So... the dice were very bipolar in their results. I'll put those up for you guys to speculate over. All I can say is... at least there weren't any nat 1s?
Just to put this out there now, here's how I'll be handling crits for the quest.
A roll will crit if the natural dice is 95 or higher and the DC is reached or If the ending roll (with bonuses considered too) is double the DC and at least 100.
Natural 100s are always considered crits of course. And Natural 1s are a Critical fail. Otherwise if a roll is 5 or lower and fails the DC, that is a Critical Fail.
Just to put this out there now, here's how I'll be handling crits for the quest.
A roll will crit if the natural dice is 95 or higher and the DC is reached or If the ending roll (with bonuses considered too) is double the DC and at least 100.
Natural 100s are always considered crits of course. And Natural 1s are a Critical fail. Otherwise if a roll is 5 or lower and fails the DC, that is a Critical Fail.
The next two months that you begin working on getting together the next payment for the Baron's taxes goes by in alternating waves of frustration and success. Along with some very strange information...
[Martial] Over Hill and Dale: Go out hunting; there are plenty of wild creatures that you could sell bits and pieces of in order to make the needed cash to keep your keep in your name. Goldtusk Boars and Talking Foxes are rare but both fetch good prices for the hides; which are of a naturally higher quality than mundane animals; and the aforementioned tusks are valuable as magical reagents.
DC: 50
Rewards: Materials for sale, Life Force, ???.
Over Hill and Dale: 39 - 12 + 17 (Martial) + 10 (Gnarl)
You don't know what the hell has happened, but it's like every bird, beast and fucking insect has decided that it needs to be as far away from you as possible. Something has clearly disturbed the local fauna to an extreme degree. It might be the aftereffects of that damn wizard's tower collapsing, but it could be that there's something else at work.
Rewards: You know for certain that something has spooked the local wildlife.
[Stewardship] IOU? U O Me!: There are still a couple of outstanding debts that you can try and collect on. Deals with merchants that rarely pass through town, that sort of thing.
DC: 85
Reward: 500 Gold
You swore as you threw another letter into the fire. Looking past the courtly language, the compliments to your 'late' parents, and general niceties was a very clear underlying message. If anyone slipped you so much as a bent copper the Baron was going to come down on them like the fist of an angry god. And after what he's done to you, you wouldn't put it past him to do the same to others.
Hells, the only reason he hadn't been able to outright take your home was because it had been lands and a title granted from the Kingdom of Light to your Great Grandfather for some unspecified deeds. Though your mother had said it was more because Great Grandfather had worn out his welcome in Heaven's Peak and he'd been sent out here where he wouldn't be able to cause (as many) scandals.
[Diplomacy] To Market to Market: Market day isn't just about trade; it's also a day to see and be seen. Use this opportunity to see if you can find new contacts that may be able to help you start bringing in gold.
DC: 70
Reward: New revenue options.
In the end, the possibility of finding some possible sources of revenue at Market Day from some of the passing merchants; along with the opportunity to evaluate the Baron's actual standing with the general populace are too tempting to pass up.
You order Gnarl to busy himself rounding up some small creatures to harvest life force from once you're done in the Market. At this juncture it's probably not a good idea to be bringing them into a large public area; especially since you still weren't sure as to their exact nature.
The Market is a sprawling affair, one which spreads around the main gate to Spree like a matron's skirts. There's booths and stalls aplenty, offering wares that come from as far off as the Everlight Isles and Ruboria. Though you're not certain why someone would want to buy mermaid roe... You shake away the thought, and decide that the first and best thing to do is find the local priestess. A little assistance during Market day would probably be welcome and the Church of the Mother Goddess was known for their charity work.
You find her manning a small stall of her own, selling soaps and concoctions that "use the cleansing power of earth to keep the skin smooth and supple". She gives you a smile as you approach. "Ah, Young Master Gromgard. A pleasure to see you on this Goddess-blessed day."
