Friendly/Sympathetic Vampires?


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Siobhan, that's an Irish name, which I believe would be Albish.
I intended it to be more eltharin than albish, as naming your slaves elven names is a tactless snub toward Ulthuan that -in my canon- arabyan traders adopt (due to the ban on Arabyan colonies and the anti-slavery actions of ulthuani naval patrols) though I think I may need to adjust it to be 'Sian' instead of Siobhan. I may have gotten my Gaelic and Welsh mixed up.
 
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..There exists a fabled lake within the depths of the jungle, Flynn, one fed by a 'Spring of Eternity' supposedly known only to the Slann of the temple cities, somewhere at the heart of the Amaxon river.

Speedrun to Skink Friendship starts here

Yet I would beg, ma amour~, that you take time to devote yourself in other ways, for nothing brings me happiness like the fire of inspiration in your eyes, the glee upon your smile when Johanna and you take the night to watch the sky."

Devote to other ways such as more plappings maybe more into magic? she might be magically stunted but no reason to start studying it especially since we'll be aiming for a magic spring of all things.
 
A note on Expeditions and planning them.
Unlike the quests which are made to be relatively short and smple, resource generating and leading down the line to larger things, Expeditions are what I intend to be larger and more involved affairs that will potentially span multiple weeks of travel -not quite so with the Centorea- and require them to be planned out at least one week in advance.

During this planning vote, you guys and gals will be laying out four primary things.
Goals, Resources, Retinue & Leadership.


  • Goals - Relatively self-evident, Goals are both the primary mission you set for the expedition -Be it Military, Discovery, Retrieval or Diplomacy- Along with side-objectives and goals that you'll want the committed forces to attempt. The lines of the primary types of expedition are intentionally fuzzy, as Expeditions will necessitate a threadmark and decision votes by themselves, especially if you commit an advisor to them.
  • Resources - Expeditions will necessitate the committing of resources, which will be part of the planning and an important bit of thought for you peeps, as not only will the expedition need some food to sustain themselves in the hellish, high-calorie requirement trek through dense jungle far from the coast, they will also require payment and a war-chest of resources by which to contruct shelters, bribe guardians (be they sentient or not. A pack of cold ones will absolutely take a big pile of freely offered meat over potentially-dangerous living prey), or offer as gifts to ease tensions with factions. This will also, later, include the commital of magical items.
  • Retinue - Includes the selection of adventurers with the same sort of 'variety is the spice of success' thinking as Quests, though with more forgiving weighting based on the challenges and the goals involved. In fighting an entire goblin tribe, for example, there will be more weight given to loading up a little unbalanced on martial adventurers. This will also be where the plan commits mercenaries to the endeavour. You can also commit an Advisor to the Expedition at this stage of the planning. They will provide a great bonus and benefit to the expedition, but this will mean that they are unavailable for potential weeks of time, and it will necessitate y'all hiring a temp from among a selection of three (including Flynn's trait.).
  • Leadership - Arguably the most important yet potentially contentious part of the planning an Expedition, this Section of the planning will be where you commit one of the Adventurers to lead the expedition, permanently elevating them to a higher status, increasing their payment and unlocking a unique trait.
    This same sort of elevation can take place with multiplle quests performed, but leading an expedition is the sort of thing that every Adventurer dreams of doing, and it is what seperates the heroes from the zeroes.
    Because I'm feeling inspired, I will spoil Pandora's.
    Polyglottal Prodigy: The Caledor Dragontamer of language, Pandora knows languages from across the planet, possessing an almost unnatural knack for speaking and understanding. When dealing diplomatically with any non-imperial faction Pandora will grant her expedition an automatic reroll -once per Expedition- on any failure.
The function of advisors helping to plan quests is to grant them a big chunky bonus to relevant tests during the expedition, essentially giving a pool of buffs that you will be able to use in pursuit of goals in the Expedition Threadmark's vote. Gus, for example, will provide two uses of a +12% bonus to any Martial roll. This bonus, along with any relevant trait bonuses, will become permanent if Gus commits to going on the expedition, though for obvious reasons committing an advisor to an expedition is quite risky.

All of this is subject to change as and when it becomes clunky or bad.
 
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I think we'll want to commit Gus and Else to this expedition. Of all the actions Gus can take to protect the colony, destroying a major threat is the most important, even if it leaves the colony a little more vulnerable to minor threats. For Else, there's one idle stowaway who snuck in on a barrel, and absolutely nothing else to worry about. There's been no trade, no immigrants, no nearby colonies for people to sneak agents into our colony, and won't be until after we dislodge or make a deal with these pirates. Taking care of a known threat to the colony is obviously better than taking care of a known nothing.

For adventurers, I'm thinking Briala since she's a healer. It'd leave Imilar's quest at 45% chance of success (unless Imilar counts as a Diplomacy adventurer), but that's not too bad.
 
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Seeding. Month 1 - Week 2. 01/6/2395 IC - Quest and Expedition Choices.
The morning of the second day in this terrible stupid week hits you like a brick between the eyes, even with the comforting softness of Rapunzel's delicate hills to ease your head. You share a kiss with her, grief-worthily brief, and begin the arduous task of writing out quest bounties and letters of request to the swarm of adventurers now infesting the newly built tavern. The bloody thing was barely even constructed and there were already packs of them claiming booths.


Expedition Planning: Jungle Goblin Rock'n'Roll

Assisting Advisors: Gus and Else

Goals:

-[][SecGoals]
The Expedition's primary goal - Martial Role - To cleanse or push away the goblin tribe occupying Else's circle of menhirs.

  • Reward: Else Unlocks more Unique Expedition Goals, Significant potential for magic items, Reward from the Centorean Glade-Watchers.
  • Risk: 25% risk of injury, Base difficulty: 15%
Available secondary goals, based on quest direction (West-South-West) (Choose up to two without penalty. Additional goals will add a week to the expedition for every two goals chosen, rounding up.):

  • Navigate to and Contact the Centorean Heartglades - Diplomacy - Risk: 10% Base Difficulty: 10%, Reward: +Relationship with the Centorean Glade-Watchers, A chance to set up a more involved treaty/trade route.
  • Tripartate Markers jungle training (Only available with Pandora the Pioneer among the adventurers) - Learning - Risks: 15% chance of injury. Reward: Unlocks a permanent bonus, lowering risks on expeditions by 5%.
  • Explore the Amaxon's valleys – Learning – Risk: 20% chance of injury – Rewards: New Expedition goals, Potential for treasures.
  • Scout outskirts of Unknown Old One ruin – Intrigue - Risks: 15% chance of injury, -Relationship with Undiscovered Amazon Faction - Rewards: Contact with Undiscovered Amazon Faction, New Quest line, unlocked Quest Goals.
  • Map the Ley Lines (Only possible if Else is on the Expedition): Risk: 10% chance of injury, potential new enemy faction, Base Difficulty: 20%. Rewards: Improved Trait for Else, New Treasure 'The Leyline Map(Beginning) for research. Prestige gains if the treasure is displayed.
Resources:

Reminder: The expedition will require at least 0.5 Food, and it is recommended to take at least 1. Pay for mercenaries and any Advventurers should also be included.

-[][ExpFood]
-[][ExpMoney]
Retinue.
-[][ExpAdventurers]
-[][ExpAdvisors.]

Advisors will provide a flat bonus based on their primary attribute, alongside lending more non-numerical advantages. Adventurers will provide bonuses to Expedition rolls based upon the mix taken, as with quests, there will be a primary role, and then advantageous bonuses for each unique role.
A maximum of ten Adventurers can be taken on Expeditions, with an expectation that some will become injured.

The hiring of Temp Advisors -if advisors are commited to the expedition plan, will be handled when the expedition is launched. The planned expedition cannot be launched in the same week it is started (Week 3 at the earliest.)

Leadership

-[][ExpLeader]

The chosen leader of the expedition, an adventurer, will recieve the bonus of a unique trait upon completing the primary goal.

Quest Choices.

-[][Quests]
--[][QueAdventurer]

A Maximum of five adventurers can be put on any given quest. Johanna Kepler has been put in to assist on whatever Klaus Quest is included in the plan, granting a flat 20% bonus to success.

The rules for quest success were placed in an earlier post.

Explore: Signs of the Asrai


Imilar has become dedicated to finding signs of her missing kin within these foreign woods and spends most of her day during this week on speaking with the adventurers and coordinating with Anwen on where the Asrai might have gone, even roaming the colony's perimeter to speak with a few tree spirits as she tries to ascertain even a starting direction. She has thus far located a small lead north into the Creeping Jungle where foresters have spotted marks on bark and hints of asrai art woven into branches.

With Imilar's dedication to this quest, there is little chance of death, but injury ever lurks in Lustria.

Primary Role: Learning.

Advisor Imilar is assisting directly on this quest, taking the place of a Diplomacy adventurer and reducing risks.

Rewards


Information about hidden Asrai paths and the next quest in this chain.

Contact and Potential diplomatic opportunities with the Spirits of the Forest.

Rare Asrai Art and Artefacts.



Risk:

  • 15% chance of injury due to natural hazards or traps

Retrieval: The Glint of a Gromril-Locked Chest


Deep within a natural cavern formed from the roots of a megadendric tree, sunk into a pool of crystal water, your adventurers have spotted the unmistakable glint of Gromril—a rare and valuable metal used by the Dwarfs. The chest, locked and untouched by time, promises untold treasures. However there have been scaled shapes spotted lurking within the water, and the more wizened of adventurers have pointed out the upturned spike-roots of 'Bear-trap Mangroves' -what in Sigmar is that name- near the entrance. Moving what appears to be a half-ton chest -not even to mention the contents- out of this cavern will be a perilous endeavour.

Primary Role: Intrigue.

Potential Rewards:


  • A Gromril-Locked rune reinforced Chest, likely filled with Dwarf-crafted items and/or valuable metals
  • A dilemma/choice between returning the chest to the Karaz Ankor, for a reward, or using your smithy to break it open in hopes of finding all the more wealth within.
Risk:

  • 30% chance of injury
  • 10% risk of death on failure.



The Relic Bones of a Fallen Behemoth


Your scouting adventurers located this potential prize almost three days travel south, deep into the soft soil of the amaxon's broad flood-forest, in a place that hunters had come back from after reporting hoots and voices in the dark woods.

  • There the adventurers found -in the midst of a shallow mangrove lagoon- a fallen behemoth, The titanic carapace and scales of an Ancient Bastiladon -a true titan, in life it would have been able to swing that club-tail over the roof of a bunk-house-, all still glossy and firm against the ravages of time.

    Yet sadly not against the ravages of greenskins, for the adventurers also reported a small savage orc tribe having taken up residence nearby the beast, slowly carving out bones and pains-takingly hewing the ancient cadaver's carapace with axes as they try to remake the beast into an armory. Surely those bones and the seemingly rot-immune carapace could be better served in Your possession, for at least you would give the giant beast's remains some profitable dignity.

    Primary Role: Martial
    Potential Rewards:
  • A Mostly intact Ancient Bastiladon skeleton, displayable for prestige.
  • 2-3 Titanic Carapace-Plates, One Titanic club-tail.
    Each Usable as a gift for Grand Cathay, the Empire, The Amber College, Various Lizardmen factions.
    Each Saleable to The Empire, Grand Cathay, The Amber College, Various Lizardmen Factions.
    Risk:
    20% chance of injury.
    5% risk of death on failure.

Retrieval: Amazonian Grave-Trees. All that Gold left Fallow


In the heart of the jungle, your adventurers have discovered a grove of ancient trees and pure redstone markers, each adorned with golden chains, plaques, piles of brooches an other glittering treasures. These grave-trees mark the burial sites of legendary Amazonian nobles, priests and Warriors, according to Pandora when she is asked. Retrieving these riches will require a blatant disregard for the sanctity of these graves and the greed-fuelled bravery to fend off any guardians—be they traps, the horde of swarming reptiles summoned by the wards or deathly magical guardians—incensed by such sacrilege.

Primary Role: Martial

Potential Rewards:


  • A mass of Golden artifacts and jewelry of Amazonian origin
  • Ancient weapons and armor with unique enchantments
  • Access to maps, tomes, scrolls and other uniquely amazonian information secreted in each grave.
Risk:

  • 35% chance of injury from traps or guardians
  • If this act is uncovered, this will severely damage relationships with all Amazon factions.
  • 20% chance of death on failure.

Retrieval: Unctious Sweet-fruits and their Flaming Guardians


Your scouts have discovered a swampy grove of trees bearing unctuous sweet-fruits that Porito De Lucci names 'Scale-Apple' whilst salivating, highly sought after for their minor healing properties, incredible sugar-content -perfect for alcohol making- and delicious taste. However, these trees are fiercely guarded by a warren of territorial Salamanders, notable for their boiling, flaming caustic spit. Gathering these fruits will require both skill and bravery.

Primary Role: Martial

Potential Rewards:


  • Baskets upon baskets of Delectable sweet-fruits with potential healing properties.
  • Possible captured Salamanders and eggs.
  • Rare botanical specimens for trade, growing and study
Risk:

  • 20% chance of injury from Salamander attacks
  • 10% risk of death from failure

Repel: Cold One Clever Girls in the Bushes


Reports have come in of aggressive Cold Ones—ferocious, reptilian predators—stalking the nearby jungles. These creatures, known for their speed and cunning, pose a significant threat to your farms. Repelling them will require keen senses and quick reflexes, but the rewards could include valuable hides and trophies.

Primary Role: Martial

Potential Rewards:


  • Cold One hides and scales for crafting armor
  • Rare Cold One eggs, potentially hatchable or sellable
  • Prestige and reputation boost for successfully dealing with the threat
Risk:

  • 25% chance of injury
  • 5% risk of death on failure

Repel: Mega-Boa in the Swamp


A massive Mega-Boa has been terrorizing the swamp regions to your south, devouring wildlife and threatening to disrupt the ecosystem. This enormous serpent must be driven off or slain to ensure the safety of your colony. The task will be dangerous, but the rewards could include rare materials and the gratitude of the swamp's inhabitants.

Primary Role: Martial

Potential Rewards:


  • Mega-Boa skin and scales, highly valuable for crafting
  • Mega-Boa blood and bones, highly treasured by Amber Wizards
  • Potential Prestige from displaying the corpse.
Risk:

  • 35% chance of injury
  • 10% risk of death on failure



Special: Rescue Klaus!


Klaus has been kidnapped by Pirates! Led by a crazed and evidently very skilled brute-woman in a mockery of imperial uniform, this group possesses at least one witch who uses Ulgu (shadow) magic, according to the many magical-sensing eyes that examined Rufus, the little creature being essentially programmed like some sort of meat-golem to take the ransom letter back to you.

Fuck Giving In.

You'll be sending out your adventurers to solve this shit, and you are about 60% certain that Johann will kill you with a shovel if you do not let him go (with Rufus). This will, however, be a mission of sneaking up until it becomes very very violent, with caution necessary to scale the Creeping Jungle's cliffs and descend onto the cove from above, before ambushing the pirates and hunting for Klaus. Extraction will come in the form of your colony's sole lightly armed transport carrack, once an alchemical flare (thank you Porito) is fired off.

Rapunzel has some disquiet about this plan and the deep risks involved, much as she is plainly disgusted by what her magic saw in Rufus.

Primary Role: Intrigue.

Johann Klinger must be assigned to this quest, or to the 'Ransom Klaus' quest below.

Potential Rewards


  • Klaus Steinberger.
  • Pirate Treasure and whatever smuggled goods they held in that cove.
  • Maps of the local coast and hints toward other factions in the area.
  • Reward bounties of any notable corsairs.
Risks

  • 40% chance of injury.
  • Klaus will die on failure.
  • 35% chance of death -or worse- on failure.
  • This will begin a cold conflict with the unknown Pirate Faction.



Special: Ransom Klaus!


Klaus has been kidnapped by Pirates! Led by a crazed and evidently very skilled brute-woman in a mockery of imperial uniform, this group possesses at least one witch who uses Ulgu (shadow) magic, according to the many magical-sensing eyes that examined Rufus, the little creature being essentially programmed like some sort of meat-golem to take the ransom letter back to you.

They're not asking for... That much.

You'll be solving this with your wealth and with concessions, at least until you can get enough cannons to shoot that bitch and burn their witch, and in doing so you will hopefully return to normalcy without risking more of your people. The pirates in their letter are requesting the construction of a second smaller set of docks along the cliff-face to your harbour's north and promise that the trade from that dock will be lucrative so long as your colony's guards and snoopers do not look too closely at anything passing through it. They'll even pay tariffs plus taxes, and promise that they do not trade in slaves.

How... Reassuring.

You can feel the distaste in Rapunzel's every movement as she checks in on Rufus, and on Arda. She also looks worried.

Primary Role: Diplomacy.

Johann Klinger must be assigned to this quest, or to the 'Rescue Klaus!' quest above.

Potential Rewards.


  • A blueprint for the 'Smuggler's Dock' that must be constructed within two weeks. It will generate upwards of 5 Mo per week.
  • Klaus returned unharmed.
  • New -suspicious- adventurers will become available in the tavern.
  • Contact with the mysterious Pirate faction.
Risks

  • None. Apparently.


Stable Adventurers can be included at no cost, as they are already hired. Tavern Adventurers will cost 2 Money to hire for expeditions, and 1 money for hiring on quests.
Available Adventurers (Stable)

  • Arda Kohring (Empire, Amber Wizard, Learning): An assertive Amber Wizard, Arda seeks fame and wealth in Lustria. Noble-born, she supports the lower classes as long as she receives her due respect.
  • Bullo Brambledown (Halfling, Knight, Martial): A famed ram rider from Mootland, Bullo seeks adventure in Lustria. Long of eyebrow and fond of drink, he gets along well with dwarfs.
  • Pandora the Pioneer (Estalian, Trailblazer, Diplomacy): An experienced explorer, Pandora returns to Lustria seeking more success. Charismatic and multilingual, she excels at enlisting adventurers and securing sponsors.
  • Johann Klinger (Empire, Dung Collector/Sewer Jack, Martial): Once a peasant dung collector, Johann now excels at waste and pest disposal. Known as the "Shovel Knight," he relocates after a run-in with large rodents and a dead Witch Hunter.
  • Anwen Starshade (Asrai, Waywatcher, Martial): A skilled archer and scout, has ventured from Athel Loren to explore the wilds of Lustria. She aims to uncover its secrets and protect its natural beauty.
  • Elena Volker (Empire, Cartographer, Learning): A skilled cartographer from Altdorf, seeks to map the uncharted regions of Lustria. Her meticulous nature and keen eye for detail aid her in uncovering hidden paths and lost ruins.
  • Briala Silverleaf (Eonir, Healer, Learning): A skilled healer with unusual elven heritage, seeks rare herbs and healing techniques in Lustria. Her compassion and knowledge of medicine are renowned.
  • Amina bint Malik (Arabyan, Caravan Guard, Martial): A skilled warrior from Araby, now serves as a guard for expeditions in Lustria. Her combat prowess and unwavering loyalty ensure the safety of her charges.
  • Branwen MacLeod (Albish, Painted Warrior, Martial): A Painted Warrior from Albion, strikes a distracting pose in her topless armor, her skin coated with intricate and enchanted Woad Tattoos. Her experience in fighting with the mists and marshy terrain of Albion serves her well in Lustria.


Available Adventurers (Tavern)

  • Ludolf Van der Zee (Human, Middenlander, Vampire Hunter, Intrigue): A veteran Vampire Hunter from the Drakwald, Ludolf embarked for the New World to investigate the Vampire Coast. Many consider him paranoid, but he insists he's just well-prepared.
  • Wilryn Stark (Human, Middenlander, Warrior Priestess, Martial): A warrior priestess of Verena from rural Middenland, Wilryn seeks lost knowledge in dangerous locales. She enjoys typical Middenlander pastimes and learning about others' histories and cultures.
  • Thyriol Tollendor of Saphery (Asur, Elf, Journeyman Celestial Wizard, Learning): Young and ambitious, Thyriol seeks to train with Tlaxtlan's astromancers to gain prestige and honor his family. His aspirations often cloud his mind.
  • Hektor Schmidt (Human, Scout, Martial): A suspiciously pale man in a long coat with a burnished breastplate, this incredibly skilled fighter seems a bit odd... Quick as a striking viper, stronger than he should be... What a fine scout!
  • Miguel De Luca (Human, Estalian, Estalian Diestro/Highwayman, Martial): Fleeing from the law, Miguel prefers the adventure of robbing Norscans over coaches. Finding Norsca too cold, he heads to Lustria.
  • Jorl One-Eye (Dwarf, Burgher/Shieldbreaker, Martial): Jorl turned from cobbler to warrior after a plague killed his kin. Sworn to slay Nurgle's servants, he now finds himself in Lustria.
  • Dera the Deft (Halfling, Bone Picker/Cat Burglar, Intrigue): Orphaned in Stirland, Dera climbed from the muck to become a skilled cat burglar. Hearing of other halflings in Lustria, she set sail for a fresh start.
  • Professor Wilhelm Ziegenhirte (Human, Wissenlander, Scholar, Learning): Obsessed with proving the existence of subterranean beastmen, Wilhelm was driven from Nuln. He seeks proof in Lustria, even at the risk of his life.
  • Ernst Schicklgruber (Human, Empire, Merchant, Learning): Sent to Lustria by his father to become a merchant, Ernst would rather be a scholar. An optimist, he decides to give it a try rather than mope.
  • Stephen Trevor (Human, Middenlander, Journeyman Priest of Ulric, Martial): Young and headstrong, Stephen seeks to establish Ulric's prominence in the new colony. He respects Sigmarites and hopes to charm an Amazon princess.
  • Borin Ironfoot (Dwarf, Engineer, Learning): Borin, an innovative engineer from Karak Kadrin, travels to Lustria to study and improve upon ancient technologies. He is fascinated by the lost artifacts and machinery rumored to be hidden in the jungles.
  • Alaric von Drakenhof (Human, Witch Hunter, Intrigue): Alaric, a relentless Witch Hunter, has come to Lustria to root out dark magic and heresy. His dedication to Sigmar's cause drives him to cleanse the new colony of any corrupting influences.
  • Grom the Cream (Human, 'Trader', Intrigue): Grom, a "human" trader with a penchant for collecting rare goods - without ever paying for them -, has an unusual painted tint to his skin and a peculiar accent. His sneaky demeanor and oversized hat raise a few eyebrows, but he insists he's just a regular trader seeking fortune in Lustria.
  • Giancarlo Rosetti (Human, Luccini, Treasure Hunter, Intrigue): Giancarlo, a cunning treasure hunter from Luccini, is driven by tales of hidden riches in Lustria. His knowledge of ancient lore and knack for uncovering secrets guide him through the jungle's many dangers.
  • Faris ibn Haroun (Human, Araby, Scholar, Learning): Faris, a scholar from Araby, seeks the mystical secrets and ancient artifacts of Lustria. His expertise in survival and knowledge of arcane traditions make him an invaluable guide.
  • Rajani Chandra (Human, Ind, Mystic, Learning): Rajani, a mystic from the distant land of Ind, comes to Lustria in search of powerful magical artifacts and lost knowledge. Her mastery of mystical arts and spiritual insight guide her through the unknown.
  • Wei Li (Human, Cathay, Celestial Dragon Monk, Intrigue): Wei Li, a Celestial Dragon Monk from Cathay, seeks to prove his combat prowess against the formidable foes of Lustria. His discipline, mobility and mastery of martial arts make him a fearsome warrior and insightful skirmisher.
  • Porg the Runty (Ogre, Maneater, Martial): An ogre bull that is a touch smaller than most, Porg was born scrawny and was thus abandoned in Averland by his mother, dumped on a human village. Raised by humans, the ogre soon grew up thick yet not tall, standing only 8ft tall despite being the breadth of a horse and two men. He later went into mercenary work as a means to feed his enormous appetite, wearing the shield of Averland proudly on his iron gut-plate.

Here is also where you can hire adventurers to your stable, though this will necessitate firing one if all ten slots are filled.
-[][Hire]
-[][Fire]

Please Vote By Plan!
There will be a six hour moratorium on voting, to let people read and discuss.

The beginning of Rapunzel's special quest-line will be added to next week's choices, as I have yet to fully map it out.
 
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Alright, time to use our surfeit of Martial adventurers to do what we hired them to do: protect our colony from threats.

I'm really happy to see that the expedition won't begin this turn. That means we can put Pandora on the expedition without compromising the success of Klaus Quest.

Thinking about things and coming up with a plan took quite a bit. I'm glad that there was a moratorium on voting, it really needed one. Might need a longer one actually.

@Pillowsperky, I've got questions.

