[X]Plan Fixing The Tower
-[X]The Merchant of Mirrors: It seems the same man you have been seeing has invited you to dinner. You're going to be prepared for an ambush. Chance of Success: 100% Reward: He has a very strange name.
-[X]Get Supplies: You need to make sure supplies are continuing to flow into this academy. Chance of Success: 100% Reward: Student Mision rolls will not suffer from lack of food.
-[X]Castle Upgrades: The Mage Tower: It's been centuries since Elkhort had a mage maintaining their tower, and most of it was moved to the Academy when you were gifted the place by the Magistrate. Hopefully, it still has its teleportation stone. Cost: 200 Chance of Success: 95%/55% Reward: The Mage tower is fixed, you can now teleport students onto missions outside Permia.
-[X]Castle Upgrades: Student Dorms: While the Castle is big enough to accommodate the students, most students have to sleep with eight of their classmates in the same room, and it gets very uncomfortable. You're going to make it more comfortable. Cost: 100 Chance of Success: 80% Reward: The Students now only have to sleep with three other of their classmates, and in age separated groups. +10 to Student missions for 3 turns.
-[X]Headmaster Duties: As Headmaster, you have to be the one who does all the paperwork around here… Gods dammit. Chance of Success: 95% Reward: Students gain a +10 to mission rolls for this turn.
-[X]Formilize class Schedules: Right now, it's a free for all trying to get students to memorize the class schedules, especially when there are students who cannot wake up before noon. Chance of Success: 95% Reward: You have a class schedule formalized. Students get a +5 to mission rolls for 6 turns.
-[X]The Marked Man: John has seen a few bounty hunters looking for him. He needs to deal with them before they come and attack the Academy. Chance of Success: 75% Reward: The Bounty Hunters are dealt with.
-[X]The Curse of Elkhort (Part 1): It seems that the castle isn't the only thing wrong with the area. It seems the whole city is cursed by something, and it is making them all take to the drink. Chance of Success: 55%/???% Reward: You learn more about why the City is cursed, and if you can stop it.
-[X]Fixing Homes: The Local Carpenters are happy to take Students off your hands for a week of work. They will pay well/ Chance of Success: 95% Reward: 5 prestige. 100 Gold, 100 EXP.
--[X]Talion
-[X]Killing Slimes: It seems some slimes have left their dens and are terrorizing some local children. They aren't threatening them in any way, but the parents want them gone before they grow bigger. Chance of Success: 95% Reward: 5 prestige. 100 Gold, 100 EXP.
--[X]Zelda
-[X]Take down Wolves: It seems that a pack of Wolves has taken up residence in the local woods. Now you need to deal with them before they attack random travelers. Chance of Success: 75% Reward: 50 prestige. 100 Gold, 200 EXP.
--[X]Roche
--[X]Class 4
-[X]Protecting the Roads: The roads of Elkhort need to be patrolled, and the guards are asking for volunteers. Chance of Success: 75% Reward: 50 prestige. 100 Gold, 200 EXP.
--[X]Jasper
-[X]Street Sweepers: Drunks, Vagrants, and all sorts of unsavory people walk the Streets of Elkhort at night. The Guards are asking for more volunteers from the school. Chance of Success: 75% Reward: 50 prestige. 100 Gold, 200 EXP.
--[X]Nero
--[X]Class 2
-[X]Home on the Range: Cattle are passing through the Territory, and the boys want to have some extra protection from bandits and rustlers. Cost: 20 Chance of Success: 75% Reward: 15 prestige. 150 Gold, 200 EXP.
--[X]Gin
-[X]Bodyguard the Magistrate: The Magistrate wants to have a few students be his bodyguards while he is hosting some of his friends and political enemies. Cost: 50 Chance of Success: 70% Reward: 250 prestige. 200 Gold, 300 EXP.
--[X]Cicillia
--[X]Class 1
-[X]Bounty: Linus the Deserter: A mercenary company has gone rogue, and has been pillaging the countryside. The Magistrate has asked you to deal with it. Chance of Success: 55% Reward: 200 prestige. 1000 Gold, 500 EXP.
--[X]Amber
--[X]Class 3
Reasoning:
I
really wanted to get Greymont as a teacher, but the only other action on here that I didn't consider something we
have to do was Merchant of Mirrors, and between the two, I felt that the Merchant was more important (and, now that I think about it, probably more time-sensitive too).
Linus actually has decent odds of success with Amber there (as long as we don't crit-fail a Learning action
again), with an 80% chance. Not
quite as good as I'd like, but if the dorm upgrade succeeds it'll go up to 90%, which is
fantastic for something with such a high reward.
I assigned the Classes partly for Omake potential, and partly to make sure Class 2 reaches 1000/1000 EXP this turn while also giving Class 1 some good EXP as well (since they only got 200 last turn).
Hoping I'll be able to finish my Omake before the rolls so that I can boost the chance of success on investigating the curse, but don't count on it.
Instead, start sacrificing bunny-cats and hope the Dice Gods have mercy on us.