Ah, Amelie. A kinder, gentler soul could hardly be found within the village.
"Hmph, if he's not here to buy then he'd better not block the way of paying customers," a husky voice grumbles. Annnd there was the other half of the equation. Acolyte Ferna.
She seemed to take the fact that she's a dwarf to mean she has to be rough and gruff with everyone, especially males. But she certainly helps Amelie keep abreast of things. Setting down a new crate of soaps, she turns to the priestess, expression softening somewhat. "Anything else you need Ammy?" The human priestess shakes her head.
"No, I'm quite alright. And I'm sure that the Young Master here has good reason to stop by our humble booth?" She turns the statement into a question, regarding you with a kind smile.
You smile, and sketch a bow. "Well milady priestess, I came by thinking that perhaps it was about time to do my duty for the Mother Goddess. So, you've no doubt already received many donations from the pious, including food for the hungry," you cast your glance as some sacks in the back corner of the stall, one of which has a loaf of bread protruding from it. "I'd like to volunteer my services to help distribute the bounty to those less fortunate. And perhaps you might share some of the whispers that have reached you of other souls in need of help?"
The priestess smiles. "The help would be very much appreciated Young Master. I've been rather busy and even Ferna has been kept on her toes by all the back and forth procuring more product from the shrine. If you could take this bag to Master Cooper, he'll be able to pass it out during the day." You nod obligingly, taking the hefty sack and gently slinging it over your back. Quite heavy, but you've dealt with worse. You're forced to shift your own pack, and wince as The Rock digs into your spine. Amelie's expression goes a little strange, her eyes going unfocused as her lips purse in confusion. She shakes off whatever mood had struck her, giving you a smile and a nod.
Finally you deliver the sack to Master Cooper, who immediately begins using the contents to craft sandwiches for a number of unfortunates that are waiting around. Larger crowd than usual today. Must be something happening out in the outskirts. Wait, no, that guy's just two halflings in a coat looking for freebies.
Giving the food vendor a wave over your shoulder, you move through the market, keeping one eye out for any cutpurses that may have wandered into town with the traders and caravans. As you make your way away from Cooper's sandwich shack, you turn into one of the many "streets" that the stalls have formed, and find a pair of guards standing behind a dark-haired woman inspecting a bolt of cloth.
"Hmph, adequate for my purposes I suppose. Though the next time you come through, I would advise you to have some Ruborian silk held back for me. Everlight linen is fine for the interim, but it simply will not do for a winter formal gown." The merchant nods quickly, and the woman turns, the pair of guards (who are also doubling as pack mules) falling in behind her. Ah, the lovely Baroness Annette Elise du Cotswold...
Annnnd she's seen you. Damn. "So, the fallen Gromgard whelp deigns to poke his head out of that festering heap? Tell me boy, is it true that you've fallen so low as to be consorting with imps of all things in order to sooth your ego?" She sneers as she says it. "I knew your family was hardly one of good breeding, your mother strange as she was, and your father barely able to keep from exposing himself as the boorish brute that was his true face. I suppose it stands to reason that the son would be of similar standing." She smiles coldly at you, waiting for a response.
...No, you're not going to rise to her taunt. Putting on your best smile, you give the lady as deep a bow as you can without looking the fool or overbalancing yourself. "I'm afraid rumor has once more twisted your ear in the wrong direction Milady. The creature that was with me the other day, one Gnarl by name, is a singular entity, though no hellspawn that I nor any other scholar has ever encountered. I saved his life you see and he in turn saved mine against a rather formidable foe within the forests. He saw some worth in me, and vowed to serve me until his dying day. I imagine my mother would be enchanted with his tales and observations, keen as her wit was, with the curiosity to match. And my father would be proud that I had found so sturdy, if unassuming, a liege man through skill and honor." You continue to smile at her as the implications of how she and her husband had stacked up to your parents sank in, causing her face to take on a milky pallor.