1. What bonus does Else provide for participating in the planning of the expedition? We know about Gus' bonus, but not Else's. Or does she not provide one since this is a Martial expedition and she's Intrigue?
2. What's Flynn's? He was part of the planning as well. Or does This Way, To Adventure! cover that?
3. How long does the expedition last at base?
4. Should Wei Li's primary attribute be Martial instead of Intrigue? His description talks about how he's a really good fighter.
5. Do advisors count as fulfilling a role during Expeditions?
6. Does Johanna take up a slot for Klaus Quest?
7. To give her +20% to an Expedition, would Johanna need to provide that bonus as part of planning, or would she need to outright join the Expedition itself?
8. When's the next time we'll be able to hire and fire adventurers?
9. If we hire adventurers this turn would we still need to pay them for Expedition/Quest costs?
10. Ditto, if we fire some, would we need to pay them for Expedition/Quest costs if we still want them to work for us for specific jobs?

[] Plan: Peace, Justice, and Security for My New Colony
-[] [SecGoals]
--[] Navigate to and Contact the Centorean Heartglades
--[] Tripartate Markers jungle training (Only available with Pandora the Pioneer among the adventurers)
--[] Scout outskirts of Unknown Old One ruin
--[] Map the Ley Lines (Only possible if Else is on the Expedition)
-[] [ExpFood] 5
-[] [ExpMoney] 10
-[] [ExpAdventurers] Amina bint Malik (Caravan Guard, Martial), Pandora the Pioneer (Trailblazer, Diplomacy, Leader for Centorean Heartglades), Elena Volker (Cartographer, Learning, Leader for Tripartate Markers), Briala Silverleaf (Healer, Learning), Arda Kohring (Amber Wizard, Learning), Wilryn Stark (Warrior Priestess, Martial, 2 Mo), Thyriol Tollendor of Saphery (Journeyman Celestial Wizard, Learning, 2 Mo)
--Total success chance: 107% (90% Centorean Heartglades, 110% Tripartate Markers, 112% Scout outskirts, 60% Map the Ley Lines)
-[] [ExpAdvisors.] Gus, Else
-[] [ExpLeader] Gus

-[] [Quests] Signs of the Asrai
--[] [QueAdventurer] Elena Volker (Cartographer, Learning, Leader), Briala Silverleaf (Eonir, Healer, Learning), Anwen Starshade (Asrai, Waywatcher, Martial), Giancarlo Rosetti (Treasure Hunter, Intrigue, 1 Mo)
--Total success chance: 80%. Total cost: 1 Mo
-[] [Quests] Cold One Clever Girls in the Bushes
--[] [QueAdventurer] Bullo Brambledown (Knight, Martial, Leader), Hektor Schmidt (Human, Scout, Martial, 1 Mo), Ludolf van der Zee (Vampire Hunter, Intrigue, 1 Mo)
--Total success chance: 60%. Total cost: 2 Mo
-[] [Quests] Mega-Boa in the Swamp
--[] [QueAdventurer] Branwen MacLeod (Painted Warrior, Martial, Leader), Amina bint Malik (Caravan Guard, Martial), Thyriol Tollendor of Saphery (Journeyman Celestial Wizard, Learning, 1 Mo)
--Total success chance: 60%. Total cost: 1 Mo
-[] [Quests] Rescue Klaus!
--[] [QueAdventurer] Alaric von Drakenhof (Witch Hunter, Intrigue, 1 Mo, Leader), Dera the Deft (Bone Picker/Cat Burglar, Intrigue, 1 Mo), Johann Klinger (Dung Collector/Sewer Jack, Martial), Arda Kohring (Amber Wizard, Learning), Pandora the Pioneer (Trailblazer, Diplomacy)
--Total success chance: 100%. Total cost: 2 Mo

Ok, here's the preliminary plan. I might change it depending on the GM's feedback. Here's my reasoning for what the plan does.

Jungle Goblin Rock'n'Roll
The extra food and money is to give us some flexibility if we need more, whether for diplomacy or for something else. Most of the Martial adventurers from our stable will stay at home, so we can have them do whatever Martial quests pop up; we're still two weeks away from getting our mercenaries.

Gus: jungle goblins are a major threat and dealing with major threats is her job. Else: there's no Intrigue problems to deal with, so might as well get her on an expedition. Amina: her description says she "serves as a guard for expeditions in Lustria", and this is an expedition in Lustria. Elena: mapping and navigation are involved, and she's leading a quest this week that involves looking for markers and locations. Briala: injuries are expected, and she's the Second in the marking/location quest this week. Arda: we want a wizard. Wilryn: Martial expedition with secondaries that include seeking lost knowledge. Stephen: Martial expedition where Amazons may be encountered.

Signs of the Asrai
This quest costs an advisor action, so it's something we quite want to succeed, which is why I've gotten a full party for it.

Elena: I've put her as the leader because the job is about finding a location by piecing together clues, as well as mapping whatever hidden paths we find. Briala: she's Eonir, a different kind of Wood Elf but still a Wood Elf. Anwen: she's straight up Asrai. Giancarlo: good at ancient lore and uncovering secrets.

Cold One Clever Girls in the Bushes
Bullo: he's cavalry, and Cold Ones are used as cavalry. Hektor: quest needs a scout, our stable scouts are otherwise occupied, and he's a scout. He's also got quick reflexes, which the quest description says is needed here.

