[X] Do Not
You closed your eyes, and thought about it for a moment. It was a fantastic deal...IF he was telling the truth. That was the rub, wasn't it? It would be a hell of a gamble to take: on the one hand, vast fortune, enough to potentially pay off your debt and then some. On the other, mysterious hazard that killed anyone who ventured inside, and Heiram.
You opened your eyes, and made your mind up. Breathing in sharply, you opened your mouth to inform Hieram of your decision...
And spat into his face.
Everything went silent, everyone pausing, staring aghast at the pair of you, a stillness engulfing the market after moment after moment passed as the spit traveled down the Artefact Hunters face.
The next thing you saw was Hierams fist speeding towards your face. As you were viciously beat by the man, you had a singular thought about the consequences of your, admittedly rash, decision, a thought that gave you some degree of succor from the pain of Hierams boot kicking you in the already busted ribs.
Worth it.
___________________________________________________________
You opened your eyes again. Well. One week gone, and you had lost a fair chunk of your money. True, you had leads and information, but it had cost around a hundred and fifty thrones. The majority of your wealth. Groaning, you stood up, frowning as you opened the door to your hovel, glaring into the dark grey clouds that brewed above you.
Storm weather. Meant that you had to be careful this week, lest the terror-birds get you.
You have 4 AP. All actions unless stated otherwise cost 1 AP.
You have 350 Thrones. Must have at least 750 Thrones in Four turns.
Two Turns until Gorgorath Martyrs March.
[ ] Rumor Mongering: There was always something going on in the Shanties. Maybe if you actually tried listening to the rumors, you could find a potential good score. However, it would cost at least some Thrones to loosen lips... Cost: 25 Thrones. Reward: Gain access to this turns Rumor Mill. Potential leads to a Big Score. Gain Streetwise skill progress.
[ ] Do Some Digging (Still not that kind): Hieram had, whether he realized it or not, gave you a lead on a potential big score, huge even. If there was a new Orkium where people died mysteriously, you might be able to find out where its located if you grease the right palms. Cost: 50 Thrones. Reward: New Big Score. SPECIAL: Chance of success increases for every Contact you have and how developed that contact is.
[ ] Network: You were going to need...'friends', if you want to make a big score. You loathed to do it, but you'd need to start playing nice with people... Cost: 25 Thrones. Reward: Select one group below. Gain information, potential contacts, potential jobs related to the selection. Gain Networking skill progress.
-[ ] Sharkyz Boys: One of the gangs of the shanty, and the only gang strong enough to directly rival the Sisterhood, the enigmatic Sharky was never, ever seen in person...but his people liked to congregate at specific bars, and Sharky himself was well known for his love of Orkish artefacts (indeed, some people had accused Sharky of being a closet Digga...and the gang boss had responded by feeding the offenders to a starved ork the gang boss had captured to use as a pit fighter). You had, inadvertently, cheated them by proxy, and it might be a good idea to feel them out to make sure they aren't in a murderous mood.
-[ ] Sisterhood: The other major gang of the shanties, the Sisterhood was infamous for their brutality towards those who had displeased them. That said, they weren't without their virtues: they made sure their people were well fed, operating one of the only functional farms in the Shanty. They were currently pissed as hell at you. However, Dragovax at least seems willing to tolerate you.
-[ ] Elocutors: The local hand of the faith, they largely didn't care about the Outskirts. You knew of exactly one chapel in the shanty, though from what you heard elsewhere they had more presence in the other, slightly less terrible shanties. Still, having even limited contacts with the mainstream church
-[ ] Rats: Not everyone could join a gang or find a racket. Even among the poor, there were those who were even poorer. Mutants, madmen, the diseased, habitual cannibals. The Rats came in all shapes, sizes, and sins, and there was very much something to be said for courting them: after all, one rarely paid attention to a passing mouse...
-[ ] Artefact Hawkers: Your, ugh...'peers'. You didn't get along with them and the feeling was mutual. Still, if you wanted to find a big score, this was the obvious solution. You'd have to swallow your distaste, however, and pray they were willing to tolerate you for longer than ten minutes. Hieram in particular loathed you, and the feeling was mutual, but who knows, he might be willing to cut you some slack...for the right amount of Thrones.
-[ ] Arms Dealers: You might need weapons for some of these Big Scores. Good ones. Luckily, the Shanties had a vibrant and diverse weapons market: it was a good way to make money if you could get a foot in the door, after all, transporting and selling guns, most of which were produced either in the city as surplus or shipped in from off-world. SPECIAL: This will also train one other random social skill.
[ ] Forge (Lesser) Artefact: A reliable source of income, forging some lesser artefacts could bring in a small but assured amount of Thrones. You just had to make sure it wasn't sold to Sharky. Reward: Minimum 25 Thrones. Forgery Progress.
[ ] Forge (Major) Artefact: A more dicey gamble, you could attempt to forge a higher quality, rarer artefact. The market was smaller, but those who were interested in such things were willing to pay much more, though one should be careful that they don't spot the forgery... Reward: 50% chance of 50 Thrones Forgery Progress. Cost: 50% chance of zero thrones.
[ ] Forge (Greater) Artefact: You could always go for broke. It was a gamble, but it might pay off. Reward: 25% chance of 100 Thrones, Forgery Progress. Cost: 75% chance of zero thrones. SPECIAL: Can spend two actions to raise odds of success by 25%.
[ ] Iron Mongers Mine: Paid like shit, but the money wasn't really the point, the point was to see what inroads you could make with the Iron Mongers, a minor gang who nonetheless had at least a degree of pull in the Shanties. Even if they lost their turf war, the Iron Mongers were the shanties primary purveyor of ores and...MOST metal tools that weren't produced by the Cities. Reward: Between 1-10 Thrones, Iron Monger Contacts, ??? and Networking progress.
[ ] Go A-Hunting: It was a desperate idea, but you could make some money by hunting Orks. There was always a bounty for the damn things, and it paid fairly well...were it not for the inherent danger of it. Cost: High chance of injury, almost certain chance of stress gain. Reward: Minimum 25 Thrones, random combat skill increase. Can be taken more than once.
[ ] Scout Out Orkium: Even worse, and unlikely to provide dividends, you could visit one of the closer Orkiums. They're mostly tapped out, but you could get lucky and find something worth a few Thrones. Cost: Guaranteed injury and stress gain. Reward: Small amount of Survey progress, small amount of Aptitude progress, random but small amount of Thrones, very small potential chance for rare salvage.