You feign concern. "My lady, are you alright? You seem to be quite pale. Perhaps a nice tart will put some color back in your cheeks?" The dig there is a bit deeper and personal, it's been long speculated that the Baron's marriage was loveless, and the Baron found his pleasure in the arms of specially picked "serving girls". "There's a stall selling some lovely lemon tarts just back that way." You nod in the direction you had come from. One of her guards suppresses a smirk, while the other gives you a grin and a wink, before the Baroness scowls, marching past you and very nearly shoving you to one side. The two men quickly school their faces into professionalism, but step around you rather than pushing through.
You smirk, before you hear a soft sound of clapping from your left. A merchant is smiling, his skin dusky, ears pierced and eyes bright, as he applauds you. A Ruborian then. Not many of those that came to Spree... "Well done young sir. It seems you gave her quite the tongue-lashing. Personally I think she could do with a more literal one, but eh, women are as they are, and they're more wondrous and intriguing for it." You wander over, noting that the man's wares. He seems to deal in metalwork; small daggers, bucklers, and gauntlets are arrayed with fair prices, considering the fine workmanship. "Ah, but where are my manners. I am Alhazred Al-Azif, crafter of fine weapons and shields. And I must thank you for the show. She was... singularly unpleasant, no?"
You pull a face, making him laugh harder. "My friend, you have no idea."
"Ha! Well young man, in exchange for the free entertainment, please allow me to offer you a small gift." Reaching under his stall, he pulls out a sack. Upending it, your brow furrows as you see small pieces of some kind of strange jet-black metal roll out. No, wait. It's pieces of some kind of gauntlet. Alhazred gestures to them grandly. "Something of my own design, a personally fitted gauntlet kit. It allows for a unique touch to the finished product." He looks a little sheepish then. "Unfortunately they haven't been selling as well as I'd hoped. Perhaps you could put it together and wear it around a bit in order to show it off?" He sweeps the pieces back into the bag, before handing it to you with a small bow. "Please, with my gratitude for such a fine display of wit and self-restraint."
You suppose it'd be poor form to reject the gift, even if he was using you for advertising purposes, he was being honest about it. Accepting the back, you tie it to your belt and give a small bow. "My thanks master craftsman. I hope your sales do quite well." With that you take your leave.
Gained equipment: Do-it-yourself Gauntlet kit
"Hmmm, I don't suppose you might have issues at hand that you need a bit of paying help with? Not anything that needs an adventurer of course, but unfortunately my pockets are a bit lean and tax time is coming up on us soon." Your new friend scratches his chin for a moment, before snapping his fingers.
"Actually yes I do my friend! There's some ore that I recently received from a few locals that I need to sort and inspect. Being a local yourself, you may be able to help me better divine where exactly they were found from the descriptions given by the finders. I can pay you... say fifty gold per ore sample." You blink, that's a substantial amount of money. He smiles at your expression. "The cost of hiring an adventurer or some trained prospectors and guards to go and try to find the places would be substantially more expensive." That does make sense...
Moving into the stall; you find a medium-sized basket full of chunks of rock. You end up spending the next hour going over them with your new friend sorting through the pile and identifying where they came from. You also learn a bit more about the local geology. It turns out that the area has been known to produce crystals of high quality in small amounts as well as gem stones.
But the biggest surprise is a chunk of ore of what looks like silver... until Al-Azif tests it with his knife and it scratches the blade. "Arcanite ore. How interesting..." You cock a brow, and he gives a chuckle. "It's the main component of a magical alloy known as Arcanium. More durable than Adamant, able to resist the elements and magic like mithral, and even has disruptive properties to other magics like cold iron. Finding deposits of the stuff is rare as hen's teeth though. Most are already under the control of the Dwarves and Elves; though the Kingdom of Light supposedly has a single mine they use to arm their elite troops."
