[X] Clear Out a Mine: Speaking with one of the Sisters of the Mace revealed to you that the abandoned mines might have something nice still inside of it, but they might be occupied by some nasties that needs clearing out. Sending in a group of warriors inside to clear things out would be required before you can safely send in the science teams… Chance of Success: 70%. Cost:10. Required: 1 Sisters of the Mace group. Reward: A cleared out, not busy mine for further use and development, random loot.
-[x] Personal Bonus Assigned
Requires: >30
Dice Roll: (1D100 => 54) + 9 (Joan's Martial) = 63
One of the nearby mines was abandoned recently and the locals (mainly the Sisters of the Mace) knows that the mine is still valuable, but it has problems. Mainly, a bandit problem, a wolf problem, and a werewolf bandit problem! At this point, the village is offering the mine to anyone who can clear out the problems before they become too problematic…
Knowing an opportunity when one presented itself, you sent a group of your strongest newly-entrusted-to-you Sisters of the Mace to deal with all of the problems. You attached yourself to the group to see the Sisters in action, and maybe look around to see what could be looted…
...What you saw is morbidly but uplifting satisfying. The Sisters had significant torso and arm armor under their robes so the attacks that are not blocked by their heavy shields are blocked by the armor most of the time. Their large maces shatter the bone and tore the flesh of their enemies. All in all, they are awe-inspiring warriors.
But what is even more impressive is their use of what they call holy magic. If a Sister is injured, they will use glowing hands to heal her. You can also see faint traces and outlines of a magic shield, which flickered when the shields absorbed an attack. All of this turned the Sisters into mighty warriors, despite their relative lack of real combat experience. And it gave you your first taste of magic since you first stepped in this world.
However, their lack of experience did come back to bite them, so to speak. As you near the completion of your task, a group of werewolves ambushed you and your group. You are unharmed by the experience and the Sisters managed to kill the Werewolves quickly with a combination of mace and magic, but a few of them were badly injured. Even though they survived, they still bear significant scars of the battle, despite the healing magic from the rest of the group. Thankfully, the mines were cleared after this battle and the ownership of the mine was given to you as a reward.
(One Ready-to-use Abandoned Mine gained!)
Loot Roll: 1D100 => 43
In addition to the mine, you and the group has looted the corpses of the slain foes. Armor, clothes, weapons, and some minor valuables were taken from the fallen bandits and sold off to add funds to your treasury.
(+8 Wealth Gained!)
More morbidly, and to the confusion of your Sisters of the Mace, you also decided to take the corpses of the fallen enemies back to the HQ. Your reason? Well, you figured that you could use them for something like autopsy research, especially since some of the bodies were those of the Other-Species like the Dark Elves and the Bunny-People. That, and you want your mines to be clean of death once you start developing it. While still being rather confused on what you wanted, the Sisters of the Mace agreed to cast a spell roughly called "the delay of the rot" which will hopefully preserve the bodies well enough for any future dissections, should you choose to do so…
(Dead bodies of various kinds gained!)
After the battles in the mines, you fearfully inquired if the badly injured sisters are going to turn into werewolves themselves. One of them, Sister Melancholy, told you to have no fear, for the Werewolves spread their curse with powerful spellcasters and not by mundane warriors. And she says none of the werewolves slain were such spell-casters. You asked why and she said that she was a victim of a werewolf raid once before and was badly injured before The Temple of the Divine Word saved her and took her in. She then took off her robes and armor and showed you all of her scars…
...She had a lot of scars…
...At least you have some basic knowledge of some of the beasts of this world, and about Holy Magic too…
(Basic Knowledge of some of the monsters in this world gained!)
(Basic Knowledge of Holy Magic gained!)
[X] Your new neighbors!: Your company is in a new location, with many new people to meet and to talk to! After all, you happen to be their new hero; shouldn't you at least have the courtesy of introducing yourself? Maybe they will help you out in various ways...
Chance of Success: 80% Reward: Established contact with the surrounding Village of Greenhill
Requires: >20
Dice Roll: 1D100 => 28
This took a bit more effort than you anticipated, but at the very least, you have gotten some results. You quickly arranged a meeting with the village's chief, who gratefully greeted you and your company. After the greetings and some introduction on your end and that of the chief's, you were lead on a tour of the village.
The village is pretty typical of what you can expect from a medieval-fantasy mining village. Two dozen of wood and stone houses and buildings of various sizes and rough-looking construction, housing a permanent population of about a hundred. Most of these people are miners and their families as well as tradesfolk of various occupations to support the mining efforts like blacksmithing and carpentry. Only a few of them work in other areas like hospitality. There are also around a dozen people that are only temporarily in the area like wandering merchants and mercenaries.
Overall, a rather typical place, but things used to be a lot better. Mentions of various problems popped up during the tour, like bandits and monsters. Seem that what you encountered in the mine clearing mission the other day was only a taste of what's to come…
(Diplomacy Ties with the Village of Greenhill – Level 1 established.)
