Gems in the Wastes (Exalted/Warhammer Fantasy/CK2)

Okay, that first Mining roll is excellent, and exactly the kind of result I hoped for stacking Rising Dawn's stuff and the Elemental Bonus. We don't need to send our miners out into the Wyld for a while and can save our somewhat unimpressive Lodestone for any external military operations (it's a lot less problematic to transport it with an army).

The failure on the blacksmiths is obviously less good, though. At least the lumber is not consumed...
 
I don't think the Immaculates even have doctrine about those, they are so strange.
They do, actually, but it's only recently been unveiled to the Order at large by this time. Like, in the last year recent. Before that, it's been known for a few years by the inner circle of sorts, as I found out when reading The Realm.
 
Last but not least, our summoning attempt. I'll do the bonus roll and stuff later, but for now, we just have our Personal Action to go.

This will be a DC 60 action. Your Learning (+17) will be used here. If you fail, you don't summon Sondok and must try again next turn. If you CRIT fail, then you summon her unbound into the world in a fit of compassion for her chained/imprisoned state. Pray that you don't Crit Fail here.

Roll Bonus: 17 (Sango's Learning)
DC 60
Result: 93 + 17 = 110, Notable Success! Not only do you summon Sondok to protect the city like you hoped, you actually... made her kinda sorta like what you're doing here? At least, she can appreciate what it is you're attempting. But there's a reason I chose to make her like your actions, and not you as a person, because I don't think anyone here wants another daughter on the way that would make Sondok more vulnerable. Anyway, the DC to summon her in the future will be reduced by 10.
Critian Caceorte threw 1 100-faced dice. Reason: 1st Personal Action Total: 93
93 93
 
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I should probably also state that Sondok will handle 1 of your warband attacks each turn she's active, leaving you 1 free Martial action to perform each turn. You may assign her to which one you want her to handle, but you MUST assign her to one. It's part of her binding orders.

Alright, luck roll time. This will not be the last roll I do on this post, so keep watching for just a moment.

Luck Roll: 92. Oh boy, that's going to be something special.
Bonus Type (d8): Piety. Hmm... I'm going to need to think on what this will do, but it's going to be great.

Now, we have a slight issue here. We have prisoners, and they want to get out of here. Since they are Size 1, they are going to roll against DC 50, subtracting Ekundayo's Intrigue bonus (13) from their roll to escape. If they succeed, they break out. Obviously, you don't want them to succeed.

Roll Penalty: 13 (Ekundayo's Intrigue) = -13
DC 50
Result: 92 again... -13 = 79, that's still enough for our prisoners to escape into the night. Well then. Might want to get that jail up and running in the near future.
Critian Caceorte threw 1 100-faced dice. Reason: Luck Roll Total: 92
92 92
Critian Caceorte threw 1 8-faced dice. Reason: Bonus Type Total: 5
5 5
Critian Caceorte threw 1 100-faced dice. Reason: Prisoner Breakout Total: 92
92 92
 
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You know, with both the bonus roll and the prisoner breakout rolling the same number, I'm going to say that the two events are somehow related. This doesn't stop the breakout, but this action might have brought some (friendly) divine attention your way.
 
[][Stewardship] Warm The Land (DC 40/50/60)(SORCEROUS)
-[] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Stewardship Action)
-[] Assigned Sorcerer: Abioye (Hero; +6; +20 DC)
-[] Assigned Sorcerer: Your Students (Hero; +7; +20 DC)
  • You will alter the climate long-term, slowly increasing the average temperature over time. This will, in turn, increase the overall harvest period, making every farm provide ¼ of a unit of Food every turn instead of ⅕.

Complete non-sequitur but this progression is really weird and different from all the other stuff like Fishing Boats or Water. Like...the others go 1/5, 2/5, 3/5, etc. which is a logical progression. This one is weird and confusing and seems like it'll make bookkeeping an issue.

Converted into percentages, the other ones go 20% +20% per additional time you do it. This one goes 20%, then 25%, 33%, 50%, 100%...so it winds up the same after five uses, but in a really weird way that's going to make keeping track difficult when everything else is in 1/5 increments.
 
Complete non-sequitur but this progression is really weird and different from all the other stuff like Fishing Boats or Water. Like...the others go 1/5, 2/5, 3/5, etc. which is a logical progression. This one is weird and confusing and seems like it'll make bookkeeping an issue.

Converted into percentages, the other ones go 20% +20% per additional time you do it. This one goes 20%, then 25%, 33%, 50%, 100%...so it winds up the same after five uses, but in a really weird way that's going to make keeping track difficult when everything else is in 1/5 increments.
Huh. I'll... have to look into that some more then. Thanks for bringing it to my attention. I will say that it could be useful in the future if you create enough farms to have a food surplus, enough to trade with other people, but I get the concern here and I can revise it if need be.
 
I'm getting the feeling we should toll the dead before we have a festival for them, you know so that we know who we are mourning.

You can of course have them redo this action to try again, but there's going to be an increase in DC for doing so.
How much of an increase are we talking about?

Evidently the blacksmiths wanted to make sure their spot in the future city won't interfere with where the future residential district is going to be, or something like that.
How considerate of them, it is good to have nice thoughtful smiths.

Result: 92 again... -13 = 79, that's still enough for our prisoners to escape into the night. Well then. Might want to get that jail up and running in the near future.
The one roll we didn't want to roll high and it nearly crits... man we are having some weird luck this turn. Did someone get on the bad side a god of fortune or something. Also with those escapees the secret of our existence is out, we may need to see about further improving our defenses. Although I wonder if we can try to hunt them down before they get back?
 
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Huh. I'll... have to look into that some more then. Thanks for bringing it to my attention. I will say that it could be useful in the future if you create enough farms to have a food surplus, enough to trade with other people, but I get the concern here and I can revise it if need be.

I mean, if it goes 1/5 to 1/4 to 1/3 to 1/2 to 1/1 then what even is the progression past that 2/1? That would be really good, but maybe too good, y'know?
 
I have a candidate in mind, but in general it's either going to be an Elven God (because you're dealing with Elves here) or a Human one (because you are ostensibly human.) I say ostensibly since, you know, the soul situation is a bit odd here.
 
I have a candidate in mind, but in general it's either going to be an Elven God (because you're dealing with Elves here) or a Human one (because you are ostensibly human.) I say ostensibly since, you know, the soul situation is a bit odd here.

Any chance we roll for Hung prisoners? They are Human, and frankly, more convenient for the Druchii to capture.

That would also, by technicality, make the Ruinous Powers human gods as well.
 
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