Unfortunately, when he tells you that it was found by a peasant in the Verdant River you shake your head. "That river comes out from under the Golden Mountains. There's no way of telling where it actually came from." Al-Azif looks disappointed but gives you a nod of thanks. At the end of it, you've helped him sort through thirty different samples. You've also come to realize that there may be a literal wealth of resources to be found if you investigate the area around Castle Gromgard.
Finally getting back to Amelia's booth afterwards, you find that the Priestess has gone to tend to some ill villagers, leaving Ferna behind. The dwarf woman grunts sourly at you. "Go to the temple later, I'm sure Ammy will have information for you then."
Gained: 1,500 Gold
New Stewardship action unlocked - "Prospecting"
New Diplomacy Action - "Rolling Tithes"
New Martial Action - "Fits like a Glove"
[Intrigue] Sneaking Round: With Gnarl you are presented with a unique opportunity to try and gather information. Send him out to see what kind of blackmail he can get on people that they'd be willing to pay to keep quiet.
DC: 65
Rewards: Blackmail material, Gold, ???
You waited tensely for Gnarl to return, practicing your martial forms in the empty courtyard of the castle. He'd wanted a chance to "stretch his legs" a bit, and after all of his hard work alongside you, you'd decided to give him a chance. That had been roughly four hours ago, and now it was well past twilight and into the late evening. You heard the door at the main gate open and close, the distinctive pattering of clawed feet, and an off-tune humming.
Gnarl came into view looking very self-satisfied. He was also carrying a couple of what looked like belt pouches that he hadn't had before. "Ah, lovely evening isn't it Master?" The Minion chuckles to himself. "I've had a very productive night indeed." You let the tension flow out of your shoulders and back. Gnarl's back and he didn't bring a howling mob chasing after him.
"So I can see. And what all did you find?" Gnarl smiles that madness-tinged grin again as he divests himself of the belt pouches.
"I found that quite a few merchants can't hold their liquor sire. So I enacted a stupidity tax for passing out in an alleyway instead of at the inn. I also saw something very peculiar. As I was headed away from town I spotted a rather short, albeit well built wench. She was carrying a sack of some kind and grumbling something under her breath. I'm afraid I was a bit too far away to make out what was being said; but I wanted to minimize the chances of being found you see." He gestures to his slightly glowing yellow lamp-like eyes. Oh yes, in the dark those would have stood out quite well. Especially if this was who you thought it was...
"She was headed out of the forest and towards the local Lord's castle, but there was a small hole in her sack. A tiny bit of the contents fell out, and after she left I went to investigate." He pulls a vial from his robes, displaying a potion as blue as a summer sky with a constant fizz of bubbles. You very faintly recall your mother teaching you about useful potions for survival. This was a water-breathing potion. Though the name was a bit of misnomer, instead if turned the air in your lungs from an exhalation to something that could be "recycled" by the lungs.
"This woman, aside from being short and 'well built', what did she look like?" Gnarl grinned laviciously. "Keep the details factual, I don't care you you thought about her looks." Gnarl actually pouts at you.
"Spoil my fun. Very well master. She was about my height, wearing a read leather set of armor that was cut in order to display her, assets, quite well. She had black hair and I didn't get a good look at her eyes.. Had a rather large bow strapped to her back though. At least relative to her size." You scowl. Yeah there's only one person in the entire Mellow Hills area that matches that description-
Sienna. The local "heroine" and representative of the Adventurer's Guild. She looked nice enough, but the second she opened her mouth it became very clear that she was a venomous little shrew who had forgone the chip to carry the whole damned mountain on her shoulder. She was also firmly in the pocket of the Baron and Baroness.
Gained: 800 Gold
1 Waterbreathing potion
Sienna the Halfling Rogue has been spotted taking potions from the woods into Castle Spree. Someone out there must be brewing them. But who? And why would the Baron and Baroness want waterbreathing potions of all things?
Unlocked Intrigue action - "The Deep Dark Woods"
[Learning] Testing Limits: Right now you know that you can command Gnarl to do things. But what are his limits? How far can you push him?
