [Gnome] Have crewmate help her machine a second escapement so both the town and your guns get one.Crew: Gnomecrewmate and Ilsa work four nights at her gear-cutting lathe to build a twin mechanism. One restores the town clock—earning you sixty silver—while the other is geared into your Battery Deck!Relic: Clockmaker's Escapement+60 silverThe questline ends here.
The Last Steering Wheel
Right away6By dawn, only one iron-bound oak steering wheel remains on your deck. According to the logbook, the barge captain who owned it died in debtors' prison last winter. On the pier stands his daughter, a tall young river-pilot with rope-calloused hands. "I can steer any vessel on this river, captain, but I don't have a hull left to bolt my father's wheel to. Keep the wheel for your ship—or take me aboard to steer it."
- Recruit her into your crew and leave her father's wheel mounted on the wharf in his honor.She slings her sea bag aboard at once, while the wharf mounts her father's wheel as a monument—earning your ship high praise from both the Guild and the river folk.New crewmate: Deckhand+2 The Guild standing+1 The Undertow standingThe questline ends here.
- Have the barge captains install her father's masterwork wheel on your Helm.The grateful barge captains mount the balanced oak wheel onto your Helm that very morning, permanently upgrading your steering response.Upgrade: Helm+2 The Guild standingThe questline ends here.
- [Helm 2] Have crewmate install her father's wheel on your Helm AND sign her onto your crew.Crew: Helm 2+crewmate tests her at the wheel for a single watch and gladly welcomes her aboard. The barge captains mount her father's wheel onto your Helm, upgrading your ship and adding a steady hand to your crew!Upgrade: HelmNew crewmate: Deckhand+1 The Guild standingThe questline ends here.
The Smuggler's Barge
Right away7Moored in the reeds below the impound island is a black-market fence's barge. The fence—a wiry man with a jeweler's loupe—looks over your loot on a blanket. "Anvils, fishing nets, and a wooden cradle with an impound number chalked on it? Who buys a hot cradle?" He leans back. "I'll give you seventy silver for the lot—unless your quartermaster brought me something better."
- Sell the unsorted pile of loot for 70 silver.He counts out seventy silver in small coin and poles his barge back into the reeds.+70 silverThe questline ends here.
- Unpack the high-value instruments your quartermaster cherry-picked for 130 silver.You lay out a silver surgeon's kit, six brass sextants, and a sealed box of ward-thread. The fence's jeweler's loupe drops from his eye, and he pays you a hundred and thirty silver without arguing.+130 silverThe questline ends here.
- Trade the loot for a concealed ship weapon on his barge plus 20 silver.He uncovers a heavy deck weapon he's been trying to fence for a year, mounting it on your ship along with twenty silver to even the trade.Weapon: a random weapon+20 silverThe questline ends here.
Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord