Empire lost, but the spark remains v2 - original setting CK2 quest

Okay, so I completely finished with the tweaking of the plan Urgent Has Priority. (Actually finished before ThatGuyWithIdeas voted, but spent about an hour afterwards double and triple checking my math to make sure I spent all the dice we had and not one more).

Basically the tweaks were just to shift a few more dice to the essential/dangerous actions: Curse, and Consolidating power, witches (for synergy with Coven Concerns) and Arcanum (we do not want to have to do this action more than once due to discovery risk).

@yannoshka

One final question, on the Weedwacking action it says that the Hortoculture dice are doubled, is that only [CoH] dice, or does that include [Aca] dice? Because I suddenly realized that it might inculde the Aca dice because Learning is part of it (basically the [Aca] die would be applying the knowledge of CoH to the action of clearing weeds {vastly improving the effect of the others doing it}, while [CoH] is them actually doing the work).

Right now I'm assuming I need a CoH die, but if an Aca die will be doubled too that means I can make one more minor improvement to efficiency.

EDIT: Also, I've noticed that the format is wonky in the vote counter (doesn't include some of the dice assigned despite being marked correctly). I've tried everything I can to try and figure out how to fix it. Extra spaces don't help (just changes which lines are not included), nor changing between bold and unbolded. Only thing left I can think of is that the vote is too big and needs to be trimmed, but how do I do that without modifying the plan? I'm afraid you'll have to go to my post to make sure you have the right information. Sorry about that. If you can figure out an edit I can do that fixes the counter but doesn't change the plan I will do that, just let me know.
 
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Tally seems fine to me?
As for Weed-whacking, It is meant to be CoH, but I'll tell you what:
Someone give me 250 words min omake about a young Horticulture student and his thoughts and attitudes at Gurni, And you can convert one [aca] into [CoH]. Give me something good, and you could get more, how does that sound?
Adhoc vote count started by yannoshka on Jul 31, 2024 at 11:08 AM, finished with 16 posts and 4 votes.

  • [X] Plan Setting up Shop
    [X] Plan: Urgent Has Priority
    -[X] The Curse of Man-Mell - The place is unquestionably under the Starmother's stern censure. The very air is heavy with the sense of forbiddance and judgment. If you are to actually make a living here, this issue needs to be solved. Luckily, between the Spark and the presence of not simply one of the Arch-Exarchs, but the woman known informally as the Starmother's own handmaiden, you pretty much have exactly the right folks to solve this. (Requires at least one Spark or Arch-Exarch dice, using Spark dice and Arch-Exarch dice together can trigger bonuses; Spark, Piety, Learning; DC 40; Cannot benefit from T&B or InK)
    --[X] [SAs]x1[Ty]x1[AEG]x1[Arc]x1[WtC]x1
    -[X] Concordant me this - You have brought the Tablets of Concordant with you. These ancient pieces of stone-like material are apparently indestructible and much lighter than they have any right being. They are a proof, and the seal of the bargain and the boon between the line of Turgud TasAkar and Isanella, the goddess of Stars. And to the shame and disgrace of your line, their secrets and significance are lost to the centuries. Time to fix that. (Requires at least one spark die; using Spark dice and Arch-Exarch dice together can trigger bonuses; Spark, Piety; Synergises with ???; Continuous ???/???; Cannot benefit from Gen or T&B)
    --[X] [SAs]x1[AEG]x1
    -[X] Evergrowing on evergreen? - Among the artifacts liberated from the Vaults is the Ever-living tree cutting. Your bringing it along was accidental, you just grabbed the first small chest, and the cutting happened to be it. But, seeing as your destination was Gurni isle, which among its other colorful appellations is also called by some The Gods' own Garden, maybe it was no accident, after all. Maybe, just maybe, it was providence. Time to plant it and see what happens. (Spark, Witch, and Horticulture dice might combo into bonus; Spark, Learning; Continuous ???/???; incompatible with Present the Ever-living tree cutting as a gift)
    --[X] [CoH]x1[SCr]x1[WtC]x1
    -[X] Formalizing the relations with Na Uselle - Even if she had her own reasons for coming along and aiding and guiding the exodus in the first place, it is undeniable that without Liffannen the entire endeavor would have found itself in much more dire straits. Add the fact that she and her so-called kin, are intimately familiar with both Man-Mell and Gurni at large, and that, at least according to her own priesthood, Starmother Isanella herself vouches for them, establishing proper diplomatic relations would be an astute, rational, and salient thing to do. Now, if only they were not making it so hard... (One Ruler die only; Continuous ???/???)
    --[X] [As]x1
    -[X] Weed-whacking - Man-Mell is remarkably well preserved, miraculously so if Liffannen's words about how long ago it was abandoned are taken at face value. But even if no root or climbing wine managed to find any purchase on or between any of the stonework, the ancient Necropolis is still significantly overgrown, especially among the canals. To make the place truly livable all that greenery needs to go. (Martial, Stewardship, Learning; DC 40 risk 1; All Temple die gain +50% of the roll due to Temple of Isanella interest, Horticulture die doubled; Affected by Curse of Man-Mell)
    --[X] [Tem]x2[Gen]x4
    -[X] Logistical concerns - While you prepared and supplied the exodus as best you could, the fact remains that a city, much less a nation requires resources, and a lot of them. Time to roll up your sleeves and get a-cracking. (Requires either Securing the city area of control or Securing the Sea, coast, both combos into bonus; Stewardship; DC 10/20/30/40/50/60/70/80/90/100/120/150/175/200/200+ risk 2)
    --[X] [T&B]x1[OSpy]x1[Gen]x2[SBS]x2
    -[X] Securing the city area of control - Securing the area surrounding the city is of vital importance to ensure the safety and future prosperity of not simply your new city but the entire realm and your legacy! (Requires at least one Scouting action; Martial; Synergises with Scouting actions; DC 50 Risk 5, synergies lower risk)
    --[X] [Leg]x1[Wel]x3[RSpy]x2
    -[X] Scouting, in force - You need to know what is beyond the walls of your city. Proper reconisance, means proper intelligence, means proper risk assessment. Make sure the scouting patrols are sufficiently armed, armored, and have sufficient numbers to face anything Gurni might throw at them. (Martial; Synergises with other Scouting actions; DC 20 Risk 3, synergies lower risk)
    --[X] [Leg]x1[Wel]x2
    -[X] Scouting, knights - You need to know what is beyond the walls of your city. Proper reconisance, means proper intelligence, means proper risk assessment. Having the Greyhowls out on scouting patrols is one of the best ways you can utilize them, at this time. (Requires at least one Greyhowl die; Martial; Synergises with other Scouting actions; DC 20 Risk 2, synergies lower risk)
    --[X] [Ghk]x2
    -[X] Scouting, scrying - You need to know what is beyond the walls of your city. Proper reconisance, means proper intelligence, means proper risk assessment. Have your priests and clerics beseech the Gods for aid. (Piety; Synergises with other Scouting actions; DC 30; Affected by Curse of Man-Mell)
    -[X] Scouting, stealthy - You need to know what is beyond the walls of your city. Proper reconisance, means proper intelligence, means proper risk assessment. While scouting and exploratory actions are not exactly in the job descriptions of those brethren who had followed you, gathering intelligence for you very much is so. And, anyway, they are still better than most at avoiding detection. (Intrigue; Synergises with other Scouting actions; DC 30 Risk 2, synergies lower risk)
    -[X] Scouting, botanical - You need to know what is beyond the walls of your city. Which is mostly plants. But what kinds of plants? (Requires at least one Witch or Horticulture die, using both triggers bonus; Learning; Synergises with other Scouting actions; DC 30 Risk 1, synergies lower risk)
    -[X] Setting up, agriculture, inside, food - Securing food is the number one priority to ensure survival. Thankfully Man-Mell boasted a great many Parks and recreational fields that, once the overgrowth has been cleared away, can be repurposed to grow food. In time, they might be returned to their original purposes, but for now, needs-must! (Requires Weed-whacking; All; Synergizes with other Setting up actions; DC 20/40/60/80/100+, Colege of Horticulture bonus +40; Urgency can also be solved with Here fishy, fishy; Affected by Curse of Man-Mell)
    -[X] Setting up, government - A state can move only as fast as the pace of producing proper paperwork allows. Time to get your paper pushers back behind the worktables in proper offices, as Gods and under-secretaries decreed. (Requires Weed-whacking; Diplomacy, Intrigue, Stewardship; Synergizes with other Setting up actions; DC 20/40/60/80/100+; Affected by Curse of Man-Mell)
    --[X] [Jus]x1[OSpy]x1[As]x1[Ty]x1
    -[X] Setting up, law and order - A proper state requires laws, rules, and order! Anarchy and maleficence are the enemies of a properly functioning society! (Requires Weed-whacking; Intrigue, Stewardship, Learning; Synergizes with other Setting up actions; DC 20/40/60/80/100/150+, Astaria & Judicial forces combo bonus +75; Affected by Curse of Man-Mell)
    -[X] Setting up, temples - The combined clergy, other than the servants of Starmother, might be thin on the ground for your new realm, but that will inevitably change with time. Better be prepared for that eventuality. (Requires Weed-whacking; Stewardship, Piety; Synergizes with College of Theology; DC 10; Affected by Curse of Man-Mell)
    -[X] Setting up, academy - Your scholars need a proper place for themselves, to conduct their scholarly pursuits (Requires Weed-whacking; Learning; Synergizes with other Setting up actions; Continuous, must take one option at a time, recieves +10 InK bonus each turn or double InK bonus if assigned; Affected by Curse of Man-Mell)
    --[X] College of Horticulture (25/100)
    ---[X] [Aca]x2
    -[X] Archival depot - Grand Imperial Archive is one of the oldest and most venerable institutions of the Tasakarim empire. And conversely, their needs are extremely lightweight. Sufficient dark, dry, and cold spaces. That's it. A trifle really. (Requires Weed-whacking; Learning; DC 0)
    -[X] Arcanum - For better or worse you have acquired the services of a couple of Enchanters from Neres, and it would be criminal to allow their knowledge and skills to be lost. Which means helping them set themselves up in an Arcanum, providing them with resources, and allowing them to start recruiting. On the other hand, you'd have to be madder than your fallen cousins ever to trust anyone from the Sorcerers' isles. Neres has only been pacified for less than two centuries, and the brethren confirm that Ilsaimnirs and their ilk have all spent the entire time since then resenting the lightest of yokes imposed upon them when the crimes of their predecessors deserved so much worse. Decisions, decisions... (Requires Weed-whacking; Learning; DC 20; 1d4 Chances of discovery for Neres, rolled at half the threshold, rounded down, CES restores rolls to threshold instead of negating, will continue rolling for three turns or until Neres acquires a minimum of 3 discoveries; Affected by Curse of Man-Mell)
    -[X] Coven Concerns - Having access to not one, but two full covens of witches is certainly a boon. But, covens, by their very nature are secretive and jealous of their mysteries. So, even when the covens tolerate and cooperate with each other, like the two you are dealing with, proximity to each other is bound to cause friction and raise sparks, at times quite literally. Added to that was the Witches' preference to set-up outside the bounds of civilization, and the problems just mount up, and up. So, it behooves you to find a way to avoid that. The perfect solution would be to find spaces outside Man-Mell for each of them, but at this time, that might be quite dangerous. (Learning; Synergizes with Consolidating power, witches; DC 60 risk 4, DC and risk halved if Securing the city area of control is taken)
    -[X] Consolidating power, witches - It is undeniable that here, on the Green Hell, Witches represent a peerless asset, and lucky you, there are two full covens that decided to cast their lot in with you. Now, to make sure of their loyalties. (Diplomacy, Learning; Synergises with other Consolidating power actions; Synergises with Coven Concerns; DC 30)
    -[X] By the prickling of my thumbs - Gurni is ancient and shrouded in superflora and mysteries. The only other thing that has been learned about it in the past several millennia is that sometime in all that span of time it got infected by the Fae, and you only know that much due to Liffannen. If you are going to be stuck here, you need... No, you must delve into its secrets. And who better to start the ball rolling than the Witches? (Require at least one Witch die, if Crannog die is also used there is a chance for combo bonus; Learning; Synergyzes with Coven Concerns and Scouting, botanical; DC ?? risk ?, synergies lower risk)
    -[X] Grayhowl order, chapterhouse - Grayhowl knights are a mighty asset in combat, but their numbers are few that if you want to maintain their presence past one generation, they need dedicated support. And it is up to you to provide it (Requires other Grayhowl order action; Martial, Intrigue, Stewardship; Synergises with Taking command of the fortifications; Synergises with Legion Compound; DC 10; Affected by Curse of Man-Mell)
    -[X] [Gen]x1
    -[X] Grayhowl order, mounts - Grayhowl knights are a mighty asset in combat, but their numbers are so few that if you want to maintain their presence past one generation. It is no secret that what they need most support with is their mounts. What is a secret, however, are their techniques for raising and training their lupine steeds. But, in this perilous situation, they, after taking mighty oaths of secrecy, are willing to unbend enough to have others help where they might accidentally learn of those secrets. But only for as long as it requires the order to build its numbers up! (Requires other Grayhowl order action; Martial, Stewardship, Learning; Synergizes with Colege of Husbandry; DC 20; Affected by Curse of Man-Mell)
    ---[X] [Gen]x1[InK]
    -[X] Legion Compound - Your Legionaries need their own dedicated place to act at their own full potential (Requires Taking command of the fortifications; Martial; DC 0; Affected by Curse of Man-Mell)
    -[X] Taking command of the fortifications - Man-Mell walls and integrated forts are a thing of beauty. All they need to be perfect are some soldiers to man them. General, if you would... (Martial; Synergises with Fortifying the rivershore actions; DC20 Autosucceeds due to VII Legion specialization; Affected by Curse of Man-Mell)
    -[X] Fortifying the rivershore, basic - Man-Mell sports most impressive walls. On three sides. Unfortunately, the entire riverfront has been left entirely open. General Tastacore considers this an unacceptable risk to the safety of the city. (Martial, Stewardship; Synergises with Taking command of the fortifications; Synergises with Fortifying the rivershore actions; DC 20 Autosucceeds due to VII Legion specialization; Affected by Curse of Man-Mell)
    -[X] River Docks - You have marvelous access to the river. Now you just need to build up the infrastructure, so you can use it to the utmost. (Martial, Stewardship; Synergyzes with Fortifying the rivershore actions; DC 30 risk 1; Affected by Curse of Man-Mell)
    --[X] [SBS]x2[Leg]x1
 
Tally seems fine to me?

Scouting, scrying
Scouting, stealthy
Scouting, botanical
Setting up, Agriculture
Setting up, law and order
Setting up, temples
Archival Depot
Arcanum
Coven Concerns
Consolidating power, witches
By the prickling of my thumbs
Legion Compound
Taking command of the fortifications
Fortifying the rivershore

Are all missing their dice rolls in the vote tally (though they are there in my post).

As for Weed-whacking, It is meant to be CoH, but I'll tell you what:
Someone give me 250 words min omake about a young Horticulture student and his thoughts and attitudes at Gurni, And you can convert one [aca] into [CoH]. Give me something good, and you could get more, how does that sound?

Thank you. I have a lot of work I need to do today and tomorrow, but maybe I'll come back to it if I can get stuff done.
 
Elder Haman: Sampson Gamgee Horticulturalist Student
Sampson Gamgee Horticulturalist Student

Sam Gamgee gazed upon the foliage filled walls of the harbor as the ship entered. He had always had a love of stories of adventures in far off places and of discovering new and unknown flora.Like some others of the College he had actually been excited when the Queen announced the destination of Gurni Island. He would never dare to travel there on a college sponsored expedition of course, even if a professor had been mad enough to propose one, but all would be well with Astaria Taskadar at the helm. His mentor had always told him that Astaria was one of the proper Taskadars of legend, and all he had seen on the journey had only confirmed it.

He'd thought his life was going to be rather boring before all this. He'd been working on how to bind cotton fiber in between gauze for bandages, and thought that would be his eventual master work. It was important, but this adventure was much more exciting. Maybe it would even be helpful to his work! He'd been struggling with an appropriate sterilization method, perhaps some plant on this island would have the properties he needed.

Still, now that they were entering the city, he couldn't help but feel a certain... aberrant mutation of the space. He didn't have the words to describe it, but it was wrong, in the same way certain plants deformed by magic did. Though that wasn't quite right either. The feelings warred within him as they made anchor and prepared to disembark. He moved quickly to join the legionaries that were supposed to land from his ship. Someone, he wasn't sure who, maybe the Queen, had asked for volunteers from the College to accompany the various initial landings. He had leapt at the chance of course, but wasn't anywhere near the educational level to be assigned to the knights, or the nobles, or well... anyone really of any rank, but he had been assigned to one of the companies in the Legion! He'd even prepared by reviewing what he could on the effects of plant life on stone construction, though looking at the walls had let him know that obviously things were different here. That just made this even more interesting!



Sam was giddy as he clipped another sample from a small bluish ivy growing beneath the more common bindweed and knotweed that was all over the place. He wondered if this one would have any medicinal applications, he suspected it was at least mildly poisonous and perhaps the cause of some of those suffering from numbness in their skin where they had carelessly brushed against the vegetation.

There obviously was something being produced that must reduce decay in this city, the condition was just too good for there not be some kind of preservation effect by the foliage. Pulling back from under the mass of weeds that Rose was holding back with her stick, Sam contemplated the collection of boxes full of samples that he now had. He was going to have to make another trip back to the landing site and file these with the catalogers.

Looking back at the mass of greenery in this place, Sam decided he needed to take at least two more samples before he could say he had truly surveyed this lane. He could manage to carry them in if he was careful. Rose had turned out to be a strong lass. The other more senior volunteers for exploration had picked all the big lads to carry their things, and he'd had to make due with the girl that had asked him questions during his time on the ship. She had a great interest in plants. If only he could mange to speak about something other than plants without tripping over his own tongue. Though at least she didn't seem to mind his silence.

While thinking on this, Sam moved to the next clump of vegetation that had captured his attention. Though mainly knotweed and bindweed, intertwined with madder, it was shaped strangely to his eye and so caught his interest, perhaps there was something unusual underneath it? He gestured at it to Rose, with plenty of practice now he didn't even have to speak for her to understand what he wanted. Before she could thrust her stick into the bed of weeds to lift it though the shambling mass started to move, the various vines withering as if it wanted to grab the two humans who had gotten too close it.

Sampson jerked back, plopping onto the ground with a squeak. Rose swiftly smacked the monstrous creature with her stick across the top, sounding a mighty wack. "Ow!" The plant monster exclaimed. Suddenly the vines were not withering at all, just shifting about as something moved underneath it. A child, Sam realized, as his heart slowed. He'd obviously let his surprise confuse him into seeing things.

"Come on out." Rose commanded.

"We won't hurt you," added Sam, feeling the need to reassure the small boy struggling out of the pile of weeds. Rose glanced at him in exasperation, but then nodded her agreement.

"That hurt," complained the boy. He must be about 8 years old or so Sam guessed. Maybe, he wasn't as good with estimating children's ages as he was trees.

"You should not have been doing what you was doing if don't want to get smacked. Boys who play pranks have no right to complain when they fail to work as they figured they would." Rose responded indignantly.

Before Sam could contribute another voice entered the conversation. "There you are!" shouted a newcomer approaching from the intersection that led back to the landing point. Another boy perhaps a year or two older than the first ran towards them. "Addy! Ty told us to stay out of trouble."

"I was helping Jarrod!" protested the first boy. "Ty told us the city might be full of Shambling Mounds, and they weren't being safe enough, so I was just teaching them." Rose gave Abby a most unimpressed look at this reasoning.

Jarrod sighed, "Ty told us that so that we would be careful and stay close by the ships. The Sir and Lady are doing what they are supposed to so that the rest of us can be safe." Sam chuckled at being called a Sir, while Rose glanced down at her sturdy wool and linen blouse and skirt, wondering what she was wearing that could possibly rank her as a lady.

"Also, Shambling Mounds are always full of moss, and often have small red bindweed flowers." Sam interjected, "these bindweeds are all white or purple and much to big to be part of a Shambling Mound." Jerrod groaned, while Rose shook her head while smiling fondly. Sam wasn't sure why until Addy spoke again.

"Thanks!" Addy said with a grin and a twinkle in his eye, "I'll remember that for next time."

Sam frowned, "Actually, we've already warned the knights and soldiers about Shambling Mounds and the dangers. They are primed to shoot anything that looks like that full of arrows, so I think you should be careful not to disguise yourself as one."

Addy looked glum, "Oh."

Jarrod just sighed in relief. "Come on, let's go, Ty will be worried about us."

"Stop," said Rose, holding up her hand. "You can apologize for your little prank by helping us carry back all these boxes." Sam nodded happily, that meant he could collect even more samples before heading back.

Jarrod and Addy exchanged glances, before Jarrod nodded, agreeing for both of them, with Abby glumly kicking the ground. Sam paid no attention as he started considering which additional samples he should collect.



Okay, so the first section was about 300 words describing Sampson's thoughts, but it felt lacking, so I added the rest of this, decided to give Addy a little prank to play (maybe that's not the kind of mischievous that the Rot-begotton get up to, but I felt it was the kind of thing an 8 year old might do). Hope it is what you wanted.

EDIT: Since I'm going to bed soon, I figure I better edit in the revised plan with a [Aca] die converted to a [CoH] die. Let me know if that isn't acceptable and I'll switch it back.
 
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This was excellent

Omake reward
Sampson Gamgee Horticulturalist Student

For this turn, all [Aca] dice can be used in place of [CoH] with the same bonuses applied.
Also, due to the quality of the work, choose one extra reward (choose by putting * in between the brackets like so [*], so as to not disturb the votes)
[] Lesson is in session - Professor Gamgee gains his own heroic dice next turn
[] What the rotten had begotten - Open some Rot-begotten actions next turn
[] Legions and order: SHIU - Special herbology investigation unit is formed and gains dice
 
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For this turn, all [Aca] dice can be used in place of [CoH] with the same bonuses applied.
Also, due to the quality of the work, choose one extra reward (choose by putting * in between the brackets like so [*], so as to not disturb the votes)
[] Lesson is in session - Professor Gamgee gains his own heroic dice next turn
[] What the rotten had begotten - Open some Rot-begotten actions next turn
[] Legions and order: SHIU - Special herbology investigation unit is formed and gains dice

Well thank you so much. I assume that Setting up, academy: Horticultue is an action about plants? (Due to collection of new samples, planting of old samples we brought with us, etc). The only others that might be plant related are... The Curse and by the Prickling of my thumbs? Are either of those useful application of [CoH] die? If not that is fine, I'll move some dice around. In fact, with the nearness of the vote I'll move a die under that assumption. Let me know if it is otherwise.

As for the other question... Rot-begotten actions sound like they will become available eventually. Professor Gamgee is very tempting as a way to gain more heroic Learning dice, but I think I'm going to go with the special herbology investigation unit.

[*] Legions and order: SHIU - Special herbology investigation unit is formed and gains dice

Thank you again!

@Mathematicae Thought I'd give you a heads up that all the [Aca] dice can be converted into [CoH] dice this turn (you'll obviously want to put one on Scouting Botanical). Also, from a glance at your plan you are missing the [RCr] die (Royal Crannog). I'd suggest putting that one on the Curse actions, since just about every other action is effected by it.



Early thoughts on next turn:

Diplomacy and boats.

I'm guessing there will also be a lot of new magic/witch actions available next turn, but since I don't know what they can't consider them yet.

[] Consolidating power, upper-class - The future is uncertain Your new residence has a dreadful reputation and is sure to be perilous in ways not even imagined, yet. And your cousins' misbehavior has cast a pall over your dynasty's reputation. Reach out to people, and assure them that they were not wrong in putting trust in you. (Diplomacy, Intrigue, Piety; Synergises with other Consolidating power actions; DC 20 Risk 1; Affected by Curse of Man-Mell; Temporary malus -5 for this turn)
--[AEG]x1[SAs]x1[WtC]x2

[] Consolidating power, middle-class - The future is uncertain Your new residence has a dreadful reputation and is sure to be perilous in ways not even imagined, yet. And your cousins' misbehavior has cast a pall over your dynasty's reputation. Reach out to people, and assure them that they were not wrong in putting trust in you. (Diplomacy, Intrigue, Stewardship; Synergises with other Consolidating power actions; DC 30; Affected by Curse of Man-Mell)
--[Jus]x1[WtC]x3

[] Consolidating power, lower-class - The future is uncertain Your new residence has a dreadful reputation and is sure to be perilous in ways not even imagined, yet. And your cousins' misbehavior has cast a pall over your dynasty's reputation. Reach out to people, and assure them that they were not wrong in putting trust in you. (Diplomacy, Stewardship, Piety; Synergises with other Consolidating power actions; DC 20; Affected by Curse of Man-Mell)
--[Jus]x1[T&B]x1[Tem]x1

Do all of these. Right now have [WtC] being used for their Intrigue effect, probably will change when new options are available. But fine for now as a rough idea of the number of dice to spend.

[] What happened here, Livvy? - There is obviously a lot of history to this place. Try asking Liffannenn or one of her kin to elucidate (Diplomacy; Synergises with other What happened here actions; DC 50; Affected by Curse of Man-Mell; Cannot benefit from Gen, T&B or InK)
-[Ty]x1[As]x1[SAs]x2[SCr]x1

High DC so it would require some resources. No risk, so I suppose we could put maybe three die on it. One Ty and two Astaria I guess? Shouldn't leave to Ty alone considering how he gets along with Livvy. This is the action that we would probably end up dropping if attractive new options are available.

[] Navy, riverine - Man-Mell faces a broad, fast river. You need river ships and crews for them to project power across it. (Requires River Docks; Martial; Synergises with other Navy actions; DC 30; Affected by Curse of Man-Mell)
--[Wel]x1[Leg]x1[Gen]x2[SBS]x1

[] Navy, sea - You have a lot of ships. What you do not have are all that many trained ship crews. Time to fix that. (Martial; Synergises with other Navy actions; Continuous 10/100; Affected by Curse of Man-Mell)
--[RSpy]x1[Gen]x1[SBS]x1

[] Scouting, riverine - You need to know what is beyond the walls of your city. Proper reconisance, means proper intelligence, means proper risk assessment. Send some boats up and down the river to investigate. (Requires Navy, riverine; Martial; Synergises with other Scouting actions; DC 30 Risk 4, synergies lower risk)
--[Wel]x2[Leg]x1[TSpy]x1[T&B]x1[Gen]x1

Definitely need to do the Navy actions and Scouting riverine, will have to see what other scouting there is. Hopefully risk will decrease with scouting this turn.

[] Scouting, extended - You need to know what is beyond the walls of your city. Proper reconisance, means proper intelligence, means proper risk assessment. Organize some long-term scouting expeditions. (Minimum 3 dice; Martial; Synergises with other Scouting actions; DC 60 Risk 8, synergies lower risk)
--[Wel]x2[Leg]x1[GhK]x1[Ty]x1[Ass]x1[RSpy]x1[T&B]x1[Gen]x2

Hopefully the risk and DC will change after this turn. Maybe sending Ty will get the household guards to go to? Might need to put off.

[] There once was a ship - You are on an island. To get anywhere not the island, you need ships. And you have them. You have a lot of them. Unfortunately, just sitting on top of the harbor wall and gazing at the sea is enough to give very graphic evidence that none of them will last long out past the harbor mouth. None, except for the seven Fae Swanships you have stumbled over and commandeered. And if there ever was any doubt that reaching Gurni was anything but an act of divine providence, finding those ships ready for the taking completely removes it. All that said, Fae are utterly inhuman, and their ships are completely unnatural. Before allowing any of your people to risk themselves by crewing those things, you are going to study them to the bottom nail, to ensure that they will be as safe as you can humanly accomplish! (Stewardship; DC 50/100/150/200/250/300/350/400/450/500 risk 2)
-[] Destructive examination - The ships are valuable, but nowhere near as valuable as lives. Make the examinations as thorough and detailed as you can, even if it risks damaging the ships.
--[] 2 ships (1d3-1 ships destroyed; reduces DC by a factor of 2)
---[SBS]x1[Cr]x1[Leg]x1[OSpy]x2[Aca]x3[Gen]x1[Ink]

We need to do this, and I think sacrificing zero to 2 ships is worth it to decrease the DC. Seems like the place to expend a Crannog die, might need to be Spark?

[] Here fishy, fishy - Securing food is the number one priority to ensure survival. Luckily there is ready access to both sea and river. Time to cast out lines and see what bites! (Stewardship; Synergizes with River Docks; DC 20/40/60/80/100+; Urgency can also be solved with Setting up, agriculture, inside, food; Affected by Curse of Man-Mell)
--[SBS]x1[Gen]x2

[] Securing the Sea, coast - Controlling the coasts is one of the first steps toward establishing maritime control over Gurni. (Requires Navy, sea; Martial; Synergises with Securing the Sea, lanes; DC 120 Risk 10, synergies lower risk; Chance of discovery by Skeggi, Northern successor states)

I don't know if we can do this yet. Might need to wait until next turn instead of just throwing lots of dice at it.

[] Setting up, industry, inside - Raw resources do you little good without a dedicated industry. Dedicate a portion of the city for the use of the Artisians and craftspeople. (Requires Logistical concerns; Stewardship; Synergizes with other Setting up actions; DC 10/20/40/80/150+; Affected by Curse of Man-Mell)
--[T&B]x1[OSpy]x1[CoH]x1

[] A tall tower and a pointy hat - Towers and wizardry go hand in hand like witches and newts, meat and potatoes, Tywin and trouble. And, would you look at that - there is an old lighthouse out on top of one of the outermost harbor forts, currently empty, and not required for quite some time, that could easily be turned into a splendid wizard's workshop. (Requires Taking command of the fortifications, Requires at least one Crannog die; Stewardship, Learning; DC 20; Affected by Curse of Man-Mell)
--[Cr]x1[Leg]x1[Arc]x1

[] Cups on the divine string - It will not be easy, by any measure, but, through the powers of the Gods, it would be possible to reach out and open lines of communication with their counterparts back on the mainland. Let the prayers and the rituals commence. (Piety; Synergizes with College of Theology, Synergizes with Setting up, temples; Continuous 0/100; Affected by Curse of Man-Mell)
--[Tem]x1[Gen]x1

[] Hostis humani generis - There are Fae somewhere on this island, and the Forsaken Isle and its unholy undead hosts are one strong, fel miasma carrying squall away. It behooves all servants of gods to prepare the most stringent countermeasures for the universal enemies. (Piety; DC 25/50/75/100+; Not necessary so long as the Curse of Man-Mell maintains)
--[Tem]x2[AEG]x1[RCr]x1

[] Setting up, academy - Your scholars need a proper place for themselves, to conduct their scholarly pursuits (Requires Weed-whacking; Learning; Synergizes with other Setting up actions; Continuous, must take one option at a time, recieves +10 InK bonus each turn or double InK bonus if assigned; Affected by Curse of Man-Mell)
-[] College of Theology (10/100)
--[Tem]x1[Arc]x1
-[] College of Husbandry (5/100)
--[GhK]x1[Arc]x1
-[] College of Medicine (0/100)
--[WtC]x1[CoH]x1
-[] College of Architecture (0/100)
--[Leg]x1[Arc]x1

[] Fortifying the rivershore, advanced - Man-Mell sports most impressive walls. On three sides. Unfortunately, the entire riverfront has been left entirely open. General Tastacore considers this an unacceptable risk to the safety of the city. (Requires basic action to be undertaken; Martial, Stewardship; Synergises with Taking command of the fortifications; Synergises with other Fortifying the rivershore actions; DC 80 40 Halved due to VII Legion specialization; Affected by Curse of Man-Mell)
[] Fortifying the rivershore, high - Man-Mell sports most impressive walls. On three sides. Unfortunately, the entire riverfront has been left entirely open. General Tastacore considers this an unacceptable risk to the safety of the city. (Requires advanced action to be undertaken; Requires at least 1 Legion die; Martial, Stewardship; Synergises with Taking command of the fortifications; Synergises with other Fortifying the rivershore actions; DC 150 75 Halved due to VII Legion specialization; Affected by Curse of Man-Mell)

I think we can leave these till the following turn.
 
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Just as a reminder, After this vote concludes, I'll be rolling for children, Ty marriage and children, inherited traits, children marriage prospects, and then we'll have another quick vote for children specializations, and marriages and we'll repeat the City/Realm vote.
Oh, yeh, Gayla also gets a roll to see if she lives to the next turn, and the Temple of Isanella on island gets a roll to see if another Exarch rises to Arch-Exarchy.

...Math will not be active untill well past when the vote ends, and there is a deadlock in the votes anyway, I think I'll give this vote another day, for fairness.
 
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@Mathematicae Thought I'd give you a heads up that all the [Aca] dice can be converted into [CoH] dice this turn (you'll obviously want to put one on Scouting Botanical). Also, from a glance at your plan you are missing the [RCr] die (Royal Crannog). I'd suggest putting that one on the Curse actions, since just about every other action is effected by it.
...yeah I'm just going to do this
[X] Elder Haman

that should break the tie.
 
...yeah I'm just going to do this
[X] Elder Haman

that should break the tie.

Thank you for you trust. Because of that I just went over everything again, and then I reread the rules to make sure I wasn't making any bad assumptions, and that's when it hit me that we were doing this all wrong. The risk is what happens if we fail. So we could take all those Scouting Actions to reduce the risk on securing the City to zero... or we could just add dice to the City action to make sure we succeed. I broke out a dice calculator, and to meet the DC of 50 we need five dice to get 99% chance of success.

@yannoshka Just to make sure there isn't a hidden trap here, if we succeed at securing the city with the 50 DC we negate the risk right? Because the risk means we need to secure a level 5 of success, but there is only one level of success. Does that mean that we just need to succeed because this is pass fail, or do we need to reduce the risk to 1 so that we can pass without consequences? Because that would be a really nasty trap. I'm going to use the assumption that Securing the City is Pass/Fail for the plan below, but if it isn't we can use the previous plan with multiple scouting actions.

Anyway, if that is the case then we can save a lot of dice by only taking the Scouting, botanical action, giving it four dice to make sure it has a 99% chance of success, and then five dice on securing the city. That would allow us to take the Navy and ship actions, which makes a lot more sense for a turn that is apparently 20 years long?

This plan will have enough dice on each urgent action and each action with risk to have 99% chance to succeed at the required level of risk. (Except the Prickling in my thumb action which is ??? and so I've put 5 dice on that which is enough to give 99% chance on a DC of 50).

EDIT: I've also refined the previous plan with multiple scouting, so if we have to switch back to that plan based on what @yannoshka has to say, then that plan is also ready (not as good, Has several 90% chances instead and less important actions are lower chance of success).

EDIT2: Okay, then the QM has spoken, we do have to do all the scouting after all.
 
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Just to make sure there isn't a hidden trap here, if we succeed at securing the city with the 50 DC we negate the risk right? Because the risk means we need to secure a level 5 of success, but there is only one level of success. Does that mean that we just need to succeed because this is pass fail, or do we need to reduce the risk to 1 so that we can pass without consequences? Because that would be a really nasty trap. I'm going to use the assumption that Securing the City is Pass/Fail for the plan below, but if it isn't we can use the previous plan with multiple scouting actions.
If you roll under 250 on DC50 risk 5 action, you will suffer some sort of consequences.
Just taking one scouting action guarantees you at least one degree of risk reduction, and depending on the degree of success there, can reduce it even further.

All that said, you are considering this far too much from a mechanical perspective, and I'm afraid, not enough from a narrative one.
Scouting actions are looking for danger options, and different scouting options match up with different danger vectors.
Now, there is overlap, but if you do not want to be blindsided down the line, I would suggest retaining at least one martial scouting option, but that is as far as I am willing to unbend.
Well, no, Ok I'll add that you are within a grace period and I'm not actually going to start rolling danger dice until next turn.
But you still want to trigger synergy between scouting actions at least once because it will make your life so much easier.
And I mean between scouting options, not just one way into a scouting option like By the prickling of my thumbs does.

Also
--[X] College of Horticulture (25/100)
---[X] [CoH]x1
-[X] College of Theology (10/100)
--[X] [Tem]x1
This does not work like that.
Until you finish one college, you cannot assign dice for another, at this time.
In this case, both dice would go into College of Horticulture, though any spillover would be put into Theology.
 
"if we succeed at securing the city with the 50 DC we negate the risk right?"

My understanding is that for a say DC30 risk 3. 30 is a pass, but with full negative effect of risk. 60 reduces risk level by 1, 90 another and so on. So mechanically a DC20 action that reduces a DC50 with risk by 1 risk level saves about 30 needed points. As long as the scouting actions are below DC 50 the risk reduction is mechanically efficient.

...and ninjaed by the QM. Back to writing my paper.
 
All that said, you are considering this far too much from a mechanical perspective, and I'm afraid, not enough from a narrative one.
Scouting actions are looking for danger options, and different scouting options match up with different danger vectors.
Now, there is overlap, but if you do not want to be blindsided down the line, I would suggest retaining at least one martial scouting option, but that is as far as I am willing to unbend.
Well, no, Ok I'll add that you are within a grace period and I'm not actually going to start rolling danger dice until next turn.
But you still want to trigger synergy between scouting actions at least once because it will make your life so much easier.
And I mean between scouting options, not just one way into a scouting option like By the prickling of my thumbs does.

Also
This does not work like that.
Until you finish one college, you cannot assign dice for another, at this time.
In this case, both dice would go into College of Horticulture, though any spillover would be put into Theology.

Alright, that tells me that my bright idea was not so bright, deleted the limited scouting plan.

Can you tell me if my understanding of this is correct:

-[] There once was a ship - You are on an island. To get anywhere not the island, you need ships. And you have them. You have a lot of them. Unfortunately, just sitting on top of the harbor wall and gazing at the sea is enough to give very graphic evidence that none of them will last long out past the harbor mouth. None, except for the seven Fae Swanships you have stumbled over and commandeered. And if there ever was any doubt that reaching Gurni was anything but an act of divine providence, finding those ships ready for the taking completely removes it. All that said, Fae are utterly inhuman, and their ships are completely unnatural. Before allowing any of your people to risk themselves by crewing those things, you are going to study them to the bottom nail, to ensure that they will be as safe as you can humanly accomplish! (Stewardship; DC 50/100/150/200/250/300/350/400/450/500 risk 2)
-[] Destructive examination - The ships are valuable, but nowhere near as valuable as lives. Make the examinations as thorough and detailed as you can, even if it risks damaging the ships.
--[] 2 ships (1d3-1 ships destroyed; reduces DC by a factor of 2)

Means we need to make the second degree of success to avoid something bad happening right? By destructive examination we get DC reduced to 25/50/75 right? So that means we only need to make 50 DC to avoid the risk right? Not the original 100 DC?

As for the scouting. These are the scouting actions in the current plan:

-[] Scouting, scrying - You need to know what is beyond the walls of your city. Proper reconisance, means proper intelligence, means proper risk assessment. Have your priests and clerics beseech the Gods for aid. (Piety; Synergises with other Scouting actions; DC 30; Affected by Curse of Man-Mell)
-[] Scouting, botanical - You need to know what is beyond the walls of your city. Which is mostly plants. But what kinds of plants? (Requires at least one Witch or Horticulture die, using both triggers bonus; Learning; Synergises with other Scouting actions; DC 30 Risk 1, synergies lower risk)
-[] Scouting, knights - You need to know what is beyond the walls of your city. Proper reconisance, means proper intelligence, means proper risk assessment. Having the Greyhowls out on scouting patrols is one of the best ways you can utilize them, at this time. (Requires at least one Greyhowl die; Martial; Synergises with other Scouting actions; DC 20 Risk 2, synergies lower risk)
-[] Scouting, stealthy - You need to know what is beyond the walls of your city. Proper reconisance, means proper intelligence, means proper risk assessment. While scouting and exploratory actions are not exactly in the job descriptions of those brethren who had followed you, gathering intelligence for you very much is so. And, anyway, they are still better than most at avoiding detection. (Intrigue; Synergises with other Scouting actions; DC 30 Risk 2, synergies lower risk)
-[] Scouting, in force - You need to know what is beyond the walls of your city. Proper reconisance, means proper intelligence, means proper risk assessment. Make sure the scouting patrols are sufficiently armed, armored, and have sufficient numbers to face anything Gurni might throw at them. (Martial; Synergises with other Scouting actions; DC 20 Risk 3, synergies lower risk)

We are doing botanical no matter what. and I'd prefer to keep knights. Of scrying, Intrigue, and in force, which are the safest to drop? If the mixture is the most important then in force would be the one to drop, but my instincts tell me that stealthy should be the one to drop. Does scrying bring anything special to the table? My instincts say yes, but I don't know for sure.

Assuming I'm in character as Astaria, with Tywin, Crannog, Captain Stevenson, and Livvy advising me on what mixture of scouting to do, and I say these are the five we have the resources to do, but it'd be very helpful to other important projects to drop at least one of these (not botanical), what mixture would I be advised to do to minimize risk? Because I don't have the knowledge to know how these options all synergize, but Astaria's advisory council ought to know how they synergize and ought to be able to make a pretty effective plan.
 
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Frankly?
You could drop all 3, and still be comfortably safe from risk.

But, the one you would be the most encouraged to keep, in-character, would be In Force.

...
...
Actualy...
Considering Astaria's spark specialization...

Opening herself to the Spark, and asking herself the questions, Astaria could intuit that
Extended>Green>In Force>Riverine>Stealthy>Scrying>Knights>Basic In matters of relative value.
But the combo that would give optimal coverage/least overlap would be either Green, Stealthy & Basic or Extended, Riverine & Knights
Make of it as you want.

Livvy would not see it as her business to advise you further on the matters and will be absent pursuing her own goals.
Baen, however, might advise that In Force would be the most immediately appropriate and scrying would be the most pertinent long-term.
 
Actualy...
Considering Astaria's spark specialization...

Opening herself to the Spark, and asking herself the questions, Astaria could intuit that
Extended>Green>In Force>Riverine>Stealthy>Scrying>Knights>Basic In matters of relative value.
But the combo that would give optimal coverage/least overlap would be either Green, Stealthy & Basic or Extended, Riverine & Knights
Make of it as you want.

Livvy would not see it as her business to advise you further on the matters and will be absent pursuing her own goals.
Baen, however, might advise that In Force would be the most immediately appropriate and scrying would be the most pertinent long-term.

Thank you that is very helpful.

And my thought on the Fae ships testing to destruction meaning we only have to achieve the second degree of success using the new DC is correct?
 
And my thought on the Fae ships testing to destruction meaning we only have to achieve the second degree of success using the new DC is correct?
Yes, sorry.
I meant to address that.
That is correct.
To avoid risk, you need to hit the active DC times the risk level, which takes adjustments into account.
 
To avoid risk, you need to hit the active DC times the risk level, which takes adjustments into account.

Great, I think I have a good plan. Just a couple more clarifications:

1: Assigning the InK action to Setting up Academy means we get double the InK bonus, that means +40 right? Because the normal InK bonus from assigning it to an action is +20?

2: How do the stats on heroes effect these setting up actions? Not at all? So assigning Crannog vs Astaria to a Piety action makes no difference? Or perhaps those impact only rolls inside the action (ie Tywin is sent out the walls and gets attacked, so his martial is taken into account?)

Right now I'm assuming that the InK does get +40 when assigned to setting up academy and that heroic stats have no impact on dice rolls for the actions, but could impact any rolls for things that happen inside the action. As long as those facts are correct then there is no need to worry about me changing anything.
 
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Vote closed
Scheduled vote count started by yannoshka on Jul 29, 2024 at 2:12 PM, finished with 27 posts and 4 votes.

  • [X] Plan: Urgent Has Priority
    -[X] The Curse of Man-Mell - The place is unquestionably under the Starmother's stern censure. The very air is heavy with the sense of forbiddance and judgment. If you are to actually make a living here, this issue needs to be solved. Luckily, between the Spark and the presence of not simply one of the Arch-Exarchs, but the woman known informally as the Starmother's own handmaiden, you pretty much have exactly the right folks to solve this. (Requires at least one Spark or Arch-Exarch dice, using Spark dice and Arch-Exarch dice together can trigger bonuses; Spark, Piety, Learning; DC 40; Cannot benefit from T&B or InK)
    --[X] [SAs]x1[Ty]x1[AEG]x1
    -[X] Concordant me this - You have brought the Tablets of Concordant with you. These ancient pieces of stone-like material are apparently indestructible and much lighter than they have any right being. They are a proof, and the seal of the bargain and the boon between the line of Turgud TasAkar and Isanella, the goddess of Stars. And to the shame and disgrace of your line, their secrets and significance are lost to the centuries. Time to fix that. (Requires at least one spark die; using Spark dice and Arch-Exarch dice together can trigger bonuses; Spark, Piety; Synergises with ???; Continuous ???/???; Cannot benefit from Gen or T&B)
    --[X] [SAs]x1[AEG]x1
    -[X] Evergrowing on evergreen? - Among the artifacts liberated from the Vaults is the Ever-living tree cutting. Your bringing it along was accidental, you just grabbed the first small chest, and the cutting happened to be it. But, seeing as your destination was Gurni isle, which among its other colorful appellations is also called by some The Gods' own Garden, maybe it was no accident, after all. Maybe, just maybe, it was providence. Time to plant it and see what happens. (Spark, Witch, and Horticulture dice might combo into bonus; Spark, Learning; Continuous ???/???; incompatible with Present the Ever-living tree cutting as a gift)
    -[X] Formalizing the relations with Na Uselle - Even if she had her own reasons for coming along and aiding and guiding the exodus in the first place, it is undeniable that without Liffannen the entire endeavor would have found itself in much more dire straits. Add the fact that she and her so-called kin, are intimately familiar with both Man-Mell and Gurni at large, and that, at least according to her own priesthood, Starmother Isanella herself vouches for them, establishing proper diplomatic relations would be an astute, rational, and salient thing to do. Now, if only they were not making it so hard... (One Ruler die only; Continuous ???/???)
    --[X] [As]x1
    -[X] Weed-whacking - Man-Mell is remarkably well preserved, miraculously so if Liffannen's words about how long ago it was abandoned are taken at face value. But even if no root or climbing wine managed to find any purchase on or between any of the stonework, the ancient Necropolis is still significantly overgrown, especially among the canals. To make the place truly livable all that greenery needs to go. (Martial, Stewardship, Learning; DC 40 risk 1; All Temple die gain +50% of the roll due to Temple of Isanella interest, Horticulture die doubled; Affected by Curse of Man-Mell)
    -[X] Scouting, scrying - You need to know what is beyond the walls of your city. Proper reconisance, means proper intelligence, means proper risk assessment. Have your priests and clerics beseech the Gods for aid. (Piety; Synergises with other Scouting actions; DC 30; Affected by Curse of Man-Mell)
    -[X] Scouting, botanical - You need to know what is beyond the walls of your city. Which is mostly plants. But what kinds of plants? (Requires at least one Witch or Horticulture die, using both triggers bonus; Learning; Synergises with other Scouting actions; DC 30 Risk 1, synergies lower risk)
    -[X] Scouting, in force - You need to know what is beyond the walls of your city. Proper reconisance, means proper intelligence, means proper risk assessment. Make sure the scouting patrols are sufficiently armed, armored, and have sufficient numbers to face anything Gurni might throw at them. (Martial; Synergises with other Scouting actions; DC 20 Risk 3, synergies lower risk)
    -[X] Securing the city area of control - Securing the area surrounding the city is of vital importance to ensure the safety and future prosperity of not simply your new city but the entire realm and your legacy! (Requires at least one Scouting action; Martial; Synergises with Scouting actions; DC 50 Risk 5, synergies lower risk)
    --[X] [Leg]x1[Wel]x1[RSpy]x1[Jus]x1[Gen]x1
    -[X] Logistical concerns - While you prepared and supplied the exodus as best you could, the fact remains that a city, much less a nation requires resources, and a lot of them. Time to roll up your sleeves and get a-cracking. (Requires either Securing the city area of control or Securing the Sea, coast, both combos into bonus; Stewardship; DC 10/20/30/40/50/60/70/80/90/100/120/150/175/200/200+ risk 2)
    --[X] [T&B]x1[OSpy]x1[SBS]x1[Wel]x1
    -[X] Setting up, agriculture, inside, food - Securing food is the number one priority to ensure survival. Thankfully Man-Mell boasted a great many Parks and recreational fields that, once the overgrowth has been cleared away, can be repurposed to grow food. In time, they might be returned to their original purposes, but for now, needs-must! (Requires Weed-whacking; All; Synergizes with other Setting up actions; DC 20/40/60/80/100+, College of Horticulture bonus +40; Urgency can also be solved with Here fishy, fishy; Affected by Curse of Man-Mell)
    -[X] Setting up, government - A state can move only as fast as the pace of producing proper paperwork allows. Time to get your paper pushers back behind the worktables in proper offices, as Gods and under-secretaries decreed. (Requires Weed-whacking; Diplomacy, Intrigue, Stewardship; Synergizes with other Setting up actions; DC 20/40/60/80/100+; Affected by Curse of Man-Mell)
    -[X] Setting up, law and order - A proper state requires laws, rules, and order! Anarchy and maleficence are the enemies of a properly functioning society! (Requires Weed-whacking; Intrigue, Stewardship, Learning; Synergizes with other Setting up actions; DC 20/40/60/80/100/150+, Astaria & Judicial forces combo bonus +75; Affected by Curse of Man-Mell)
    -[X] Setting up, temples - The combined clergy, other than the servants of Starmother, might be thin on the ground for your new realm, but that will inevitably change with time. Better be prepared for that eventuality. (Requires Weed-whacking; Stewardship, Piety; Synergizes with College of Theology; DC 10; Affected by Curse of Man-Mell)
    -[X] Setting up, industry, inside - Raw resources do you little good without a dedicated industry. Dedicate a portion of the city for the use of the Artisians and craftspeople. (Requires Logistical concerns; Stewardship; Synergizes with other Setting up actions; DC 10/20/40/80/150+; Affected by Curse of Man-Mell)
    -[X] Setting up, academy - Your scholars need a proper place for themselves, to conduct their scholarly pursuits (Requires Weed-whacking; Learning; Synergizes with other Setting up actions; Continuous, must take one option at a time, recieves +10 InK bonus each turn or double InK bonus if assigned; Affected by Curse of Man-Mell)
    --[X] College of Horticulture (25/100)
    ---[X] College of Husbandry (5/100)
    ----[X] College of Theology (10/100)
    -----[X] College of Medicine (0/100)
    ---[X] [CoH]x1[WtC]x1[Gen]x1[Arc]x1[T&B]x1[InK]
    -[X] Archival depot - Grand Imperial Archive is one of the oldest and most venerable institutions of the Tasakarim empire. And conversely, their needs are extremely lightweight. Sufficient dark, dry, and cold spaces. That's it. A trifle really. (Requires Weed-whacking; Learning; DC 0)
    -[X] Arcanum - For better or worse you have acquired the services of a couple of Enchanters from Neres, and it would be criminal to allow their knowledge and skills to be lost. Which means helping them set themselves up in an Arcanum, providing them with resources, and allowing them to start recruiting. On the other hand, you'd have to be madder than your fallen cousins ever to trust anyone from the Sorcerers' isles. Neres has only been pacified for less than two centuries, and the brethren confirm that Ilsaimnirs and their ilk have all spent the entire time since then resenting the lightest of yokes imposed upon them when the crimes of their predecessors deserved so much worse. Decisions, decisions... (Requires Weed-whacking; Learning; DC 20; 1d4 Chances of discovery for Neres, rolled at half the threshold, rounded down, CES restores rolls to threshold instead of negating, will continue rolling for three turns or until Neres acquires a minimum of 3 discoveries; Affected by Curse of Man-Mell)
    -[X] Coven Concerns - Having access to not one, but two full covens of witches is certainly a boon. But, covens, by their very nature are secretive and jealous of their mysteries. So, even when the covens tolerate and cooperate with each other, like the two you are dealing with, proximity to each other is bound to cause friction and raise sparks, at times quite literally. Added to that was the Witches' preference to set-up outside the bounds of civilization, and the problems just mount up, and up. So, it behooves you to find a way to avoid that. The perfect solution would be to find spaces outside Man-Mell for each of them, but at this time, that might be quite dangerous. (Learning; Synergizes with Consolidating power, witches; DC 60 risk 4, DC and risk halved if Securing the city area of control is taken)
    -[X] Consolidating power, witches - It is undeniable that here, on the Green Hell, Witches represent a peerless asset, and lucky you, there are two full covens that decided to cast their lot in with you. Now, to make sure of their loyalties. (Diplomacy, Learning; Synergises with other Consolidating power actions; Synergises with Coven Concerns; DC 30)
    -[X] By the prickling of my thumbs - Gurni is ancient and shrouded in superflora and mysteries. The only other thing that has been learned about it in the past several millennia is that sometime in all that span of time it got infected by the Fae, and you only know that much due to Liffannen. If you are going to be stuck here, you need... No, you must delve into its secrets. And who better to start the ball rolling than the Witches? (Require at least one Witch die, if Crannog die is also used there is a chance for combo bonus; Learning; Synergyzes with Coven Concerns and Scouting, botanical; DC ?? risk ?, synergies lower risk)
    -[X] Grayhowl order, chapterhouse - Grayhowl knights are a mighty asset in combat, but their numbers are few that if you want to maintain their presence past one generation, they need dedicated support. And it is up to you to provide it (Requires other Grayhowl order action; Martial, Intrigue, Stewardship; Synergises with Taking command of the fortifications; Synergises with Legion Compound; DC 10; Affected by Curse of Man-Mell)
    -[X] [RSpy]x1
    -[X] Grayhowl order, mounts - Grayhowl knights are a mighty asset in combat, but their numbers are so few that if you want to maintain their presence past one generation. It is no secret that what they need most support with is their mounts. What is a secret, however, are their techniques for raising and training their lupine steeds. But, in this perilous situation, they, after taking mighty oaths of secrecy, are willing to unbend enough to have others help where they might accidentally learn of those secrets. But only for as long as it requires the order to build its numbers up! (Requires other Grayhowl order action; Martial, Stewardship, Learning; Synergizes with College of Husbandry; DC 20; Affected by Curse of Man-Mell)
    ---[X] [Wel]x1[WtC]x1
    -[X] Legion Compound - Your Legionaries need their own dedicated place to act at their own full potential (Requires Taking command of the fortifications; Martial; DC 0; Affected by Curse of Man-Mell)
    -[X] Taking command of the fortifications - Man-Mell walls and integrated forts are a thing of beauty. All they need to be perfect are some soldiers to man them. General, if you would... (Martial; Synergises with Fortifying the rivershore actions; DC20 Autosucceeds due to VII Legion specialization; Affected by Curse of Man-Mell)
    -[X] Fortifying the rivershore, basic - Man-Mell sports most impressive walls. On three sides. Unfortunately, the entire riverfront has been left entirely open. General Tastacore considers this an unacceptable risk to the safety of the city. (Martial, Stewardship; Synergises with Taking command of the fortifications; Synergises with Fortifying the rivershore actions; DC 20 Autosucceeds due to VII Legion specialization; Affected by Curse of Man-Mell)
    -[X] River Docks - You have marvelous access to the river. Now you just need to build up the infrastructure, so you can use it to the utmost. (Martial, Stewardship; Synergyzes with Fortifying the rivershore actions; DC 30 risk 1; Affected by Curse of Man-Mell)
    -[X] There once was a ship - You are on an island. To get anywhere not the island, you need ships. And you have them. You have a lot of them. Unfortunately, just sitting on top of the harbor wall and gazing at the sea is enough to give very graphic evidence that none of them will last long out past the harbor mouth. None, except for the seven Fae Swanships you have stumbled over and commandeered. And if there ever was any doubt that reaching Gurni was anything but an act of divine providence, finding those ships ready for the taking completely removes it. All that said, Fae are utterly inhuman, and their ships are completely unnatural. Before allowing any of your people to risk themselves by crewing those things, you are going to study them to the bottom nail, to ensure that they will be as safe as you can humanly accomplish! (Stewardship; DC 50/100/150/200/250/300/350/400/450/500 risk 2)
    -[X] Destructive examination - The ships are valuable, but nowhere near as valuable as lives. Make the examinations as thorough and detailed as you can, even if it risks damaging the ships.
    --[X] 2 ships (1d3-1 ships destroyed; reduces DC by a factor of 2)
    -[X] A tall tower and a pointy hat - Towers and wizardry go hand in hand like witches and newts, meat and potatoes, Tywin and trouble. And, would you look at that - there is an old lighthouse out on top of one of the outermost harbor forts, currently empty, and not required for quite some time, that could easily be turned into a splendid wizard's workshop. (Requires Taking command of the fortifications, Requires at least one Crannog die; Stewardship, Learning; DC 20; Affected by Curse of Man-Mell)
    -[X] Navy, sea - You have a lot of ships. What you do not have are all that many trained ship crews. Time to fix that. (Martial; Synergises with other Navy actions; Continuous 10/100; Affected by Curse of Man-Mell) )
    -[X] Hostis humani generis - There are Fae somewhere on this island, and the Forsaken Isle and its unholy undead hosts are one strong, fel miasma carrying squall away. It behooves all servants of gods to prepare the most stringent countermeasures for the universal enemies. (Piety; DC 25/50/75/100+; Not necessary so long as the Curse of Man-Mell maintains)
    [X] Plan Setting up Shop
 
Okay, so I finalized the plan taking into account story effects in addition to the dice optimization. Here is my reasoning:

The Curse: This is Tywin sharing his Lore combined with the Arch-Exarch beseeching the Starmother, and Astaria there to represent the Taskadar in any oaths that need to be made (probably in my opinion).

Concordant, Evergreen, and Formalizing both take the various combinations as suggested in the text. Since the Evergreen bough appears to be connected to the magic of Gurni Island or at least likely to be effected, put Crannog as the Spark user on this action.

Weed-wacking is an action taken by the General Population, the Temple, and the College of Horticulture. The CoH ought to be self-explanatory, we get +10 bonus, and double the die. The Temple is very interested in the four temples around the water reservoir, and mechanically is multiplied by 50%. After thinking about the story I really wanted to take a General population die here, as this is likely to be a defining founding myth and unifying experience for the population. I'm hoping that the story will also be about the CoH teaching the population about the native flora, which is likely to be important going forward that the general population knows about the flora and the dangers/uses. I'm also hoping that the Temple's interest in these four temples will have an impact on the perception of the general populace that this is a holy place. Cursed, but the implication being that the place was cursed for blasphemy and/or impiety, and that therefor the people should feel safe if they are pious. I think that can synergize with the Curse action story wise, as well as some other actions.

Speaking of that, we don't have enough Temple dice to put them on all the Piety actions, so I paired them with General Population dice. Meaning Scouting Scyring, and Hostis humani generis (which I decided is pretty important if we are lifting the curse). My hope is that this will continue and reinforce the story line of the populace being pious, and gaining a general population that can handle fae (at least the weak ones) and warnings of danger in the environment (the scrying action). Think of stories like children wandering into the woods and being guided to avoid danger through divine providence. Just a hope, we'll see how it goes.

I also have the scouting in force action, with the Legion soldiers, the Wells noble family, and the Greyhowl knights. That gives them numbers, a cavalry force, and whatever the Wells have. Considering other actions might be good to have them working with the Greyhowl knights.