DC: 50
Reward: Gnarl stats revealed.
Probing the boundaries of Gnarl's capabilities turns out to be an interesting thought exercise. The two of you end up sparring at first; and you fid that though his skill is less than your own, it's still leagues better than many. Testing his more cerebral abilities is a bit more complicated, but you hit upon a solution eventually.
Using scenarios pulled from interactions you'd seen your parents involved in, or that you yourself had dealt with, you present them and ask Gnarl how he would solve them through applications of diplomacy, intrigue, or applying the principles of stewardship. It turns out that though Gnarl is hardly a genius, he has a talent for skullduggery as well as a good grasp of logistics and how to leverage them.
The final thing to test is his knowledge of the mystical and occult. For that you're forced to dredge up some of the lessons your mother had imparted upon you. It's something of a bittersweet exercise as you recall those memories of your mother. But in the end you find that Gnarl has a shockingly adept grasp of the niceties of occult matters; especially for a creature that was only recently "born".
Results: Gnarl's stats found out.
Martial: 10 (Gnarl may be a small, spindly-looking thing, but there's a shocking amount of power in those limbs, and his agility and erratic nature make him a difficult opponent for anyone that hasn't received proper training.) Stewardship: 10 (Gnarl somehow knows quite a bit about how to organize people and even how to organize a household. He has no idea where this knowledge came from.) Diplomacy: 3 (Gnarl is both blunt and crude, and his idea of a good meal is a roast rat sandwich garnished with spiders.) Intrigue: 5 (Gnarl's mind is surprisingly slippery. He has a knack for seeing how to exploit situations.) Learning: 8 (Gnarl's mind is an agile one, and he's able to absorb information quite readily. He's no dedicated scholar, but he's still a step above most common peasants.) Occult: 9 (Gnarl knows quite a bit about the occult when directly asked. But for some reason he seems to need to actively think about something before the information comes to him, rather than merely remembering. Odd that...)
[Rubble Rousing] Go back to the Wizard's tower and sift through the wreckage. There may be more to salvage there; and you could possibly get it before the local "heroine" shows up.
DC: 60
Reward: ???, Lifeforce
With Gnarl's help, you begin digging, using his staff as a lever to shift larger pieces of rubble and test areas to see if they're stable. Your first find is... well, it's some silverware. Real silver, and even if it's been bent a bit, you can probably hammer it back into shape for the market. Or sell it to The Happy Mule. Reggie, the mayor as well as the owner of the Happy Mule, is always on the lookout for fancy ware to put out for VIPs that stop on the way to the Kingdom of Light or Everlight. He's also sort of your unofficial uncle, so you know you'll get a fair price from him at least.
The next find however is something special in an altogether different manner. It's huge, nearly as big around as a table, stone block that's partially exposed to show a door sealed with runes. Stone is an excellent insulator of magic, while metal tends to 'conduct' magic in some ways. So it's very likely that whatever is in there is in and of itself magical!
It's also three-quarters of the way buried and likely weighs more than a draft horse.
You want to scream. If only you had more help!
You feel a strange sort of pressure building up in your head... before it gives way with a draining feeling. Your pack suddenly bulges, getting much heavier, even as it begins to thrash. Throwing it off, you draw your hatchet... only to lower it in confusion as a new Minion crawls out of it. Looking about, it sees you, and gives a fang-filled grin, capering a bit. "Master! Is the master!" Odd, he seems to not be nearly as eloquent as Gnarl.
Spent 1 Life Force
You feel a bit... drained by the whole experience, even as the new Minion falls into line behind Gnarl, capering a bit. He seems to be quite happy to pick up a piece of wood and start bashing away at some of the debris covering the spell stone. Seems to be calling himself Giblet.... Focus...