[X] Foraging for Food and Cash: While the area is mostly hills and bushes, there might be some edible or otherwise useful plants to dig up and gather for extra money. Hire a guide or herbalist from the Village and see what you can find. Chance of Success: 70%. Upkeep: 10. Reward: Income +15, random stuffs
Requires: >30
Dice Roll: 1D100 => 39
This task also did not go without difficulty as well. Apparently, finding an herbalist in the village was a hard task given that the only herbalist in the area was too busy with her own business to assist you in foraging. However, luck has it that there was a wandering herbalist that came in with one of the merchant caravans. She was happy enough to be hired as a full-time herbal expert by you. Nowadays, she goes out in the surrounding fields and bushes, collecting various plants, berries, and fungi that she knows are useful and/or edible. She also had collected other miscellaneous flora at your request for further research…
Loot Roll: 1D100 => 86
In addition to the plentiful amounts of flora she has collected, she had found some unknown herbs and flowers. She brought them back in hopes that she can get your scientists to research them.
Maybe you will…
(Herbalist's Services gained: +15 Income, +10 Upkeep)
(Various Herbs, Plants, Flowers, Berries, and Fungi gained!)
(Unknown herbs and flowers gained!)
[X] Into the Inn for Inn-formation: You figured that the local watering hole that is the village inn might be a good place for information, thanks to how many people are gathered there and how well does alcohol loosen up lips. Why not you go down there to see what kind of rumors and tidbits you can find? Chance of Success: 75%. Cost: 5. Reward: Random Pieces of Information
Requires: >25
Dice Roll: 1D100 => 72
You know that alcohol makes people talk more than they normally would, but at times, you have forgotten how much people talk while drunk, for you probably hit a small motherlode in terms of information. Most of it is just trivia of junk information, but there are two bits worthy of note.
First, it seems that one of the mines has come across some substances that are unknown but are probably useless in their eyes. For example, in one of the branches of the mine, they kept on digging up a reddish metallic ore that is definitely not iron, so they are all tossing it into a big pile. In another branch, they came across a pool of tar-like blackish liquid that prevented the workers from progressing any further through the earth.
It seems that the workers have found something you might desperately need…
On a more troubling front, it seems that the topic of bandit attacks and raids were on top of everyone's tongue. While bandit problems are not new, the amount and intensity of attacks were increasing recently to uncomfortable levels. In addition, they seem to be more organized than usual. It has gotten so bad, that the local army garrison is starting to have lots of trouble keeping up and village is looking for outside sources for help.
You speculated that the reason for this uptick in bandit problems is that the is a force behind these bandits that are using the bandits for a greater goal. You would not know until you have more evidence and research on this problem however, so you jot it down in your head as a to-do note…
(Information about local current events gained!)
(New Actions unlocked!)
[X] Learn about the World: You are in a new world, one that is relatively fresh, unexplored, and, most of all, completely unknown to you and your company! To better survive and thrive in this world, you should assign a team or two to go out into the world, do some studies, and gather knowledge about the world. Chance of Success: 75% Cost: 20. Required: 1 Science/Engineering Team Reward: Knowledge about a subject of choice, random stuffs.
-[x] World History Thus Far: What is this world's past and present like, and what could you speculate about its future?
Requires: >25
(Dice Roll: 1D100 => 5) – 20 (Employee Shock Penalty) = -15 (CRITICAL FAIL)
You assumed this to be a simple task, but it seemed that fate and this world will not give you a break at all…
(To be continued in: Big Bothersome Bandit Problems!)
-[x] Other-Species Studies, Bunny-people: Study the traits and culture of the human-like species with bunny ears and fur!
Requires: >25
(Dice Roll: 1D100 => 4) – 20 (Employee Shock Penalty) = -16 (CRITICAL FAIL)
And as if you have enough problems on you plate, you just have another big one fall down in front of you…
(To be continued in: Big Bothersome Bandit Problems!)
[X] Invitation for Preaching: Well, The Temple of the Divine Word has brought you all here and your employees are not too happy about that. Why not have them take responsibility for this mess by trying to fix it? Well… the morale problem at the very least. The summoning part might not be possible at this time… Chance of Success: 80% Cost: 5. Reward: Employee shock penalty reduced by 5, random stuffs
Requires: >20
Dice Roll: 1D100 => 96 (CRITICAL SUCCESS)
With all of the problems you have right now, you called on The Temple to see if they could just help take responsibility for this mess right now, since they summoned your company and all.
What they responded with exceeds your expectations…
(To be continued in: Faith, Hope, and Games)
[X] Friday Fun Games Fun!: There is a number of associated computer games on your network for SOME reason. And you have a computer network. Why not organize some gaming nights to pass the time and releasing some stress by losing at some games? Chance of Success: 80% Reward: Employee shock penalty reduced by 5, random stuffs.
Requires: >25
Dice Roll: 1D100 => 30
Ah, networked computer gaming; one of greatest achievements of entertainment, and you will introduce it to this world!
(To be continued in: Faith, Hope, and Games)
=====
Well... That happened.
The interludes will be posted shortly. In the meantime, anyone interested in stealing sage dice from
@Teron or
@Dr. Snark ?