For the scouting, after scrying I have CoH, Witches, and Greyhowl knights doing the botanical scouting action. My thought here is that the witches and CoH gives us a bonus, but we needed another die, the Greyhowl knights have Learning as a die and also provide a martial presence in case something goes wrong. Story wise I'm hoping that the Greyhowl knights will both learn about potential food sources for their mounts, but also that they will share their knowledge of monstrous creatures habits, such as where they might nest, food sources, and tracking their sign. Seemed like a good combo.

To further work on that, I put a Witch die on the Greyhowl mounts action. Maybe the witches will learn something on how to care for monstrous creatures that might lead to them being able to tame the native wildlife. Witches having a lot of influence was a big theme I started to notice. I also put a Wells noble die on the Greyhowl mounts action. I considered a General die, in the hopes our general population could gain experience with mountrous creatures, but decided that was too unlikely, and that hoping the Wells family might pick something up was better. Particularly since I could put a Wells die on the Diplomacy action to consolidate power with witches. Maybe there will be some kind of interaction between the witches and the Wells nobles, maybe some of them marry, maybe some noble daughters enter the various covens. I think that could be a good story line.

Tywin is also on that diplomacy action, he does have that diplomacy bonus so it's hard not to use him there, plus his Lore might come into effect (he was pursuing a witch at start of story). I also put an Astaria ruler die on the action to try and make sure he doesn't do something stupid. I also have Tywin on the Coven Concerns action, I had originally wanted a Crannog ruler die there, but I needed his dice elsewhere, so it will have to be Ty. Maybe his Lore will help. I also have the Assassin dice there because it is needed to reduce the risk to zero. Hopefully that won't blow up and Tywin can smooth over any incidents. The other die on that action is Archive, which I think will be needed to provide the learning that Tywin might not have about the details. I did not want to put a witch die there with Tywin, that's just asking for him to flirt with them and have some kind of incident. Hopefully with Twyin also on the consolidated power, witches action means he will have the right information from them on what they want. Tywin is also the Taskadar with the highest martial, so if something happens outside the walls he can handle it.

For the By the prickling of my thumbs action which is about the dangers of Gurni and the Fae, I put witches and Crannog since those are known to have a bonus. The Archive will hopefully have some learning to shed light on the matter. Also put the Talons (because they have learning particularly about ambushes) and the Temple (anti-Fae) in case we stir up any Fae or something. The DC and risk are question marks, hopefully five dice are enough (99% chance to succeed on a DC of 50). Also, hopefully Captain Stevenson assigns the royal guard here, as it's the only place a Taskadar might be at risk. (Tywin on Coven Concerns has the Assassins to make the risk zero).

For securing the city area I have the Legion, the Wells, Justicaries, the Ravens, and a General population die. The Legion gives us architectural knowledge, as well as military force. The Justicaries can help set up the gates and check procedures that we are going to have for people going through them, as well as provide a soothing element of authority to guide the general population, and restrain any over eager nobles. The Ravens can make sure intrigue type dangers are mitigated against (preventing sneaking into the city, smuggling), and generally keeping an eye on everyone. The Wells family is mostly there to provide military force, and to show the general population that the nobility is involved in making sure everyone is safe. I wouldn't use a General population die, except that through all the scouting we ought to be able to keep them back out of danger, focused more on the logistics of supplying the others. Plus, we are going to need a greater number of military experienced members of the population, so I'd see this as calling for volunteers (and maybe drafting the young men) to help secure the city, and letting them feel strongly that this is their city now. If we were putting multiple General die here it might be an issue, but this is one tenth of the general population, which we ought to be able to supply.

For setting up, on agriculture I have the CoH, because they get +10 to the die for dealing with plants, in addition to the +40 from their knowledge, this is basically them managing all the farmers to make sure that everything is planted right, in the correct proportions, watered correctly, and reacting to anything unusual about Gurni growing conditions. For the law I have Astaria using the Spark, because that's where her +10 to laws bonus will shine. With the +75 from her background and the Justicaries that should put us at 85 + 1d50, so we'll get the fourth level of success, and probably the fifth level of success, but are not able to get the final sixth level unless we crit, or there are so many synergies from other actions that the DC lowers. This is our jam, so we might as well make the most of our strengths.

Setting up the Government has Justicaries, Astaria, and the Owls on the action. 3 die are enough to get 99% probability of success at the minimum level, 90% at the second level.and 74% at the third level. And that doesn't take into account any synergies. The story here is basically one of anti-corruption (especially with the action on law and order), as the Justicaries are enforcing the law, the Owls are keeping an eye on everything, and Astaria is making sure everything runs properly. I thought about including the Wells family or the General populace, but ultimately decided against it, as that might invite feelings of favoritism or lack of education in the departments. If we roll poorly we might end up with an incorruptible, competent, but understaffed government that is limited in effectiveness by our lack of agents. If that happens we'll have to put more effort into it next turn, but even so it will give us a strong base to build from.

I only have 1 Temple die setting up temples, I just can't justify more considering the DC is only 10. This, industry, and scrying are the two most likely actions to fail (with over 80% chance of success). But maybe the other setting up actions will carry it? Industry just has a single General die on it. It's basically doing the minimum to try and get a head start on the issue, but will likely need a lot more work in future turns.

For logistical concerns we have the bankers, the shipyard guild, the Owls, and the Wells family. This gives us a 99% probability of making the 3rd level of success (we only need the 2nd to avoid risk), a 90% probability of making the 6th level of success, and 77% chance of the 8th level of success. I felt that logistical concerns were pretty important. The story here is that the Wells family is taking charge to make sure everyone's needs are met, the Owls are keeping an eye on things to make sure the everything is on the up and up, the bankers are making sure resources are managed efficiently, while the shipyard guilds men I am hoping will maximize the use of the waterways (as a port city on logistics ought to use the water). I couldn't find the dice to get Navy, riverine this turn, but at the very least the Shipyards guilds will make sure logistical warehouses, depots, and distribution centers are prepared correctly to utilize the river once it becomes available. I am at least taking building the River Docks so that should help with this.

Setting up the Academy is here after some thought I decided to put five dice, Archive, CoH, Witches, bankers, and General, in addition to the InK bonus. I remember that in the first iteration of this quest we didn't set up the Academy fast enough and that had an impact I think. With a CoH die on Horticulture we ought to get +10 for dealing with plants, and the InK bonus is doubled here, giving us +40 (better than an average dice roll). We are almost certain to roll over into the second College (Husbandry) and roughly 60% likely to roll over into the third (Theology), with a minuscule chance of getting to a fourth (Medince).

I'm hoping that the witches will also help with the College of Horticulture, and due to working on the Greyhowl mounts action will help with the College of Husbandry, (and if we get that far Medicine). At the very least it will make for an interesting story. The bankers are mainly providing funds, but they might actually have some knowledge about the subjects if only because they must have prepared taxes around multiple subjects. The General Population die is basically the story of the general population sharing all their accumulated knowledge, as it is surprising what little tidbits can be found outside of academies.

Because of the synergies, that the Gen population die on the Taking charge of fortifications will benefit from the expertise of the Legions dice on Fortifying the riverside and Legion Compound, perhaps developing some construction expertise. And that the General die on fortifications, and the Legion die on Compound will spill over to help build the Greyhowl chapterhouse. I currently only have the Ravens there because they have intrigue and I noticed that the Greyhowls had Intrigue on their chapterhouse so I'm guessing they want some defenses for their secrets, which the Ravens can supply.

River Docks I am also hoping will benefit architecturally from the Legion die there, along with the Shipbuilder guild making sure things are properly set up. The Legion also provides some military might in case there be beasties in the water, and the hopefully the General die will be a story about future dockworkers getting set up there, perhaps connecting to the Logistical Concerns action.

I have only 2 dice on the Navy, sea action. At first I though about putting 3 there as it would give 96% chance of completing in two turns, but decided that we are going to take Navy, riverine next turn, which synergizes with Navy, sea, and 2 dice is already a 66% chance of completing the Navy, sea next turn and that is without the synergies between the two. So we will probably get Navy, sea on the next turn, and if not on the following, which is good enough.

I put five dice on the study of the Fae ships action, with the first level of destructive testing reducing the DC by half, that's a 99% of achieving the second level of success and avoiding the risk, an 80% chance at the fourth level of success, and a 25% chance at the sixth. While there is still a 33% chance we don't lose any ships. I put one shipbuilder die, one banker, one Legion, one Owl, and one General die. With the story being that of course the Shipbuilders are going to want to study this, the bankers are providing extra resources because of how beneficial these ships would be, the Legion are expert builders, and also military might in case something dangerous happens, with the General population dice representing those who are learning more about the ships, how to build them and how to sail them. The Owls are there to keep an eye on everyone and make sure no sneaky fae stuff takes place (lingering influences, that sort of thing).

Finally, I managed to squeeze one Crannog die to work on his wizard tower, with a banker die also assigned, both to give him access to resources, but also to let us know if he thinks to spend too much on something silly so we can talk to him about it before hand. A generous wife who is grateful for all the hard work he put in making sure we would have magical support for this exile, but also has a budget that has far too many demands on it already and has to justify expenditures to the population.

EDIT: Oh, and I forgot to talk about the Arcanum action, where I put Crannog's royal action with a witch die. Hopefully this leads to greater cooperation between the witches and wizards/enchanters? Also, since this action seems to be about setting up rules and guidelines, I made it Crannog's royal action as opposed to a normal Crannog die. He's the one that recruited them, so he can make sure they stay out of trouble too. Of course that is where the [CES] action goes.
 
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Did some of the easy rolls already:
Curse of Man-Mell: 3d50, +10 Astaria, +10 Tywin, +5 Gayla, +10 Astaria+Tywin bonus, +10 Astaria+Gayla Bonus, +10 Tywin+Gayla Bonus, +10 Three way bonus -> 142; 3 degrees of success. Great success!
Weed-whacking: 1d50+(2d50*1.5)+(1d50*2)+10 CoH+5 Gayla+5 Curse cleared - Arch exarch idependent die! -> 223; 5 degrees of success, superb success!
Evergrowing: 3d50+10 Coh +(10 Coh+witch +10 Coh+spark +10 spark+witch)*2 complete trifecta bonus -> 121/??? more than 1/3 complete gain ???
Archival Depot: 1d50 -> 46
Hostis humani generis: 2d50 -> 77; 3/4 successes, good success!
Concordant me this: 2d50+10 Astaria +5 Gayla +10 Astaria+Gayla; Curse of Man-Mell synergy: +10 Astaria +5 Gayla +10 Astaria+Gayla; Archival Depot Sunergy: +46/2=23; Hostis Humani Generis Synergy +1+2+3=6 -> 106/???
Formalizing the relations with Na Uselle: 1d50 -> 21/???
Arcanum: 2d50 -> 55; two degrees of success. Neres got 3 discovery rolls (77, 42, 73) all fail

Next batch of rolls will come some time tomorrow.
Cheery-Ohs folks!
 