Doing a bit of mental exercise, you located the "spot" the drained feeling was coming from within your mind. It seems that The Rock used that stored Life Force to create a new Minion, using Gnarl as a template. An imperfect one though, for some reason this Giblet wasn't nearly as smart. Perhaps it was due to using life force from an animal? Either way, you apparently could make more of these things... at least a small number. The Rock was already straining slightly, you could feel it. It could handle maybe three, possibly four more minions max.
Your contemplations are interrupted by a whining voice. "Please, please don't kill me. I was merely-" CRUNCH Gnarl walked into view, dragging the limp body of a dead fox with one hand, the other holding an orb of Life Force.
"Found him digging around, thought that maybe he might make a decent meal Sire." He hands you the Life Force, which you immediately push into The Rock. Huh, interesting. This time it "feels" slightly different from what it felt like when you had put the rat's essence in. Why... ah. Looking closer at the fox, beyond the crushed skull it was a sleek beast with luxurious fur. A Talking Fox. Meh, not like you cared. The little bastards were a menace, luring children into the woods at the behest of hungry predators, or getting a laugh by tricking people into thinking they were some kind of "Chosen One".
Sighing, you decide to put it out of your mind for now. You've got a new mystery with the Rock to explore, and you've found something interesting that you can't really take advantage of. The silverware at least is a nice bit of change in your pocket.
Rewards: 500 Gold worth of Silverware
1 Enchanted Fox pelt
1 new Minion- Giblet
1 Life Force
New Learning Action unlocked - "HOW DO YOU WORK?!?!"
Total Gold gained: 2800
1 Enchanted Fox Pelt
1 Waterbreathing Potion
So, we got enough money to pay the taxes, and a few ways to make it. And we can start working on the Gauntlet. I think over all a pretty good turn. I do hope we can destroy the baron before we have to pay him anything(or rob him blind afterwards)
Ha Ha Ha! Soon our Gauntlet will be made! That is fricking good that he does have that! And I feel like there will be not much NSFW stuff from what I read, you will write things bluntly but I don't care. And that stone! It is probably The Hive or future Tower Heart! Noice.
You kept your expression neutral as Barnaby, the Tax Man that the Baron had sent this time, meticulously counted and checked every single coin. You and he both knew that they were good. But if he didn't make every bit of a show of wasting your time and implying that you may cheat the Baron to get under your skin, you've no doubt that at least one of the guards with him would report back to the Baron and the Baroness. Which is a pity, Barnaby had honestly been a kind man to you as a child when he'd worked as your parent's accountant. One more petty slight to put at the feet of the Baron.
Letting out a small sigh as he placed the last coin in the lockbox, Barnaby stood, adjusting his pince-nez. "Everything appears to be in order here Young Master Gromgard. And as you're aware, the next tax collection will be in six months." You give a choppy nod, Gnarl and Giblet both well out of sight to prevent any unfortunate incidents on either side. With a stiff bow, Barnaby took his leave along with the guards, and the greater majority of your liquid assets.
2500 Gold paid in Taxes
Taxes due in 6 monts
Remaining gold: 1050
Gnarl grumbled as he came out of hiding. "I don't see why you didn't just let us smash their heads in sire. A little loose rock, a dead horse and some arrows and it would look like a bandit attack." Giblet nods enthusiastically, miming breaking open their heads with his club. You shake your head.
"Because even if it was a bandit attack, the Baron would still throw suspicion on me first.." You sigh, pushing the matter away. "Forget it for now. We've got work to do."
---
Martial
[][Martial] Over Hill and Dale: Go out hunting; there are plenty of wild creatures that you could sell bits and pieces of in order to make the needed cash to keep your keep in your name. Goldtusk Boars and Talking Foxes are rare but both fetch good prices for the hides; which are of a naturally higher quality than mundane animals; and the aforementioned tusks are valuable as magical reagents.
DC: 50
Rewards: Materials for sale, Life Force, ???.
[][Martial] WITH CATLIKE TREAD!: Head down to Spree and see about relieving a few folks of their purses. Easy enough to distract them with Gnarl while you cosh them over the back of the head with the butt of your hatchet.