Mega-Boa in the Swamp
This is a riskier quest than the Cold Ones one, so I'm willing to go for a slightly higher success chance here. Branwen: this is a swamp, and she has "experience in fighting with the mists and marshy terrain of Albion". Amina: another Martial, and protects the wizard from getting Arda'd. Thyriol: Celestials have zappy spells, and I don't want to waste an omake bonus.

Rescue Klaus!
We really don't want a pirate Ulgu user running free.

Alaric: unfortunately, we don't know that Peony is a vampire, so I couldn't justify hiring Ludolf van der Zee. We do know that a magic user's involved, though, which means we can hire a witch hunter. Dera's a cat burglar, which means she's good at climbing, which is good because climbing is part of the mission. Arda is to lead the group there, act as the group's scout, be a wizard against the enemy wizard, and get revenge. Pandora: the only Diplomacy adventurer in the entire roster.

EDIT: Forgot some bonuses on the expedition. Will fix in a bit.

EDIT2: Oh hold on, the secondary objectives have their own primary stats and such, I'll need more time to adjust.

EDIT3: There we go. I forgot about Flynn's trait giving a +10% bonus to any expedition he plans, the +5% from the adventurer booths, and Gus' +12% to Martial rolls. I've also adjusted the success chances of the secondary objectives based on their attributes and difficulties.

I swapped out Stephan for Ludolf. Ludolf is an Intrigue character, one who can hold his own in a fight (this is still primarily a Martial expedition) and not particularly inclined to nick things he shouldn't compared to the others, so he'll be Else's lieutenant for the scouting mission.

EDIT4: With the GM's clarification on what Else provides, I've swapped out Ludolf for Thyriol since Else already gets us over 100%. The leyline mapping is the trickiest part of the expedition and Thyriol's a wizard, so into the pot he goes.

EDIT5: Added Ludolf to the Cold Ones. Keen senses and sharp reflexes are exactly what you develop as a vampire hunter, so I'm sure he'll do well in this job. There's absolutely no other reason I added him to that quest.
 
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@Pillowsperky, I've got questions.
-snip-
  • 1. Else provides two uses of a +12% bonus to intrigue rolls for assisting in the planning, same as Gus, and her going on the Expedition would make that +12% permanent, along with adding her trait bonus against enemy agents and ambushes.
  • 2. Flynn's trait needs reworking with regard to the duration thing, and his bonus to the expedition will be a +10% to all rolls as per his trait.
  • 3. The expedition will take Two weeks at base. One week there, One week back.
  • 4. Wei Li was a Martial boy originally, I changed him on reflecting about the role and strengths of Celestial Dragon monks. They are exceptional as sneaky and extremely mobile people with good insight and senses.
  • 5. Advisors count toward a role for the purposes of rolls when on an expedition. It is however risky to use them on said rolls, as that will risk their injury or worse.
  • 6. Johanna does not take up a slot, she is providing her bullshit magic from a decent distance away.
  • 7. If you want the 20% buff then you'd need to deploy Johanna on the expedition team, and I would remind you that she has a 5% chance of getting extraordinarily fucked up whenever she gives out that buff. It would be even riskier than a normal advisor is my point.
  • 8.You will be able to hire and fire adventurers every week that you choose to plan an expedition or send out adventurers questing.
  • 9. You pay them for the expedition when the expedition is sent out. Commiting them to the expedition just ensures that they will be available when it launches (instead of rotating through the tavern as normal)
  • 10. If you fire them then you'd have to pay to rehire them on quests/expeditions.
 
Ludolf: "It's not paranoia when They're real!"
Rajani: "If I agree will you stop yelling? I and Hektor are trying to sleep."
Hektor: "Indeed prieten, ze leeches vant our blood alvays, but I trust you to keep us safe viz your variness... Yet I beg ask for qviet variness..."
Ludolf: "Fine, sorry... I'll keep it down, good night. Do not let the bats bite."

^A typical night at the tavern's rental rooms. Fine fellow that Hektor, even if he's a touch pale.
 
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Here's the plan. Else and Gus participate in Roles in all expedition objectives.

[X] Plan: Peace, Justice, and Security for My New Colony
-[X] [SecGoals]
--[X] Navigate to and Contact the Centorean Heartglades
--[X] Tripartate Markers jungle training (Only available with Pandora the Pioneer among the adventurers)
--[X] Scout outskirts of Unknown Old One ruin
--[X] Map the Ley Lines (Only possible if Else is on the Expedition)
-[X] [ExpFood] 5
-[X] [ExpMoney] 10
-[X] [ExpAdventurers] Amina bint Malik (Caravan Guard, Martial), Pandora the Pioneer (Trailblazer, Diplomacy, Leader for Centorean Heartglades), Elena Volker (Cartographer, Learning, Leader for Tripartate Markers), Briala Silverleaf (Healer, Learning), Arda Kohring (Amber Wizard, Learning), Wilryn Stark (Warrior Priestess, Martial, 2 Mo), Thyriol Tollendor of Saphery (Journeyman Celestial Wizard, Learning, 2 Mo)
--Total success chance: 107% (90% Centorean Heartglades, 110% Tripartate Markers, 112% Scout outskirts, 60% Map the Ley Lines)
-[X] [ExpAdvisors.] Gus, Else
-[X] [ExpLeader] Gus