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Weed-whacking: 1d50+(2d50*1.5)+(1d50*2)+10 CoH+5 Gayla+5 Curse cleared - Arch exarch idependent die! -> 223; 5 degrees of success, superb success!

Huh... that's weird. You had 2d50 with the 50% bonus? I only had one temple die on that.

Oh, okay, thank goodness, it took me a lot of work to try and figure out what happened (the Tally loaded in memory still had my old dice numbers and for a few terrified minutes I though that was what you used), that second dice with the Temple bonus is the independent Arch-Exarch die. Nice, okay.

I wonder where the Wells and Ty will put their dice. I kind of thought Ty might put his die on Formalizing a relationship with Livvy, he does not seem to understand that he should not poke the nice god touched.

Do they only add to actions taken? Or do they sometimes select their own actions to do? Because I could see the Wells family deciding to do the Navy, riverine action... or the fishy fishy action. Maybe I should have kept them on the River Docks action and had a General Population die on the Greyhowls.

Curse of Man-Mell: 3d50, +10 Astaria, +10 Tywin, +5 Gayla, +10 Astaria+Tywin bonus, +10 Astaria+Gayla Bonus, +10 Tywin+Gayla Bonus, +10 Three way bonus -> 142; 3 degrees of success. Great success!

Awesome! I almost put a Witch die here, mainly for the story aspect, but I just couldn't justify it when we needed so many dice elsewhere.

Hostis humani generis: 2d50 -> 77; 3/4 successes, good success!
Arcanum: 2d50 -> 55; two degrees of success. Neres got 3 discovery rolls (77, 42, 73) all fail

Whew, these were some of the ones I worried about most. Even though I knew the odds were good, I couldn't help but worry we would not get what we needed.

Now I just have to sweat the Prickling of my thumbs, and Coven Concerns.
 
I wonder where the Wells and Ty will put their dice. I kind of thought Ty might put his die on Formalizing a relationship with Livvy, he does not seem to understand that he should not poke the nice god touched.

Do they only add to actions taken? Or do they sometimes select their own actions to do? Because I could see the Wells family deciding to do the Navy, riverine action... or the fishy fishy action. Maybe I should have kept them on the River Docks action and had a General Population die on the Greyhowls.

Oh, I can tell you that.
Ty and Wells family are putting 3 dice on doing [] Consolidating power, upper-class

Damn, Ty has two more indy die? Will have to consider that. One of Ty's other die goes into There once was a ship;
And because Ty is Ty, I'm putting his other one on Here fishy, fishy. (As in, he is trying to help, but is doing a bad job of it)

And, If you had not put Astaria on Na Uselle, Ty would have absolutely tried that.
You dodged a bullet because if Ty had taken that action, I'd have rolled for which of the four he would have approached, and if it were Lyf, I'd have rolled to see how much she would have hurt him. Faer would have also had an automatic overriding -20 if he had to deal with Ty.


Baen and Luc would have been normal though.

Greyhowl are putting theirs in on Mounts.
 
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Oh, I can tell you that.
Ty and Wells family are putting 3 dice on doing [] Consolidating power, upper-class

Nice, the upper class would have been the next group of consolidating power that I would have chosen, as they are likely to be the most discombobulated without things to do. (The poor are too busy to worry about more than food and safety, and the middle class are only a little different, and they should be very pleased by the incorruptible nature of the government). But with a DC of 25 I needed 3 dice to feel safe taking it.

One of Ty's other die goes into There once was a ship;

Great, if his independent dice get a +10 to Lore then that's a big benefit. It's much more likely that we will get the higher levels of success.

And because Ty is Ty, I'm putting his other one on Here fishy, fishy. (As in, he is trying to help, but is doing a bad job of it)

I laughed, but it's actually not that bad an idea. There is no risk, the DC is relatively low, (especially if his Lore bonus applies at all), we are taking the River Docks action which synergies with it nicely. Ty's all proud of his initiative only to discover that everyone is too busy to work on this additional project. He then gets the brilliant idea that obviously the children can do it, don't children go fishing for fun? Ty gathers them up, boasts about his fishing knowledge, takes them down to the river, discovers that fishing is a lot harder and a lot more boring than in the stories. Starts distracting himself with teaching them things from stories about how to carve fishhooks from thorns and other tales while making a show of supervising. There are far more children than he can keep an eye on, his personal guard are focused on keeping alert for any dangers, so Bea, Jerrod, and Addy end up organizing the children, shenanigans ensue.

Ty returns home that night with a new appreciation for the gray hairs he must have given his sister, only to discover that the children (organized into daily rotations managed by Bea and Jerrod to keep things from getting out of control) now expect him to take them fishing every afternoon for the rest of the summer after their chores are done and tell them stories too. Expectations which he somehow can't bring himself to fail. Ty ends up everyone's honorary Uncle (since Bea always calls him that as is proper, and the other children start copying her).

And, If you had not put Astaria on Na Uselle, Ty would have absolutely tried that.
You dodged a bullet because if Ty had taken that action, I'd have rolled for which of the four he would have approached, and if it were Lyf, I'd have rolled to see how much she would have hurt him. Faer would have also had an automatic overriding -20 if he had to deal with Ty.

Yup. When I saw that action I thought to myself, Astaria has to take this one. Livvy needs respect and Ty will certainly try to go ask for more information without giving it.

Greyhowl are putting theirs in on Mounts.

Okay, they must have a lot of faith in the Ravens then, as I think the probabilities is ~80% for them compared to 90% for the mounts. Though on the other hand the synergies with Legion Compound and Fortifications might have rolled over into the chapterhouse reducing the DC enough that it's not a worry. Nice... I'm happy.

I notice you did not mention where Captain Stevenson went. Well, it will be a surprise. Looking forward to it. It took a while but we finally got to the fun stuff of preparing on Gurni for our glorious return.
 
Ok...
So...

Bad news, good news?
Tywin has officially become that guy
The mad lad will not be aiding with There once was a ship.
That is because he critted and cleared Hey fishy, fishy.
  1. yannoshToday at 07:13

    Here fishy, fishy: 1d50




  2. yannosh used
    r

    Dice MaidenAPPToday at 07:13

    yannosh Request: [1d50] Roll: [50] Result: 50





  3. yannoshToday at 07:14

    50?!? Ok, i gotta check for crit, I just gotta




  4. yannosh used
    r

    Dice MaidenAPPToday at 07:14

    yannosh Request: [1d50] Roll: [45] Result: 45





  5. yannoshToday at 07:14

    Mwahahahahahahahahahah. The madlad!




  6. [07:14]
    Ok, crit die




  7. yannosh used
    r

    Dice MaidenAPPToday at 07:14

    yannosh Request: [1d50] Roll: [47] Result: 47
with 147 Here fishy fishy is 5/5 +47 cleared, on a crit.
Wellp, I guess Ty managed to create an annual fishing festival, or something?
Also, just because of your thoughts @Elder Haman I am moving both Rot-begotten and Eastern Pantheon agenda stage levels straight to the next progress levels.
Rot-begotten are at: Stage 2
Eastern Pantheon are at: Stage 4
 
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Ok, I am taking a break now, this is insane.
Here you lucky dogs:

Taking command of the fortifications: 1d50 +5 Curse Cleared-> 55
Synergy applied will overflow into Fortifying the rivershore, basic.
Fortifying the rivershore, basic: 1d50 +55 Oveflow +5 Curse cleared -> 97
Synergy applied will overflow into Fortifying the rivershore, advanced.
Fortifying the rivershore, advanced: Synergy with Taking command of the fortifications and Fortifying the rivershore, basic: spillover 97 applied. 97/40 Cleared at second degree, excellent success!
Synergy applied will overflow into River Docks
River Docks: 3d50+17 overflow+5 curse cleared -> 90; cleared in 3 degree, superb success.
 
Bad news, good news?
Tywin has officially become that guy
The mad lad will not be aiding with There once was a ship.
That is because he critted and cleared Hey fishy, fishy.

Oh my. I was drafting out this story in my head where Tywin tells the story of the Princess Tress with long silver hair five times her length who when famine comes cuts her hair to weave a net that entices fish into it, thus saving her people from starvation. I thought it'd make a fun sort of world building thing for Tywin to be sharing with the rapt children on the riverbank. I was then planning to have a postscript with Astaria coming to Tywin two days later asking why she had gotten dozens of complaints from parents about their daughters cutting their hair to try and weave nets from.

I had thought it'd just be a funny joke about how Tywin's antics causing unintended and unpredictable events... but now that you shared this I have to actually write something now about how the children succeed in making nets or something, don't I?

River Docks: 3d50+17 overflow+5 curse cleared -> 90; cleared in 3 degree, superb success.

It's a sign! The Starmother wishes us to become fishermen! Let the bounties of the waters fill the bellies of the people! Just watch as we get a 45+ on the CoH die for agriculture giving us all five of the levels of success.

Taking command of the fortifications: 1d50 +5 Curse Cleared-> 55
Synergy applied will overflow into Fortifying the rivershore, basic.
Fortifying the rivershore, basic: 1d50 +55 Oveflow +5 Curse cleared -> 97

Looking at these numbers, the General Population die rolled a natural 50 on the Taking Command of the Fortifications. I guess they really really wanted to control those walls between them and the wilderness outside, and it turned out that they were completely intact underneath all the weeds. Then the Legion rolled a 37 on fortifying the riverside, and the general pop supporting them in taking the fortifications came right on over to aid them. They really want walls on all four sides... All that extra aid then allowed them to integrate the fortifications into the river docks or something.
 
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