DC: 60
Rewards: Variable amount of money, ???
[][Martial] Keeping A Hand In: Your father would never let you live it down if you let your martial skills wane. Start training again, and use Gnarl as a sparring partner.
DC: 55/100
Rewards: Gnarl gains +1 to Martial bonus, Edmund gains +1 to Martial
[][Martial] Fits Like A Glove: The gauntlet kit you received is a rather novel idea. Why not put it together and see about adjusting to using it in combat? Being able to use a gauntlet to bat aside blows would be useful.
DC: 30
Rewards: Gear item, ???
---
[][Stewardship] Taking stock: You'd been over the castle a hundred times already, but maybe the hundred and first would let you find something that your parents had stashed away?
DC: 100
Rewards: ??? Gold, ???
[][Stewardship] IOU? U O Me!: There are still a couple of outstanding debts that you can try and collect on. Deals with merchants that rarely pass through town, that sort of thing.
DC: 85
Reward: 500 Gold
[][Stewardship] Prospecting - After learning more about what treasures are literally waiting in the ground to be found, specifically searching the cliffs and caverns around Castle Gromgard may yield up areas that you can mine for ore or raw gems and crystals.
DC: 65
Rewards: Mining locations, new Stewardship actions, ???
---
[][Diplomacy] Hat in Hand: There's no help for it, you have to... go ask Reggie if there are any people he knew that might be willing to give you a loan. Negotiating with the Baron is a lost cause, but your honorary "Uncle" may be able to point you in the direction of some moneylenders.
DC: 75
Reward: Loan to cover taxes
[][Diplomacy] Two Heads are Better: You're at the end of your rope. See if you can find someone in town that may be able to give you some pointers on how to handle things.
DC: ???
Reward: Potential Advisor Candidate
[][Diplomacy] Rolling Tithes: Go see Sister Amelia about possible sources of work within the community. Or contacts that she may have through the temple of the Earth Mother that would be willing to hire you... or your Minions, for a task.
DC: ???
Reward: Possible contacts, Income chances
---
[][Intrigue] Sneaking Round: With Gnarl you are presented with a unique opportunity to try and gather information. Send him out to see what kind of blackmail he can get on people that they'd be willing to pay to keep quiet.
DC: 65
Rewards: Blackmail material, Gold, ???
[][Intrigue] Slinking Skulking Swindler...: Of course there was the other side of the coin there. Trying to track down one of those aforementioned Brigand camps and rob them. Potentially very profitable, but also very risky.
DC: 70
Reward: Gold, ???, Location of Bandit camps
[][Intrigue] The Deep Dark Woods: Sienna, the local Halfling heroine, has been spotted by Gnarl returning from a trek into the woods with a bag full of potions, at least one of which was a water breathing potion. You'd not heard of any alchemists or other brewers setting up shop nearby. Head into the woods to investigate.
DC: 80
Reward: Lifeforce, ???, Chance for valuable loot
---
[][Learning] Reading is Fun-damental!: You've got scrolls from the wizard's tower already; but you need to set aside some time to really go over them. The should have some useful information in them. Right?
DC: 40
Reward: Information, new options unlocked
[][Learning] "HOW DO YOU WORK?!?!" You need to figure out the differences between Giblet and Gnarl. Why is Gnarl more articulate? And how much more does he differ from the other Minion you've created? What could happen if you create a third?
DC: 50
Cost: 1 Lifeforce
Reward: New Minion, Baseline for Brown Minions established
[][Learning] Bare Shelves: Your mother's library was ransacked when you fell behind on the taxes for a brief period. You're pretty sure that the Baron used them for tinder that winter... Perhaps you should see if you can find any tomes at the Market day that may be of use to you?