-[X] [Quests] Signs of the Asrai
--[X] [QueAdventurer] Elena Volker (Cartographer, Learning, Leader), Briala Silverleaf (Eonir, Healer, Learning), Anwen Starshade (Asrai, Waywatcher, Martial), Giancarlo Rosetti (Treasure Hunter, Intrigue, 1 Mo)
--Total success chance: 80%. Total cost: 1 Mo
-[X] [Quests] Cold One Clever Girls in the Bushes
--[X] [QueAdventurer] Bullo Brambledown (Knight, Martial, Leader), Hektor Schmidt (Human, Scout, Martial, 1 Mo), Ludolf van der Zee (Vampire Hunter, Intrigue, 1 Mo)
--Total success chance: 60%. Total cost: 2 Mo
-[X] [Quests] Mega-Boa in the Swamp
--[X] [QueAdventurer] Branwen MacLeod (Painted Warrior, Martial, Leader), Amina bint Malik (Caravan Guard, Martial), Thyriol Tollendor of Saphery (Journeyman Celestial Wizard, Learning, 1 Mo)
--Total success chance: 60%. Total cost: 1 Mo
-[X] [Quests] Rescue Klaus!
--[X] [QueAdventurer] Alaric von Drakenhof (Witch Hunter, Intrigue, 1 Mo, Leader), Dera the Deft (Bone Picker/Cat Burglar, Intrigue, 1 Mo), Johann Klinger (Dung Collector/Sewer Jack, Martial), Arda Kohring (Amber Wizard, Learning), Pandora the Pioneer (Trailblazer, Diplomacy)
--Total success chance: 100%. Total cost: 2 Mo
 
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Damn it! Forgot to add Freedom to the plan name! We're even rescuing someone! This is my greatest failure as a planmaker in my entire history as an SV user.
 
Crap, sorry, didn't see you extended the moratorium.

EDIT: Ok this is weird. I didn't read the update until hours after it was posted, and it said 4 hours moratorium then, but it says the last edit to the update was a mere 2 minutes after it was posted.
 
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[X] Plan: Peace, Justice, and Security for My New Colony

For the future, we need a Ghur Mage on beasties. this is like the most logical it can get.
Hopefully one day we get to establish Colleg of Magic Fillia .
Until then, good thing we have Thalites and Ulicans on the way.

Edit: Still think we should bring some actuall milita along as sort of plan B . Again, that's for the future.
 
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Preparation for hunting SOUS (Non canon but hilarious.)
Preparation for hunting SOUS

"Interesting large serpents of lustria are more sluggish when fully fed and If it's early morning or in twilight between night and day as they need asuryans rays of light to properly functions as they can't regulate there temperature as efficiently as warmbloods can that Is something we can exploit in our hunt for the serpent of unusual size or SOUS for short." Noted thyriol while reading a book of one Adolf von Heydrich on the numerous species residing in his new home and more specifically the legless reptilian variety. The Humans writings brought acceptable amounts of knowledge on what to expect on there quarry but I as any self respecting asuryani knows it's always the right choice to take a humans writings with a handful of salt cause of there short lifespans limits the depth of information they rightfully could give.

"But truthfully the information given is good enough that wise hoeth accept it to atleast his dustbin."Thyriol mused offhandedly as he know formulates a precursor of a plan To assure success in this endeavor."hhm we are going to a swamp land area ugh the serpent has the advantage as there's little solid ground where we could keep It in place as they are quite fast in the water scarily fast but patience is a virtue so it would be opportune to wait for the beast to feed and rest and then pounce upon it while digesting its meal so it not be as fast as it should be and better yet would be the attack on morning or dusk while almost at its most sluggish as it used most of its energy or trying recuperate it." Thyriol spoke to himself while writing the outline of the plan in a neat piece of paper." Theoretically this plan would work but it needs all parts of the expedition to work together and I can't have that while I'm cooped up here so it's time to brainstorm with my companions though i hope that Branwen woman would ware actual clothes its unseemly and unhygienic in this part of the world and especially where were going to hunt the SOUS."muttered thyriol as he prepared to go find his expedition partners and have them contemplate there roles in the hunt In a hopefully productive discourse.

As he started his search for his expedition companions hopefully they weren't far and he didn't need to use his divinations to find them as humans at times are such random folk. but honestly he was hopeful that this expedition would succeed and that it would be a step closer to his goal and maybe he can gain some exotic reagents from the beast for his burgeoning interest in alchemy and maybe theres a clutch of serpent eggs for study and trade woudnt that be neat.
 
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[X] Plan: Peace, Justice, and Security for My New Colony

For the future, we need a Ghur Mage on beasties. this is like the most logical it can get.
Hopefully one day we get to establish Colleg of Magic Fillia .
Until then, good thing we have Thalites and Ulicans on the way.
I fully agree with you, the two Repel quests are the exact use case for someone like Arda, but then Ranald had to get silly, Klaus had to get greedy, and Peony had to get mean.
 
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