DC: 55
Cost: 550 Gold (Price increase due to Market Day having passed)
Reward: Gain useful tomes, bonus to certain types of research
---
[][Occult] Facets of Life: This stone is weird. But you seem to have some kind of strange connection to it now. Poke it and see what it does? Maybe with a stick?
DC: ???
Reward: ???
[][Rubble Rousing] Go back to the Wizard's tower and sift through the wreckage. There may be more to salvage there; and you could possibly get it before the local "heroine" shows up.
DC: 80
Reward: ???, Lifeforce
[][Occult] Use the (Life)Force!: This stone uses lifeforce for something. Which is apparently... making more Minions? Go out and kill some things to find out how much you can pack into it.
DC: 40
Reward: ???, Lifeforce
I think we need to figure out baseline of brown minions, create our gauntlet, survey our lands (what is left of them), find a bandit camp because that will be useful.
[X] Plan Basic Brown
-[X][Martial] Fits Like A Glove: The gauntlet kit you received is a rather novel idea. Why not put it together and see about adjusting to using it in combat? Being able to use a gauntlet to bat aside blows would be useful.
DC: 30
Rewards: Gear item, ???
-[X][Stewardship] Prospecting - After learning more about what treasures are literally waiting in the ground to be found, specifically searching the cliffs and caverns around Castle Gromgard may yield up areas that you can mine for ore or raw gems and crystals.
DC: 65
Rewards: Mining locations, new Stewardship actions, ???
-[X][Diplomacy] Two Heads are Better: You're at the end of your rope. See if you can find someone in town that may be able to give you some pointers on how to handle things.
DC: ???
Reward: Potential Advisor Candidate
-[X][Intrigue] Slinking Skulking Swindler...: Of course there was the other side of the coin there. Trying to track down one of those aforementioned Brigand camps and rob them. Potentially very profitable, but also very risky.
DC: 70
Reward: Gold, ???, Location of Bandit camps
-[X][Learning] "HOW DO YOU WORK?!?!" You need to figure out the differences between Giblet and Gnarl. Why is Gnarl more articulate? And how much more does he differ from the other Minion you've created? What could happen if you create a third?
DC: 50
Cost: 1 Lifeforce
Reward: New Minion, Baseline for Brown Minions established
-[X][Occult] Use the (Life)Force!: This stone uses lifeforce for something. Which is apparently... making more Minions? Go out and kill some things to find out how much you can pack into it.
DC: 40
Reward: ???, Lifeforce
[X] Plan: Gauntlet, Minions, bandits and some help
-[X][Martial] Fits Like A Glove: The gauntlet kit you received is a rather novel idea. Why not put it together and see about adjusting to using it in combat? Being able to use a gauntlet to bat aside blows would be useful.
DC: 30
Rewards: Gear item, ???
-[X][Stewardship] Prospecting - After learning more about what treasures are literally waiting in the ground to be found, specifically searching the cliffs and caverns around Castle Gromgard may yield up areas that you can mine for ore or raw gems and crystals.
DC: 65
Rewards: Mining locations, new Stewardship actions, ???
-[X][Diplomacy] Two Heads are Better: You're at the end of your rope. See if you can find someone in town that may be able to give you some pointers on how to handle things.
DC: ???
Reward: Potential Advisor Candidate
-[X][Intrigue] Slinking Skulking Swindler...: Of course there was the other side of the coin there. Trying to track down one of those aforementioned Brigand camps and rob them. Potentially very profitable, but also very risky.
DC: 70
Reward: Gold, ???, Location of Bandit camps
-[X][Learning] "HOW DO YOU WORK?!?!" You need to figure out the differences between Giblet and Gnarl. Why is Gnarl more articulate? And how much more does he differ from the other Minion you've created? What could happen if you create a third?
DC: 50
Cost: 1 Lifeforce
Reward: New Minion, Baseline for Brown Minions established
-[X][Occult] Facets of Life: This stone is weird. But you seem to have some kind of strange connection to it now. Poke it and see what it does? Maybe with a stick?
DC: ???
Reward: ???